Commit Graph

222 Commits

Author SHA1 Message Date
Sergey Sharybin
a97bc1bedf Fix T43755: Wireframe attribute doesn't work with displace
This attribute missed derivatives calculation.

Not totally sure what's the proper approach for algebraic derivative
calculation, so calculating them by definition. This isn't fastest
way to do it in this case and could be replaced with some smarter magic
in the wireframe calculation loop.

At least currently implemented approach is better than nothing.
2015-02-21 17:30:29 +05:00
Thomas Dinges
7bd4c78a1a Cleanup: Put all Bump dx/dy code in the beginning here, same as with other nodes. 2015-02-21 12:55:19 +01:00
Sergey Sharybin
de4dcda545 Fix T43651: New pointiness attribute doesn't work with displacement
Simple fix: just make pointiness aware of bump offset.
2015-02-20 17:20:24 +05:00
Sergey Sharybin
227a94077f Cycles: implement pointiness geometry attribute
This attribute means how "pointy" the geometry surface is, which allows to do
effects like dirt maps and wear-off effects on render geometry. This means the
attribute is calculated for the final mesh which means no baking (which implies
UV unwrap) is needed. Apart from this the behavior is quite close to how vertex
dirty colors works.

The new attribute is available as an output socket of Geometry node.

There's no penalty for the render time, only some delay on scene preparation
(the delay is linear of the mesh complexity).

Reviewers: brecht, juicyfruit

Subscribers: eyecandy, venomgfx

Differential Revision: https://developer.blender.org/D1086
2015-02-10 20:33:41 +05:00
Sergey Sharybin
df07a25d28 Cycles: Support texture coordinate from another object
This is the same as blender internal's texture mapping from another object,
so this way it's possible to control texture space of one object by another.

Quite straightforward change apart from the workaround for the stupidness of
the dependency graph. Now shader has flag telling that it depends on object
transform. This is the simplest way to know which shaders needs to be tagged
for update when object changes. This might give some false-positive tags now
but reducing them should not be priority for Cycles and rather be a priority
to bring new dependency graph.

Also GLSL preview does not support using other object for mapping.

This is actually correct for BI shading as well and to be addressed as
a part of general GLSL viewport improvements since it's not really clear
how to support this in GLSL.

Reviewers: brecht, juicyfruit

Subscribers: eyecandy, venomgfx

Differential Revision: https://developer.blender.org/D1021
2015-01-27 13:36:30 +05:00
Sergey Sharybin
dda355442d Cycles: Support tube projection for images
This way Cycles finally becomes feature-full on image projections
compared to Blender Internal and Gooseberry Project Team could
finally finish the movie.
2015-01-22 00:41:42 +05:00
Sergey Sharybin
12ccac657f Cycles: Support sphere mapping for the image texture 2015-01-22 00:41:42 +05:00
Thomas Dinges
cd72396797 Cycles: Optimization for black world backgrounds
* If a Background node is set to a black color or zero strength,
it now gets removed from the shader graph.

* In case the graph is empty (no background node), the kernel will skip
evaluating it and save some rendertime. This can help quite a bit in scenes,
where the majority of the image consists of a black background.

Example: http://www.pasteall.org/pic/show.php?id=82650
In this case the render is ~16% faster.

Differential Revision: https://developer.blender.org/D972
2015-01-21 20:16:18 +01:00
Thomas Dinges
ee36e75b85 Cleanup: Fix Cycles Apache header.
This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
Thomas Dinges
43421e9c53 Cycles: Optimize vector math node without links to single values. 2014-12-24 22:45:08 +01:00
Campbell Barton
112032f2ff Cleanup: cycles whitespace 2014-11-08 13:37:42 +01:00
Sergey Sharybin
6a4a911fc3 Cycles: Optimize math node without links to a single value node
Pretty straightforward implementation. Just needed to move some functions
around to make them available at shader compile time.
2014-10-29 16:31:13 +05:00
Sergey Sharybin
dc40928087 Cycles: Fix crash with environment maps and packed images 2014-07-07 12:37:45 +06:00
Brecht Van Lommel
88d8358f91 Fix T40703: cycles viewport smoke not updating when changing frame. 2014-06-21 22:21:04 +02:00
Thomas Dinges
5713d80804 Fix for last commit, forgot changes in Cycles itself. 2014-06-14 16:14:54 +02:00
Brecht Van Lommel
b12151eceb Cycles: glossy and anisotropic BSDF changes
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been
  removed because other distributions are superior.
* GGX is now the default distribution for all glossy and anisotropic nodes,
  since it looks good, has low noise and is fast to evaluate.
* Ashikhmin-Shirley is now available in the Glossy BSDF.
2014-06-14 13:49:57 +02:00
Karsten Schwenk
8ce1090d4e Cycles: Ashikhmin-Shirley anisotropic BSDF
* Ashikhmin-Shirley anisotropic BSDF was added as closure
* Anisotropic BSDF node now has two distributions

