This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.
With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.
The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.
The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles
There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images
Thanks to Brecht for the review and to all who tested the intermediate versions!
Differential Revision: https://developer.blender.org/D3509
Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.
Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.
Implemented by Lukas, with tweaks by Brecht.
Differential Revision: https://developer.blender.org/D4837
This adds compaction support for OptiX acceleration structures, which reduces the device memory footprint in a post step after building. Depending on the scene this can reduce the amount of used device memory quite a bit and even improve performance (smaller acceleration structure improves cache usage). It's only enabled for background renders to make acceleration structure builds fast in viewport.
Also fixes a bug in the memory management for OptiX acceleration structures: These were held in a dynamic vector of 'device_memory' instances and used the mem_alloc/mem_free functions. However, those keep track of memory instances in the 'cuda_mem_map' via pointers to 'device_memory' (which works fine everywhere else since those are never copied/moved). But in the case of the vector, it may decide to reallocate at some point, which invalidates those pointers and would result in some nasty accesses to invalid memory. So it is not actually safe to move a 'device_memory' object and therefore this removes the move operator overloads again.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6369
Previously Noise and Wave texture nodes would use noise functions within a [0,1]
range for distortion effects. We either add or subtract noise from coordinates,
never do both at same time. This led to the texture drastically shifting on the
diagonal axis of a plane / cube. This behavior makes the Distortion input hard
to control or animate. Capabilities of driving it with other texture are also
limited, diagonal shifting is very apparent.
This was fixed by offsetting the noise function to a signed range and making it
zero-centered. This way noise is uniformly added and subtracted from coordinates.
Texture pattern sticks to main coordinates which makes it way easier to control.
This change is not strictly backwards compatible, there is versioning to ensure
the scale of the distortion remains similar, but the particular pattern can be
a little different.
Differential Revision: https://developer.blender.org/D6177
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep.
This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode.
This was needed to allow clamping when **To Max** is less than **To Min**.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D5827
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
The Principled BSDF uses Microfacet closures that include a fresnel term,
which are a special case since their weight tends to be near white even
if their average contribution is fairly low.
The sample weight is scaled by the average fresnel weight to account for
this, but the denoising albedo still used the unscaled weight.
This was fine for the original denoiser, but apparently OIDN can't handle
the resulting albedo pass well. Therefore, this commit adds the described
scaling to the albedo pass contribution as well.
This problem was described in T69770.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6289
When using OpenCL with Cycles the rendering time increased substantial.
After doing some tests the bottleneck was found in 4d voronoi and 2d and
3d smooth voronoi.
This change will hide these behind a specific compile directive so the
speed will improve.
AMD RX480 + BMW scene
2.80 (3:10)
2.81 (5:48)
2.81 excluding 4d voronoi+2d/3d smooth (3:50)
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6231
This patch adds a new Vertex Color node. The node also returns the alpha
of the vertex color layer as an output.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5767
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space.
It also adds a Randomness input to control the randomness of the texture.
Additionally, it adds three new modes of operation:
- Smooth F1: A smooth version of F1 Voronoi with no discontinuities.
- Distance To Edge: Returns the distance to the edges of the cells.
- N-Sphere Radius: Returns the radius of the n-sphere inscribed in
the cells. In other words, it is half the distance between the
closest feature point and the feature point closest to it.
And it removes the following three modes of operation:
- F3.
- F4.
- Cracks.
The Distance metric is now called Euclidean, and it computes the actual
euclidean distance as opposed to the old method of computing the squared
euclidean distance.
This breaks backward compatibility in many ways, including the base case.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5743
This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D
space. The Color output was also removed because it was identical
to the Fac output.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5566
Some implementations of the standard c++ library doesn't define its
functions in the global namespace. So the `isinf` function might
fail in some systems. To fix this, we use the `ensure_finite`
function instead.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5687
This patch rewrites the Mapping node to support dynamic inputs. The
Max and Min options have been removed. They can be added as Min and
Max Vector Math nodes manually.
Texture nodes still use the old matrix-based mapping. A new SVM node
`NODE_TEXTURE_MAPPING` has been added to preserve this functionality.
Similarly, in GLSL, a `mapping_mat4` function has been added.
Reviewers: brecht, JacquesLucke
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D
space. The noise code has also been refactored to be more readable.
The Color output and distortion patterns changed, so this patch
breaks backward compatibility. This is due to the fact that we
now use random offsets as noise seeds, as opposed to swizzling
and constants offsets.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5560
Before there were two options: Paste to original layer called "Paste" and Paste to active layer called "Paste & Merge"
Now, by default the paste is in active layer and the "Paste & Merge" has been renamed "Paste".
For old "Paste", now is called "Paste by Layer" and it's not the default value anymore.
Note: Minor edits to add icons not present in Differential revision.
