The issue was caused by possible use of object->derivedFinal from the render
thread, The patch tries to eliminate (or at least minimize, huh) amount of
access to the derivedFinal of a source object. It's still possible that in
the case of particle source derived mesh will be still unsafely used, but
with the patch applied we can easily change runtime part of the code and
cache derived mesh on the preparation stage.
Some ideas for the future:
- Check whether cache() was called on the point density node when calling
calc().
- Cache derivedMesh in the runtime part of point density node to avoid
possible remained thread conflicts.
- NULL the runtime part of the node on .blend load
Reviewers: campbellbarton, plasmasolutions
Reviewed By: plasmasolutions
Differential Revision: https://developer.blender.org/D1614
This is sort of extension of existing Use Environment option which now allows to
disable AO on the render layer basis.
Useful in cases like disabling AO for the background because it might make it
too flat and so.
Reviewers: juicyfruit, dingto, brecht
Reviewed By: brecht
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1633
This commit adds the Blackman-Harris windows function as a pixel filter to Cycles. On some cases, such as wireframes or high-frequency textures,
Blackman-Harris can give subtle but noticable improvements over the Gaussian window.
Also, the gaussian window was truncated too early, which degraded quality a bit, therefore the evaluation region is now three times as wide.
To avoid artifacts caused by the wider curve, the filter table size is increased to 1024.
Reviewers: #cycles
Differential Revision: https://developer.blender.org/D1453
Shutter curve now can be controlled using curve mapping widget in the motion
blur panel in Render buttons. Only mapping from 0..1 by x axis are allowed,
Y values will be normalized to fill in 0..1 space as well automatically.
Y values of 0 means fully closed shutter, Y values of 1 means fully opened
shutter.
Default mapping is set to old behavior when shutter opens and closes instantly.
This shutter mapping curve could easily be used by any other render engine by
accessing scene.render.motion_blur_shutter_curve.
Reviewers: #cycles, brecht, juicyfruit, campbellbarton
Differential Revision: https://developer.blender.org/D1585
This adds an option to control at what time relative to the current frame
the shutter is fully opened. Supported options are:
- Shutter is starting to open at the current frame
- Shutter is fully opened at the current frame
- Shutter is fully closed at the current frame
Custom shutter time offset is possible, same as custom curve for shutter
openness but those are considered nice things to have rather than something
crucial.
Reviewers: juicyfruit, dingto
Subscribers: venomgfx, hjalti
Differential Revision: https://developer.blender.org/D1380
Title says it all, based on feedback of artists from gooseberry team.
This mainly affects cases when going to a local view from layers setup
when some lamps were on invisible layers. Those lights are no longer
becoming visible to the object in local view.
Reviewers: brecht, juicyfruit, dingto
Reviewed By: juicyfruit, dingto
Subscribers: maxon, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1326
This commit exposes the interpolation parameter for environment textures (requested by DolpheenDream on IRC), just as it already is for image textures.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1544
This removes the BVH cache feature from the UI, underlying code will be removed in a separate commit.
The BVH cache was added before we had a multi-threaded BVH build, and a lot of other optimizations were done since then, which makes this not useful anymore.
Fix T46162.
The issue was caused by wrong detection whether number of verticies
changed or not. Basically, it wasn't working correct in cases when
number of verticies is increasing compared to the current frame.
This is a bit tricky one -- ideally viewport should detect whether alpha is used
in the shader tree and if so do separate viewport pass for that objects. But in
practice it's really tricky to detect whether alpha is affected by shader or not
without evaluating the tree for all possible input values. We also can't assume
that alpha might always be affected because it'll slow viewport drawing down.
For until some smart solution is found simply expose alpha blending mode used
by the viewport. It could be found below the Viewport Color settings.
Technically it was all wrong and it should have been called Extend instead
of Clip. Got confused by the naming in different libraries.
More options are still to come.
Previous fix didn't work well enough because on Windows Python has different
environment than Blender ans setting variables in there made no effect from
Blender point of view.
That was basically not an issue with interpolation, but rather missing wrapping
options and periodic wrapping was always used.
It's still a bit questionable why certain graphics cards were doing clamping in
the file from the report, that's not something what is expected to happen from
the settings of textures being passed to GPU. In any case this issue i still
didn't manage to reproduce on any of the available GPUs, might be something
related on driver glitch or so.
In any case CPU now should behave just fine, rest of the issues we'll need to be
able to reproduce first.
