This commit adds the Blackman-Harris windows function as a pixel filter to Cycles. On some cases, such as wireframes or high-frequency textures,
Blackman-Harris can give subtle but noticable improvements over the Gaussian window.
Also, the gaussian window was truncated too early, which degraded quality a bit, therefore the evaluation region is now three times as wide.
To avoid artifacts caused by the wider curve, the filter table size is increased to 1024.
Reviewers: #cycles
Differential Revision: https://developer.blender.org/D1453
We fallback to Sharp closures for Glossy, Glass and Refraction nodes now, in case the Roughness input is disconnected and 0 (< 1e-4f to be exact).
This way we gain a few percentages of performance, in case the user did not manually set the closure type to "Sharp" in the UI.
Sharp will probably be removed from the UI as a followup, not needed anymore with this internal optimization.
Original idea by Lukas Stockner(Differential Revision: https://developer.blender.org/D1439), code implementation by myself.
Previously shutter was instantly opening, staying opened for the shutter time
period of time and then instantly closing. This isn't quite how real cameras
are working, where shutter is opening with some curve. Now it is possible to
define user curve for how much shutter is opened across the sampling period
of time.
This could be used for example to make motion blur trails softer.
This adds an option to control at what time relative to the current frame
the shutter is fully opened. Supported options are:
- Shutter is starting to open at the current frame
- Shutter is fully opened at the current frame
- Shutter is fully closed at the current frame
Custom shutter time offset is possible, same as custom curve for shutter
openness but those are considered nice things to have rather than something
crucial.
Reviewers: juicyfruit, dingto
Subscribers: venomgfx, hjalti
Differential Revision: https://developer.blender.org/D1380
The issue was caused by non-continuous tangent space calculated for triangles.
This commit adds a Tangent input to Hair BSDF node which can be used to hook up
Tangent calculated form UV as an input to the node in order to make sure the
tangent space is continuous.
Doing this as an input instead of using default tangent layer from UV because of
several reasons:
- This way it's really easy to preserve compatibility with existing setups.
- Default UV map is not necessarily giving continuous space, one might want to
use other tangent space sources or distort the space for some artistic
decision.
Reviewers: juicyfruit, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D1428
Currently only image loading benefits of this and will give magenta color
when image manager detects it's running out of memory.
This isn't ideal solution and can't handle all cases. For example, OOM
killer might kill process before it realized it run out of memory, but
in other cases this could prevent some crashes.
Reviewers: juicyfruit, dingto
Differential Revision: https://developer.blender.org/D1502
Currently OpenCL devices are packing images into a single texture,
which means technically number of textures is not limited here.
Now OpenCL will use same number of textures as CPU. If we want
to bump number of textures further, this values are to be modified
in sync.
NOTE OpenCL still does not support float textures.
Original patch from a guy called bliblubli in the tracker with
some own modifications.
Reviewers: brecht, dingto, sergey
Differential Revision: https://developer.blender.org/D1530
This commit exposes the interpolation parameter for environment textures (requested by DolpheenDream on IRC), just as it already is for image textures.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1544
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.
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.
Technically it was all wrong and it should have been called Extend instead
of Clip. Got confused by the naming in different libraries.
More options are still to come.
Currently only two mappings are supported by API, which is Repeat (old behavior)
and new Clip behavior. Internally this extension is being converted to periodic
flag which was already supported but wasn't exposed.
There's no support for OpenCL yet because of the way how we pack images into a
single texture.
Those settings are not exposed to UI or anywhere else and there should be no
functional changes so far.
Works totally similar to camera motion blur and majority of the changes are
related on just passing extra arguments to sync() functions.
Couple of things still to look into:
- Motion pass will not include motion caused by the zoom.
- Only perspective cameras are supported currently.
- Motion is being interpolated on projected coordinates, which might give
different results from constructing projection matrix from interpolated
field of view.
This could be good enough for us, but we need to consider improving this
at some point.
Reviewers: juicyfruit, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D1383
The idea of this node is to sampling of 3D voxels at a given coordinate
supporting different mapping strategies (world space mapping, object
local space etc).
Currently not in use, it's a preparation step for supporting point density
textures.
This means render devices now might skip building baking kernels in cases when
only actual render-related functionality is used.
For now it's only implemented for OpenCL split kernel device and mainly needed
to work around some compiler-specific bugs which crashes on building the kernel.
Using OpenCL for baking might still crash the driver, but at least there is now
higher probability of that GPU will be usable to render the scene.
Real fix should actually be done in the driver side.
From artists perspective it makes sense to always apply displacement in a local
space.
TODO: Double-check that BVH is being packed properly. From quick tests seems it's
all fine, but might be missing some obvious failure still.
This is mainly useful for the render farms output when logging might stop at
the "Path Tracing Tile N/N" string, which makes it a bit difficult to follow
what exactly is happening (node going crazy, hardware issues or just last tile
is too much heavy).
This is more like an experiment, might be changed in the future.
TODO: We might want to refactor debug passes into PASS_DEBUG and some
debug_type (similar to Blender's side passes) to avoid issue of running
out of bits.
Quite straightforward implementation, but still needs some work for the split
kernel. Includes both regular and split kernel implementation for that.
The pass is not exposed to the interface yet because it's currently not really
easy to have same pass listed in the menu multiple times.
This features are now based on the scene settings, so scenes without those features
used are rendered even faster.
This gives about 30% speedup on the AMD A10 APU here, but at the same time it does
not mean such an improvement will happen on all the hardware. That being said, the
Tonga device here seems to have no measurable difference.
In any case it seems handy to have for the future, when we'll want to support SSS
in the kernel or to port selective compilation/split kernel to CUDA devices.
The issue was caused by the reshuffle needed to make objects flags have proper
object's bounding box to solve regressions in SSS objects intersecting volumes.
There's actually a feedback loop happening here, which is now solved in quite
naive way -- for the true displacement we consider all objects are capable of
intersecting volumes, synchronize object flags prior to displacement shader
tasks runs and then re-update object flags for proper bounding box.
Not sure what will be the proper solution here, we can't do preliminary check
of intersection for displacement shader, but on the other hand we don't really
need this flag for displacement shader anyway.
This commits finishes initial selective nodes compilation into kernel, which
helps a lot performance-wise for AMD OpenCL kernels.
Split by node groups is based on statistics from simple scenes like BMW and
more complex scenes like mango and gooseberry production files. Further
tweaks are always possible, but it should be a good starting point.
TODO: Still need to ignore unused nodes when calculating requested shader
features.