Cycles Bake

Expand Cycles to use the new baking API in Blender.

It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal).

It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode.

Remember to save your images after the baking is complete.

Note: Bake currently only works in the CPU
Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles).

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake

Supported Passes:
-----------------
Data Passes
 * Normal
 * UV
 * Diffuse/Glossy/Transmission/Subsurface/Emit Color

Light Passes
 * AO
 * Combined
 * Shadow
 * Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect
 * Environment

Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge

Original design by Brecht van Lommel.

The entire commit history can be found on the branch: bake-cycles
This commit is contained in:
Dalai Felinto
2014-01-02 19:05:07 -02:00
parent 97641a0ec9
commit eec3eaba08
22 changed files with 937 additions and 55 deletions

View File

@@ -212,7 +212,9 @@ ccl_device void kernel_branched_path_integrate_direct_lighting(KernelGlobals *kg
}
}
ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray, ccl_global float *buffer,
#endif
ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
float3 throughput, int num_samples, PathState state, PathRadiance *L)
{
/* path iteration */
@@ -378,7 +380,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray, ccl_g
}
#endif
#ifdef __EMISSION__
#if defined(__EMISSION__) && defined(__BRANCHED_PATH__)
if(kernel_data.integrator.use_direct_light) {
bool all = kernel_data.integrator.sample_all_lights_indirect;
kernel_branched_path_integrate_direct_lighting(kg, rng, &sd, &state, throughput, 1.0f, L, all);
@@ -456,10 +458,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray, ccl_g
}
}
#endif
#ifdef __SUBSURFACE__
ccl_device_inline bool kernel_path_integrate_lighting(KernelGlobals *kg, RNG *rng,
ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
{
@@ -569,7 +567,39 @@ ccl_device_inline bool kernel_path_integrate_lighting(KernelGlobals *kg, RNG *rn
}
}
ccl_device void kernel_path_ao(KernelGlobals *kg, ShaderData *sd, PathRadiance *L, PathState *state, RNG *rng, float3 throughput)
{
/* todo: solve correlation */
float bsdf_u, bsdf_v;
path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
float ao_factor = kernel_data.background.ao_factor;
float3 ao_N;
float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
float3 ao_D;
float ao_pdf;
float3 ao_alpha = shader_bsdf_alpha(kg, sd);
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
if(dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
Ray light_ray;
float3 ao_shadow;
light_ray.P = ray_offset(sd->P, sd->Ng);
light_ray.D = ao_D;
light_ray.t = kernel_data.background.ao_distance;
#ifdef __OBJECT_MOTION__
light_ray.time = sd->time;
#endif
light_ray.dP = sd->dP;
light_ray.dD = differential3_zero();
if(!shadow_blocked(kg, state, &light_ray, &ao_shadow))
path_radiance_accum_ao(L, throughput, ao_alpha, ao_bsdf, ao_shadow, state->bounce);
}
}
ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, Ray ray, ccl_global float *buffer)
{
@@ -738,35 +768,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
/* todo: solve correlation */
float bsdf_u, bsdf_v;
path_state_rng_2D(kg, rng, &state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
float ao_factor = kernel_data.background.ao_factor;
float3 ao_N;
float3 ao_bsdf = shader_bsdf_ao(kg, &sd, ao_factor, &ao_N);
float3 ao_D;
float ao_pdf;
float3 ao_alpha = shader_bsdf_alpha(kg, &sd);
sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
if(dot(sd.Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
Ray light_ray;
float3 ao_shadow;
light_ray.P = ray_offset(sd.P, sd.Ng);
light_ray.D = ao_D;
light_ray.t = kernel_data.background.ao_distance;
#ifdef __OBJECT_MOTION__
light_ray.time = sd.time;
#endif
light_ray.dP = sd.dP;
light_ray.dD = differential3_zero();
if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow))
path_radiance_accum_ao(&L, throughput, ao_alpha, ao_bsdf, ao_shadow, state.bounce);
}
kernel_path_ao(kg, &sd, &L, &state, rng, throughput);
}
#endif
@@ -803,7 +805,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
hit_state.ray_t = 0.0f;
#endif
kernel_path_indirect(kg, rng, hit_ray, buffer, tp, state.num_samples, hit_state, &L);
kernel_path_indirect(kg, rng, hit_ray, tp, state.num_samples, hit_state, &L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
@@ -1022,7 +1024,7 @@ ccl_device_noinline void kernel_branched_path_integrate_lighting(KernelGlobals *
ps.ray_t = 0.0f;
#endif
kernel_path_indirect(kg, rng, bsdf_ray, buffer, tp*num_samples_inv, num_samples, ps, L);
kernel_path_indirect(kg, rng, bsdf_ray, tp*num_samples_inv, num_samples, ps, L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
@@ -1110,7 +1112,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
if(result == VOLUME_PATH_SCATTERED) {
/* todo: use all-light sampling */
if(kernel_path_integrate_scatter_lighting(kg, rng, &volume_sd, &tp, &ps, &L, &pray, num_samples_inv)) {
kernel_path_indirect(kg, rng, pray, buffer, tp*num_samples_inv, num_samples, ps, &L);
kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */
@@ -1150,7 +1152,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
if(result == VOLUME_PATH_SCATTERED) {
/* todo: use all-light sampling */
if(kernel_path_integrate_scatter_lighting(kg, rng, &volume_sd, &tp, &ps, &L, &pray, num_samples_inv)) {
kernel_path_indirect(kg, rng, pray, buffer, tp*num_samples_inv, num_samples, ps, &L);
kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
/* for render passes, sum and reset indirect light pass variables
* for the next samples */