To determine the albedo pass, Cycles currently follows the path until a predominantly
diffuse-ish material is hit and then takes the albedo there.
This works fine for normal mirrors, but as it completely ignores the color of the bounces
before that diffuse-ish material, it also means that any textures that are applied to the
specular-ish BSDFs won't affect the albedo pass at all.
Therefore, this patch changes that behaviour so that Cycles also keeps track of the
throughput of all specular-ish closures along the path so far and includes that in
the albedo pass.
This fixes part of the issue described in T73043. However, since it has an effect on the
albedo pass in most scenes, it could cause cause regressions, which is why I'm uploading
it as a patch instead of just committing as a fix.
Differential Revision: https://developer.blender.org/D6640
Lacunarity parameter determines scaling of subsequent octaves in fractal
noises. For example, Noise node have this scaling hardcoded to 2.0. Each
octave have twice bigger scale than previous one, resulting in finer details.
By design fractal noises that generate octaves with same seed should not
have Lacunarity set to 1.0, since then it just stacks up identical noises.
Differential Revision: https://developer.blender.org/D6742
This is a more correct fix to the issue Brecht was fixing in D6600.
While the fix in that patch worked fine for linking it broke ASAN
runtime under some circumstances.
For example, `make full debug developer` would compile, but trying
to start blender will cause assert failure in ASAN (related on check
that ASAN is not running already).
Top-level idea: leave it to CMake to keep track of dependency graph.
The root of the issue comes to the fact that target like "blender" is
configured to use a lot of static libraries coming from Blender sources
and to use external static libraries. There is nothing which ensures
order between blender's and external libraries. Only order of blender
libraries is guaranteed.
It was possible that due to a cycle or other circumstances some of
blender libraries would have been passed to linker after libraries
it uses, causing linker errors.
For example, this order will likely fail:
libbf_blenfont.a libfreetype6.a libbf_blenfont.a
This change makes it so blender libraries are explicitly provided
their dependencies to an external libraries, which allows CMake to
ensure they are always linked against them.
General rule here: if bf_foo depends on an external library it is
to be provided to LIBS for bf_foo.
For example, if bf_blenkernel depends on opensubdiv then LIBS in
blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES.
The change is made based on searching for used include folders
such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries
to LIBS ion that CMakeLists.txt. Transitive dependencies are not
simplified by this approach, but I am not aware of any downside of
this: CMake should be smart enough to simplify them on its side.
And even if not, this shouldn't affect linking time.
Benefit of not relying on transitive dependencies is that build
system is more robust towards future changes. For example, if
bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES
and all such code is moved to bf_blenkernel this will not break
linking.
The not-so-trivial part is change to blender_add_lib (and its
version in Cycles). The complexity is caused by libraries being
provided as a single list argument which doesn't allow to use
different release and debug libraries on Windows. The idea is:
- Have every library prefixed as "optimized" or "debug" if
separation is needed (non-prefixed libraries will be considered
"generic").
- Loop through libraries passed to function and do simple parsing
which will look for "optimized" and "debug" words and specify
following library to corresponding category.
This isn't something particularly great. Alternative would be to
use target_link_libraries() directly, which sounds like more code
but which is more explicit and allows to have more flexibility
and control comparing to wrapper approach.
Tested the following configurations on Linux, macOS and Windows:
- make full debug developer
- make full release developer
- make lite debug developer
- make lite release developer
NOTE: Linux libraries needs to be compiled with D6641 applied,
otherwise, depending on configuration, it's possible to run into
duplicated zlib symbols error.
Differential Revision: https://developer.blender.org/D6642
Similar to the Microfacet Closures, the Principled BSDF Sheen closure is
added at a high weight but typically results in fairly low values.
Therefore, the default weight is a bad indicator of importance.
The fix here is the same as it was back then for Microfacets:
Compute an average weight using the normal as the half-vector
and use it to scale down the sample weight and the albedo channel.
