Notes:
- There is still some bvh cache code, but that is from the engines initial commit, we might clean this up further or keep it.
- Changes in util_cache.h/.c are kept, this might be re-used in the future.
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.
So now the following OSL versions are supported (at least for compilation):
- 1.5 with closure alignment patch applied
- 1.6.8 release
- 1.7 development version from latest git
Added some extra seed to the hash, so it's now less likely to give repetitive
patters at values around zero.
This will change distribution of bricks for existing files. but it's something
inevitable.
Epsilon was quite arbitrary for GPU, replaced with checking for zero-sized faces.
It should solve both original report and the new one. After the release we can check
why GPU doesn't produce accurate math here and go to the root of the issue.
Found a way to make AVX2 CPUs happy by reshuffling instructions a bit,
so now there's no weird precision errors happening in there.
This solves some render speed regressions on CPU, but unfortunately
this doesn't help for GPU rendering.
It can't be simply removed in cases when it's connected to input which is
different from Normal. This is because the input wouldn't be connected to
default Normal geometry input, possibly breaking shading setup.
The fix is not really ideal, but should work at least.
This fixes skin having too much glossy reflection in the file from T46013.
Initial idea was to optimize calculation a bit by skipping calculation of actual
triangle edges and use vector from ray origin to triangles. In practice this
optimization didn't quite work in cases when origin point is too close to the
triangle.
Let's do 2.76 with a bit more complicated calculation, still looking into exact
reasons why watertight intersections fails in certain cases, but actual fix might
bit be ready so soon.
This fixes wrong eyes on the lady from T46013.
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 isn't really complete fix, complete fix would require calculating
derivatives via OIIO API, but supporting this will either end up with
some code duplication or will require some non really safe changes at
this release cycle.
The issue was caused by uninitialized ray used for composite and AO evaluation.
Can;t really think of "proper" ray configuration here, it's all a bit arbitrary
but think initializing the ray in a way so we look at the surface in a negative
normal direction is much better alternative to uninitialized ray.
Open for alternative suggestions tho.
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.
The issue was caused by some numeric instability in triangle intersection which
was visible on avx2 CPUs and GPUs (at least sm_20 here) but maybe some others
too.
Committing rather a workaround for now to be safe for the release, still need
some investigation.
From tests with grass field from Gooseberry project didn't see measurable
slowdown.
Fix T45769: Image Texture Node clipping bug
Simple mistakes in the normalized/pixel-space coordinates handling.
Render tests for this feature are coming.
Avoid memmove() happening on every insert of duplicated node to the references
list. Temporary pre-allocated vector is used for new references which is then
being inserted into actual array in one go later.
Gives around 4x speedup building spatially split BVH for the grass field in the
cassette player shot from Gooseberry.
This commit implements object reference node spatial split making it possible
to use spatial split for top-level BVH.
The code is not in use yet because enabling spatial split on top level BVH is
not coming for free and it needs to be investigated if it's worth in terms of
improved render times.
This way it's easy to add more reference types allowed for splitting to the
BVH reference split function without making this function too much big. This
way it's possible to experiment with such features as splitting object instance
references.
So far should not be any functional changes.