Reviewers: brecht, dingto

Differential Revision: https://developer.blender.org/D549
2014-06-14 13:49:57 +02:00
Thomas Dinges
0c1b4c35cd Code cleanup: Avoid duplicate functions for vector combination/separation in SVM.
Differential Revision: https://developer.blender.org/D597
2014-06-14 12:29:15 +02:00
Thomas Dinges
3de3987ea1 Cycles: Add dedicated nodes to split/combine vectors.
This was already possible via the RGB nodes, but that seems weird.
2014-06-13 21:59:14 +02:00
Sergey Sharybin
baa0f0ee1a Cycles: Support builtin images for OSL shading backend
This means packed images and movies are now supported when using OSL
backend for material shading.

Uses special file name to distinguish whether image is builtin or not.
This part might become a bit smarted or optimized a bit, but it's good
enough with this implementation already.
2014-06-13 20:42:28 +06:00
Thomas Dinges
2c69f1e574 Cleanup: Remove unused total power Emission code in Cycles, that was never exposed in the UI.
Differential Revision: https://developer.blender.org/D562
2014-05-30 14:32:59 +02:00
Matt Heimlich
3fbc984b06 Nodes: add absolute value operation to all math nodes
Reviewed By: dingto, brecht

Differential Revision: https://developer.blender.org/D507
2014-05-07 16:43:59 +02:00
Carlo Andreacchio
8b8d5a441f Cycles: add support for "Use Alpha" option on image datablocks.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D486
2014-05-07 16:43:50 +02:00
Campbell Barton
dc13969e48 Style cleanup: indentation, braces 2014-05-05 02:19:08 +10:00
Campbell Barton
8d16869d83 Code cleanup: Add -Werror=float-conversion to Cycles 2014-05-03 07:31:46 +10:00
Carlo Andreacchio
7765b73f6d Cycles: add Transparent Depth output to Light Path node.
This can for example be useful if you want to manually terminate the path at
some point and use a color other than black.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D454
2014-04-21 14:44:36 +02:00
John Pavel
f8cd3d974d Code cleanup: add some asserts and fix a typo in BVH build.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D467
2014-04-21 14:44:36 +02:00
Kevin Dietrich
83988b6cdd Fix new Cycles UV Map node not working correct for bump mapping.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D475
2014-04-21 14:44:36 +02:00
Kevin Dietrich
cb7cfd3ab6 Cycles: add dedicated UV Map node, easier to find and has convenient auto complete.
Fixes T37954.

Reviewed By: brecht, dingto

Differential Revision: https://developer.blender.org/D230
2014-04-02 11:53:44 +02:00
Brecht Van Lommel
27043b8e40 Cycles code internals: add support for mesh voxel grid attributes.
These are internally stored as a 3D image textures, but accessible like e.g.
UV coordinates though the attribute node and getattribute().

This is convenient for rendering e.g. smoke objects where data like density is
really a property of the mesh, and it avoids having to specify the smoke object
in a texture node, instead the material will work with any smoke domain.
2014-03-29 13:03:48 +01:00
Thomas Dinges
36279afbd3 Cycles: Compile fix and some cleanup for the Image interpolation commit. 2014-03-08 00:23:45 +01:00
Martijn Berger
dd2dca2f7e Add support for multiple interpolation modes on cycles image textures
All textures are sampled bi-linear currently with the exception of OSL there texture sampling is fixed and set to smart bi-cubic.

This patch adds user control to this setting.

Added:
- bits to DNA / RNA in the form of an enum for supporting multiple interpolations types
- changes to the image texture node drawing code ( add enum)
- to ImageManager (this needs to know to allocate second texture when interpolation type is different)
- to node compiler (pass on interpolation type)
- to device tex_alloc this also needs to get the concept of multiple interpolation types
- implementation for doing non interpolated lookup for cuda and cpu
- implementation where we pass this along to osl ( this makes OSL also do linear untill I add smartcubic to the interface / DNA/ RNA)

Reviewers: brecht, dingto

Reviewed By: brecht

CC: dingto, venomgfx

Differential Revision: https://developer.blender.org/D317
2014-03-07 23:16:33 +01:00
Thomas Dinges
0da1321985 Cycles Standalone: More updates for the Node XML API.
Should be almost complete now, apart from Ramp Nodes (Color Ramp, RGB Curves...).
2014-02-13 20:37:41 +01:00
Brecht Van Lommel
9cd2b19999 Cycles Volume Render: generated texture coordinates for volume render.
This does not support staying fixed while the surface deforms, but for static
meshes it should match up with the surface texture coordinates. Implemented
as a matrix transform from objects space to mesh texture space.