Differential Revision: https://developer.blender.org/D5591
The object color property is added as an additional output in
the Object Info node.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5554
The fract function in OpenCL does more than just return the fraction.
It also writes the floor to the second argument. Which wasn't put
in consideration.
Instead, we use a simple `a - floor(a)` like the Math node.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5553
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5550
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.
The patch doesn't include tests for the new operators. Tests will be added
in a later patch.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5523
- Implement dynamic inputs. The second input is now unavailable in single
operand math operators.
- Reimplemenet the clamp option using graph expansion for Cycles.
- Clean up code and unify naming between Blender and Cycles.
- Remove unused code.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5481
This patch adds a new node that clamps a value between a maximum and
a minimum values.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5476
This patch adds a new Map Range node that linearly remaps an input
value from a range to another. This node is similar to the compositor's
Map Range node.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5471
These are the internal changes to Cycles, for Blender integration there are no
functional changes in this commit.
Images are converted to scene linear color space on file load, and on reading
from the OpenImageIO texture cache. 8-bit images are compressed with the sRGB
transfer function to avoid precision loss while keeping memory usages low. This
also means that for common cases of 8-bit sRGB images no conversion happens at
all on image loading.
Initial patch by Lukas, completed by Brecht.
Differential Revision: https://developer.blender.org/D3491
This never really worked as it was supposed to. The main goal of this is to
turn noise from sampling tiny hairs into multiple layers of transparency that
do not need to be sampled stochastically. However the implementation of this
worked by randomly discarding hair intersections in BVH traversal, which
defeats the purpose.
If it ever comes back, it's best implemented outside the kernel as a preprocess
that changes hair radius before BVH building. This would also make it work with
Embree, where it's not supported now. But it's not so clear anymore that with
many AA samples and GPU rendering this feature is as helpful as it once was for
CPU raytracers with few AA samples.
The benefit of removing this feature is improved hair ray tracing performance,
tested on NVIDIA Titan Xp:
bmw27: +0.37%
classroom: +0.26%
fishy_cat: -7.36%
koro: -12.98%
pabellon: -0.12%
Differential Revision: https://developer.blender.org/D4532
Float2 are now a new type for attributes in Cycles. Before, the choices
for attribute storage were float and float3, the latter padded to
float4. This meant that UV maps were inflated to twice the size
necessary.
Reviewers: brecht, sergey
Reviewed By: brecht
Subscribers: #cycles
Tags: #cycles
Differential Revision: https://developer.blender.org/D4409
There is a generic function to retrieve float and float3 attributes
`primitive_attribute_float` and primitive_attribute_float3`. Inside
these functions an prioritised if-else construction checked where
the attribute is stored and then retrieved from that location.
Actually the calling function most of the time already knows where
the data is stored. So we could simplify this by splitting these
functions and remove the check logic.
This patch splits the `primitive_attribute_float?` functions into
`primitive_surface_attribute_float?` and `primitive_volume_attribute_float?`.
What leads to less branching and more optimum kernels.
The original function is still being used by OSL and `svm_node_attr`.
This will reduce the compilation time and render time for kernels.
Especially in production scenes there is a lot of benefit.
Impact in compilation times
job | scene_name | previous | new | percentage
-------+-----------------+----------+-------+------------
t61513 | empty | 10.63 | 10.66 | 0%
t61513 | bmw | 17.91 | 17.65 | 1%
t61513 | fishycat | 19.57 | 17.68 | 10%
t61513 | barbershop | 54.10 | 24.41 | 55%
t61513 | classroom | 17.55 | 16.29 | 7%
t61513 | koro | 18.92 | 18.05 | 5%
t61513 | pavillion | 17.43 | 16.52 | 5%
t61513 | splash279 | 16.48 | 14.91 | 10%
t61513 | volume_emission | 36.22 | 21.60 | 40%
Impact in render times
job | scene_name | previous | new | percentage
-------+-----------------+----------+--------+------------
61513 | empty | 21.06 | 20.35 | 3%
61513 | bmw | 198.44 | 190.05 | 4%
61513 | fishycat | 394.20 | 401.25 | -2%
61513 | barbershop | 1188.16 | 912.39 | 23%
61513 | classroom | 341.08 | 340.38 | 0%
61513 | koro | 472.43 | 471.80 | 0%
61513 | pavillion | 905.77 | 899.80 | 1%
61513 | splash279 | 55.26 | 54.86 | 1%
61513 | volume_emission | 62.59 | 61.70 | 1%
There is also a possitive impact when using CPU and CUDA, but they are small.
I didn't split the hair logic from the surface logic due to:
* Hair and surface use same attribute types. It was not clear if it could be
splitted when looking at the code only.
* Hair and surface are quick to compile and to read. So the benefit is quite
small.
Differential Revision: https://developer.blender.org/D4375
Values outside the 0..1 range produce negative colors, so now clamp to that
range everywhere. Also fixes improper handling of hue > 2.0 in some places.