Currently only two mappings are supported by API, which is Repeat (old behavior)
and new Clip behavior. Internally this extension is being converted to periodic
flag which was already supported but wasn't exposed.
There's no support for OpenCL yet because of the way how we pack images into a
single texture.
Those settings are not exposed to UI or anywhere else and there should be no
functional changes so far.
Works totally similar to camera motion blur and majority of the changes are
related on just passing extra arguments to sync() functions.
Couple of things still to look into:
- Motion pass will not include motion caused by the zoom.
- Only perspective cameras are supported currently.
- Motion is being interpolated on projected coordinates, which might give
different results from constructing projection matrix from interpolated
field of view.
This could be good enough for us, but we need to consider improving this
at some point.
Reviewers: juicyfruit, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D1383
Fix T45381: Crash Blender 2.75 in Win7 x64 AMD card
The issue is basically caused by graphics card driver which crashes when
querying OpenCL platforms. This isn't something we can really solve from
the CLEW side, because opencl.dll does exist in old driver and even has
all the needed symbols, but first ever call to clGetPlatformIDs crashes.
While rest of the blender works fine with those older ATI/AMD cards it's
really needed to solve crashes of OpenCL device enumeration.
Solution here is to force disable OpenCL platforms if we've detected that
display card is using old ATI/AMD driver. It's not really proper solution
so it's done in the python side where it's easy to do tweaks. Reasoning
behind this change is:
- If one uses really old driver it's likely because it's the latest one
he/she can ever to install (because of discontinued support from AMD).
- If old card is used it's likely to not have dedicated GPUs for rendering.
- Even if there's a dedicated GPU device enumeration is likely to crash
because of attempt to query OpenCL from the old card.
There are still some tweaks needed likely, but this commit should make
some of the configurations to work.
This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
The idea is to give artists a simplier way to control memory usage in such
scenes as grass fields by doing automatic object culling based on whether
object is visible in the frame or not.
This is controlled on per-object level. In order to use this option few steps
are required:
- Enable Simplify in scene settings
- Enable Camera Cull option in the Simplify panel
- Set camera cull margin (measured in relative value to the render resolution)
This setting is used to avoid possible flickering caused by changes in shadow
which are cast by objects outside of the frame.
- Enable Camera Cull for objects which are desired to be culled
(object culling option could be found in Option panel in object buttons).
There is still room for improvements, but this worked quite well during
Gooseberry open movie project, so think it's useful feature even in it's current
non-ideal state.
This means render devices now might skip building baking kernels in cases when
only actual render-related functionality is used.
For now it's only implemented for OpenCL split kernel device and mainly needed
to work around some compiler-specific bugs which crashes on building the kernel.
Using OpenCL for baking might still crash the driver, but at least there is now
higher probability of that GPU will be usable to render the scene.
Real fix should actually be done in the driver side.
When using MIS, the world is treated as regular light and in this case
we can now also limit the maximum amount of bounces, the background light
will contribute to the scene.
This can improve performance in some cases, where it's e.g. sufficient to
only have a contribution on first 1-2 bounces.
Examples can be found in the differential.
Differential revision: https://developer.blender.org/D1399
This was a mistake in the original code from D1079.
With the current way how direction ot mirror ball works camera should look
into negative Y direction. Corrected it in the camera matrix synchronization,
so no extra calculations are needed at the render time.
That's a bit annoying, but we'd better port it to the release branch, or
otherwise we'll end up with files created with wrong camera mapping after
2.75 release.
The idea is to make it possible to control linked duplicated objects motion
blur from the scene file without need to do overrides on the linked object
settings. Currently only supported for dupligroup duplication and all now
if duplicator object has motion blur disabled then it'll be inherited into
all the duplicated objects.
There should be no regressions/changes in look of existing files because
objects do have motion blur enabled by default.
TODO: We might want to refactor debug passes into PASS_DEBUG and some
debug_type (similar to Blender's side passes) to avoid issue of running
out of bits.
This way it is now possible to select which exact debug pass is to be used
by the render engine. Accessible from the Passes panel.
Currently it could only be one debug pass, in the future we can make menus
and image users smarter and support multiple passes of the same type.
Quite straightforward implementation, but still needs some work for the split
kernel. Includes both regular and split kernel implementation for that.
The pass is not exposed to the interface yet because it's currently not really
easy to have same pass listed in the menu multiple times.