In addition to drastically improving denoising of materials with
sheen when using the new Denoising node, this also can reduce noise
on such materials considerably.
This patch suppress the OSL warnings resulted from ambiguous calls
to the normalize function. This is done by casting to the vector
type before normalizing.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D6621
Embree's local intersection routine was not prepared
for local intersections without per-object BVH.
Now it should be able to handle any kind of local
intersection, such as AO, bevel and SSS.
Differential Revision: https://developer.blender.org/D6602
Commit rB7e61e597253f3ca75f2fb86a57212ca750ffbbe8 broke viewport rendering when not displaying as halfs.
This fixes that by actually using the `scale` parameter that is passed into `film_map` and also de-duplicates code around it.
Differential Revision: https://developer.blender.org/D6557
OptiX always uses record-all behavior for transparent shadow rays, but did not check
whether the maximum number of hits exceeded the shadow hit stack. This fixes that.
transform_direction() can't handle parameters in constant address space.
Creating a local copy of the parameter satisfies the OpenCL compiler.
CUDA and CPU compilers should be able to optimize this away I hope.
This patch adds support for the OptiX denoiser as an alternative to the existing NLM denoiser in Cycles. It's re-using the same denoising architecture based on tiles and therefore implicitly also works with multiple GPUs.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6395
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
With upcoming light group passes, for them to sum up correctly to the combined
pass the clamping must be more fine grained.
This also has the advantage that if one light is particularly noisy, it does
not diminish the contribution from other lights which do not need as much
clamping.
Clamp values on existing scenes will need to be tweaked to get similar results,
there is no automatic conversion possible which would give the same results as
before.
Implemented by Lukas, with tweaks by Brecht.
Part of D4837
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
The Random Per Island attribute is a random float associated with each
connected component (island) of the mesh. It is particularly useful
when artists want to add variations to meshes composed of separate
units. Like tree leaves created using particle systems, wood planks
created using array modifiers, or abstract splines created using AN.
Reviewed By: Sergey Sharybin, Jacques Lucke
Differential Revision: https://developer.blender.org/D6154
The OptiX intersection program for curves uses "optixGetObjectRayDirection"
to get the ray direction in object space (which was inverse transformed
with the current transformation matrix). OptiX does no additional operations
on it, so if there is a scaling transform, the direction is not normalized.
But the curve intersection routine expects that. In addition, the distances
used in "optixGetRayTmax()" and "optixReportIntersection()" are in world
space, so need to adjust them accordingly.
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 is intended for developers on Windows primarily:
Now, CUDA architectures of type compute_xx are supported. This allows for quicker builds,
at the expense of the CUDA driver running ptxas the first time a kernel is loaded.
Differential Revision: https://developer.blender.org/D5953
Cycles casts a pointer from ShaderDataTinyStorage to ShaderData, these structs by default had different alignments however (the former was 1-byte aligned, the latter 16-byte). This caused undefined behavior on at least the CUDA platform. Forcing both structs to use the same alignment fixes this.
CUDA toolkits newer than 10.1 run into this because of a compiler optimization.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5883
Small memory reduction change by only storing the pixels of the combined
pass when it is being shown in the viewport. Previously the combined pass
was always calculated and present in the output buffer. The combined pass
will still be calculated.
It is a limitation in Blender that Cycles always had a combined pass.
This patch will remove the limitation from the code base of Cycles.
Blender still has the limitation, but will always request the combined
renderpass when doing final rendering.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5784
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 change allows the user to select a renderpass in the 3d viewport.
Added support for external renderers to extend the `View3DShading` struct.
This way Blender doesn't need to know the features an external render engine wants to support.
Note that the View3DShading is also available in the scene->display.shading; although this is
supported, it does not make sense for render engines to put something here as it is really
scene/workbench related.
Currently cycles assumes that it always needs to calculate the combined pass; it ignores the
`pass_flag` in KernelFilm. We could optimize this but that was not in scope of this change
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5689