Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.
Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.
Patch by Mike Farnsworth, thanks!
The rendering device is now set in User Preferences > System, where you can
choose between OpenCL/CUDA and devices. Per scene you can then still choose
to use CPU or GPU rendering.
Load balancing still needs to be improved, now it just splits the entire
render in two, that will be done in a separate commit.
lower than 1.3, since we're not officially supporting these. We're already not
providing CUDA binaries for these, so better make it clear when compiling from
source too.
* Compile all of cycles with -ffast-math again
* Add scons compilation of cuda binaries, tested on mac/linux.
* Add UI option for supported/experimental features, to make it
more clear what is supported, opencl/subdivision is experimental.
* Remove cycles xml exporter, was just for testing.
Some drivers don't support passing include paths with spaces in them, nor does
the opencl spec specify anything about how to quote/escape such paths, so for
now we just resolved #includes ourselves. Alternative would have been to use c
preprocessor, but this also resolves all #ifdefs, which we do not want.
* Reduce kernel arguments size, helps compile for apple nvidia.
* Fix use of unitialized variable in displace kernel.
* Use build flags in opencl kernel md5 hash.
* Reorganize code for kernel feature #defines a bit.
* Enable OpenCL Full Shading on NVIDIA cards.
Notes:
It makes not much sense to use OpenCL on a nVidia card (as it is slower compared to CUDA), but as OpenCL comes without dependencies, it's an good alternative if you don't want to install the CUDA toolkit or the build comes without CUDA kernels.
* Add back option to bundle CUDA kernel binaries with builds.
* Disable runtime CUDA kernel compilation on Windows, couldn't get this working,
since it seems to depend on visual studio being installed, even though for
this particular case it shouldn't be needed. CMake only at the moment.
* Runtime compilation on linux/mac should now work if nvcc is not installed in
the default location, but available in PATH.
The __imp__ prefix on glew lib linking errors should have been a good indication: the code was looking for the glew dll.
Bypassed by adding GLEW_STATIC to the definitions.
* It seems we have a problem compiling the CUDA kernel at runtime on Windows,
will need to investigate more how to solve this best, CPU render should go
fine though.
* Change OPENIMAGEIO to OPENIMAGEIO_ROOT_DIR on linux for consistency.
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights
There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.
And a bunch of incomplete and still disabled code mostly related to closure
sampling.
* OpenCL now only uses GPU/Accelerator devices, it's only confusing if CPU
device is used, easy to enable in the code for debugging.
* OpenCL kernel binaries are now cached for faster startup after the first
time compiling.
* CUDA kernels can now be compiled and cached at runtime if the CUDA toolkit
is installed. This means that even if the build does not have CUDA enabled,
it's still possible to use it as long as you install the toolkit.
* Compute MD5 hash to deal with nvidia opencl compiler cache not recognizing
changes in #included files, makes it possible to do kernel compile only
once and remember it for the next time blender is started.
* Kernel tweak to compile with ATI/linux. Enabling any more functionality than
simple clay render still chokes the compiler though, without a specific error
message ..
* Fix crash in light path node
* Fix struct alignment issue for cuda
* Fix issue with instances taking up too much memory
* Fix issue with ray visibility working incorrect on some objects
* Enable OpenCL always and remove option, it has no dependencies so may as well
* Refuse to load kernel if OpenCL version < 1.1, recent drivers are needed
* Better error handling for OpenCL device
* 3D views with rendered draw mode will now revert to wireframe on file load
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
internal renderer, objects with this closure show the background / zero
alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
the pipeline, should be moved to compositor.
* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
* auto/fixed threads option is used now, patch by Thomas.
* remove unused CUDA_LIBRARIES, library is dynamically loaded
* fix mesh XML export operator for API update
* add some (disabled) test code for using OpenImageIO in imbuf
* link cycles, openimageio and boost into blender instead of a shared library
* some cmakefile changes to simplify the code and follow conventions better
* this may solve running cycles problems on windows XP, or give a different
and hopefully more useful error message
* kernel has shading nodes / textures disabled, amd/nvidia opencl
compilers choke on these, need to figure out how to avoid this
* works in cycles_test, not available as option in blender yet
* kernel compiles and runs with opencl 1.1 from intel/amd/nvidia