Some code was removed to avoid storing the combined pass when viewport
rendering other passes. But we can keep this by default, Blender overrides
the list of passes entirely.
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
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
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
Previously, bright edges (e.g. caused by rim lighting) would sometimes get
halos around them after denoising.
This change introduces a log(1+x) highlight compression step that is performed
before denoising and reversed afterwards. That way, the denoising algorithm
itself operates in the compressed space and therefore bright edges cause less
numerical issues.
Prefiltering of feature passes will happen during rendering, which can
then be used for denoising immediately or written as a render pass for
later (animation) denoising.
The number of denoising data passes written is reduced because of this,
leaving out the feature variance passes. The passes are now Normal,
Albedo, Depth, Shadowing, Variance and Intensity.
Ref D3889.
This allows for extra output passes that encode automatic object and material masks
for the entire scene. It is an implementation of the Cryptomatte standard as
introduced by Psyop. A good future extension would be to add a manifest to the
export and to do plenty of testing to ensure that it is fully compatible with other
renderers and compositing programs that use Cryptomatte.
Internally, it adds the ability for Cycles to have several passes of the same type
that are distinguished by their name.
Differential Revision: https://developer.blender.org/D3538
Apparently quite a few users would like to have the noisy pass available when using the denoiser, and since it's being generated anyways we might as well expose it by default.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3608
* Remove tex_* and pixels_* functions, replace by mem_*.
* Add MEM_TEXTURE and MEM_PIXELS as memory types recognized by devices.
* No longer create device_memory and call mem_* directly, always go
through device_only_memory, device_vector and device_pixels.
This was originally done with the first sample in the kernel for better
performance, but it doesn't work anymore with atomics. Any benefit was
very minor anyway, too small to measure it seems.
This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.
To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.
Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.
Finally, thanks to all the people who supported this project:
- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
that could and/or should work better!
This upgrade the drawing code to use latest opengl calls.
Also, it adds a fallback shader for opencolorio.
Reviewers: sergey, brecht
Subscribers: merwin, fclem
Differential Revision: https://developer.blender.org/D2652
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
This is to help debug and track memory usage for generic buffers. We
have similar for textures already since those require a name, but for
buffers the name is only for debugging proposes.
This allows to save a memory copy, which will be particularly useful for network rendering.
Reviewers: sergey, brecht, dingto, juicyfruit, maiself
Differential Revision: https://developer.blender.org/D2323