The idea was to link something to a parent, but the point is:
we must not pass owner deep and then have any parent-type-related
logic implemented in the "children".
This is much more flexible solution which will allow doing some
more procedural features.
Reviewers: brecht, dfelinto, mont29
Reviewed By: mont29
Subscribers: Severin
Differential Revision: https://developer.blender.org/D2403
The freestyle data was never freed when removing a renderlayer.
```
blender -b --factory-startup --debug-memory --python-expr "import bpy;bpy.ops.scene.render_layer_add();bpy.context.scene.render.layers.active_index=0;bpy.ops.scene.render_layer_remove()"
```
Currently the tests don't run on windows for the following reasons
1) render_graph_finalize has an linking issue due missing a bunch of libraries (not sure why this is not an issue for linux)
2) This one is more interesting, in test/python/cmakelists.txt ${TEST_BLENDER_EXE_BARE} and ${TEST_BLENDER_EXE} are flat out wrong, but for some reason this doesn't matter for most tests, cause ctest will actually go out and look for the executable and fix the path for you *BUT* only for the command, if you use them in any of the parameters it'll happily pass on the wrong path.
3) on linux you can just run a .py file, windows is not as awesome and needs to be told to run it with pyton.
4) had to use the NAME/COMMAND long form of add_test otherwise $<TARGET_FILE:blender> doesn't get expanded, why? beats me.
5) missing idiff.exe for msvc2015/x64 in the libs folder.
This patch addresses 1-4 , but given I have no working Linux build environment, I'm unsure if it'll break anything there
5 has been fixed in rBL61751
Reviewers: juicyfruit, brecht, sergey
Reviewed By: sergey
Subscribers: Blendify
Tags: #cycles, #automated_testing
Differential Revision: https://developer.blender.org/D2367
Blenders baking system currently doesn't support the topology used by
adaptive subdivision and primitive ids will be wrong or out of range
leading to crashes. Updating the baking system to support other
topologies would be a bit involved, so for now we simply disable
subdivision while baking to avoid crashes.
We started to run out of bits there, so now we separate flags
which came from __object_flags and which are either runtime or
coming from __shader_flags.
Rule now is: SD_OBJECT_* flags are to be tested against new
object_flags field of ShaderData, all the rest flags are to
be tested against flags field of ShaderData.
There should be no user-visible changes, and time difference
should be minimal. In fact, from tests here can only see hardly
measurable difference and sometimes the new code is somewhat
faster (all within a noise floor, so hard to tell for sure).
Reviewers: brecht, dingto, juicyfruit, lukasstockner97, maiself
Differential Revision: https://developer.blender.org/D2428
Cycles add-on did not actually support reloading correctly.
When you want to correctly reload sub-modules (i.e. modules of an add-on
which is a package), you need to use importlib, a mere import will do
nothing with already loaded modules (RNA classes are sort of
pre-registered when they are evaluated, through the meta-class system).
New options to define the style of the animation paths in order to get
better visibility in complex scenes.
Now is possible define the color, thickness and several options relative
to the style of the lines used to draw motion path.
This way we can stop traversing BVH node early on.
Gives about 2-2.5x times render time improvement with 3 BVH steps.
Hopefully this gives no measurable performance loss for scenes with
single BVH step.
Traversal is currently only implemented for QBVH, meaning old CPUs
and GPU do not benefit from this change.
Similar to the previous commit, the statistics goes as:
BVH Steps Render time (sec) Memory usage (MB)
0 46 260
1 27 373
2 18 598
3 15 826
Scene used for the tests is the agent's body from one of the barber
shop scenes (no textures or anything, just a diffuse material).
Once again this is limited to regular (non-spatial split) BVH,
Support of spatial split to this feature will come later.
The idea is to create several smaller BVH nodes for each of the motion
curve primitives. This acts as a forced spatial split for the single
primitive.
This gives up render time speedup of motion blurred hair in the cost
of extra memory usage. The numbers goes as:
BVH Steps Render time (sec) Memory usage (MB)
0 258 191
1 123 278
2 69 453
3 43 627
Scene used for the tests is the agent's hair from one of the barber
shop scenes.
Currently it's only limited to scenes without spatial split enabled,
since the spatial split builder requires some changes to work properly
with motion steps coordinates.