Making this work for deforming surfaces would be quite complicated, you might
need something like harmonic coordinates as used in the mesh deform modifier,
probably will not be possible anytime soon.
2013-12-31 17:38:26 +01:00
Brecht Van Lommel
6b03f92aa7 Cycles Volume Render: optimization to avoid exporting surface attributes when
only a volume shader is used.
2013-12-31 17:30:34 +01:00
Brecht Van Lommel
a35db17cee Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-28 16:57:02 +01:00
Campbell Barton
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
Brecht Van Lommel
89cfeefab5 Cycles: experimental OSL ptex reading code.
This code can't actually be enabled for building and is incomplete, but it's
here because we know we want to support this at some point and there's not much
reason to have it in a separate branch if a simple #ifdef can disable it.
2013-11-28 02:11:42 +01:00
Thomas Dinges
bd5da19d86 Cycles: Add a "Normal" input socket to the Layer Weight node + GLSL drawing code.
Patch by lichtwerk (Philipp Oeser).

Differential Revision: http://developer.blender.org/D28
2013-11-22 00:33:28 +01:00
Thomas Dinges
cc7b2a0b04 Cycles / Fresnel Node:
* Add a "Normal" Input to the Fresnel node.
* Fix for the Fresnel GLSL code (normalize the Incoming vector).

Patch #37384 by Philipp Oeser (lichtwerk) , thanks!
2013-11-09 13:14:00 +00:00
Lukas Toenne
06fb71bc46 Fix #37194, OSL script crashes blender. The lookup functions for finding Cycles shader inputs/outputs based on socket names are using a few modifications on the Blender socket names. But these only apply
to standard nodes where the Blender socket names can differ from associated Cycles names and may require additional indices to make them unique. Script node sockets are already unique and exact due to
being generated from the script function parameters.
2013-10-30 11:21:31 +00:00
Thomas Dinges
d0a092be5c Fix [#36822], Sky Turbidity values > 10 could result in weird behavior and crashes with the new sky model.
Soft UI range is 10 already, now clamp inside the code as well.
2013-09-27 10:26:00 +00:00
Brecht Van Lommel
c3d3d8be36 Fix cycles issue with mapping node rotation and scale order. When using both
scale and rotation in mapping node, there would be shearing, and the only way
to avoid that was to add 2 mapping nodes. This is because to transform the
texture, the inverse transform needs to be done on the texture coordinate

Now the mapping node has Texture/Point/Vector/Normal types to transform the
vector for a particular purpose. Point is the existing behavior, Texture is
the new default that behaves more like you might expect.
2013-09-25 20:28:49 +00:00
Lukas Toenne
d4c67adb5a Minor cleanup for own commit, removed unused line. 2013-09-23 08:57:46 +00:00
Lukas Toenne
a18d89e14f Fix #36790, OSL point parameters of shader nodes not initialized correctly from UI inputs.
normal and point parameter types of OSL shaders are creating SOCK_VECTOR sockets in the script node. When these sockets are in turn used to define the fixed input values for these parameters they get
converted as OSL vector always, losing the distinction of vector/normal/point. To prevent OSL rejecting the value due to type mismatch, explicitly define the parameter defaults in the OSL script node
compiler function as vector, normal and point (unused types will simply be ignored).
2013-09-23 08:57:02 +00:00
Stuart Broadfoot
3306afac87 Cycles Hair: Two basic bair shaders added
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.

Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
2013-09-15 23:58:00 +00:00
Thomas Dinges
da2c76d9f7 Code cleanup / Cycles:
* Some cleanup for disabled Volume code.
2013-09-06 16:07:49 +00:00
Brecht Van Lommel
60e5abe71f Fix a few issues reported by coverity scan. 2013-09-03 22:39:21 +00:00
Brecht Van Lommel
b314209356 Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this will
give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
2013-09-03 22:39:17 +00:00
Thomas Dinges
499bec2a85 Fix for [#36610] The new sky model produces strange results
* Clamp theta sky coordinates, to prevent a negative solarElevation. 

Note: This means that you cannot get absolute night with the new model, but this is not supported anyway. So when you reach the maximum sunset, use the World Strength to further decrease the light.
2013-08-30 18:04:23 +00:00