The fisheye camera setup causes the edges of the image to not shoot primary rays. This was not
respected by OptiX because of an optimization that tried to reduce conditionals around trace calls.
Removing that does not seem to have an impact on performance anymore however and it fixes
the issue.
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
The OptiX kernels are compiled for target "compute_sm_52", which is only available on second
generation Maxwell GPUs, so disable support for older ones.
When definining static variables that own memory, you should
use the "construct on first use" idiom. Otherwise, you'll get
a warning when Blender exits.
More details are provided in D8354.
Differential Revision: https://developer.blender.org/D8354
The sky will appear brighter than before by default. To compensate for this,
lower exposure in the Film panel. The default altitude was also changed from
90 to 15 degrees.
Patch contributed by Marco with the help of Ryan Jones.
Differential Revision: https://developer.blender.org/D8285
This patch changes the discovery of pre-compiled kernels, to look for any PTX, even if
it does not match the current architecture version exactly. It works because the driver can
JIT-compile PTX generated for architectures less than or equal to the current one.
This e.g. makes it possible to render on a new GPU architecture even if no pre-compiled
binary kernel was distributed for it as part of the Blender installation.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8332
This refactor is in response to reports in which the adaptive domain with noise caused a crash (e.g. T79009). It should also fix issues where the smoke appeared to be cut off when using the adaptive domain together with noise. It is also possible that some of these changes improve the lines issue from T74559.
This commit introduces a new way to build unit tests. It is now possible
for each module to generate its own test library. The tests in these
libraries are then bundled into a single executable.
The test executable can be run with `ctest`. Even though the tests
reside in a single executable, they are still exposed as individual
tests to `ctest`, and thus can be selected via its `-R` argument.
Not yet ported tests still build & run as before.
The following rules apply:
- Test code should reside in the same directory as the code under test.
- Tests that target functionality in `somefile.{c,cc}` should reside in
`somefile_test.cc`.
- The namespace for tests is the `tests` sub-namespace of the code under
test. For example, tests for `blender::bke` should be in
`blender::bke:tests`.
- The test files should be listed in the module's `CMakeLists.txt` in a
`blender_add_test_lib()` call. See the `blenkernel` module for an
example.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7649
These flags need to be set correctly in order to distinguish between data that comes from cache files and raw data that comes directly from pointers to the data in Mantaflow.
For animation/driver purposes, being able to go outside of the 0-360
range makes things easier.
Differential Revision: https://developer.blender.org/D8091
Performance is not great currently due to the API not seeming to support
efficient denoising of multiple tiles at the same time. So in many cases
only one or a few threads will actually be denoising at the same time.
In renders with many samples this is not a big problem, but for faster
renders it's a signficant overhead.
We should try to optimize this still, possibly by batching denoising of
a bigger neighborhood of multiple tiles at once.
I'm not sure if the Sky was deliberately left out or was just waiting for a
better moment, but so many I was disappointed that Sky in EEVEE is
completely white.
There are already 2 implementations (osl and gpu) so this is the third one.
Looking at other cases it seems that we are not supposed to share sources
between cycles and the rest? So the new util_sky_model files are just
copies of what is already in cycles, except that the data file uses the RGB
variant of the Hosek/Wilkie model, because we output RGB anyway (but can be
easily changed to XYZ if desired - the results are nearly identical).
I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I
wanted to use mat3 but it does not work).
Also, should I cache the sky model data between renders if the parameters
do not change?
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D7108
The spelling and capitalization of package name passed to find_package()
and find_package_handle_standard_args() needs to match.
Silences CMake warning about mismatch.
Differential Revision: https://developer.blender.org/D8247
The problem here was numerical precision: The code calculates the angle between
sun and view direction, and the usual acos(dot(a, b)) approach for that has
poor numerical performance for almost parallel angles.
As a result, the generally tiny difference between floating point computation
between CPU and GPU was enough to make the sun vanish at different radii,
causing different results.
The new version fixes the difference by making the computation much more robust
on both platforms.
This patch adds support for the curve primitive from OptiX to Cycles. It's currently hidden
behind a debug option, since there can be some slight rendering differences still (because no
backface culling is performed and something seems off with endcaps). The curve primitive
was added with the OptiX 7.1 SDK and requires a r450 driver or newer, so this also updates
the codebase to be able to build with the new SDK.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8223
Don't apply the matrix transform optimization in this case, curve points and
radius can't represent non-uniform scale the way is possible with triangle
meshes and vertices.
This would cause abrupt change if objects had e.g. motion blur in one frame
and not in the next.