This patch stitches the vertices along patch edges so that cracks can
no longer form when applying subdivision or displacement a mesh.
Subpatches are now formed in a way that ensures vertex indices along
subpatch edges are equal for adjacent subpatches. A mapping of vertices
along patch edges is built to preform stitching. Overall performance is
roughly the same, some gains were made in splitting, but some was lost
in stitching.
This fixes:
- T49049 (cracks between patches from material and uv seams)
- T49048 (discontinuous normals with true displacement)
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3692
Float2 are now a new type for attributes in Cycles. Before, the choices
for attribute storage were float and float3, the latter padded to
float4. This meant that UV maps were inflated to twice the size
necessary.
Reviewers: brecht, sergey
Reviewed By: brecht
Subscribers: #cycles
Tags: #cycles
Differential Revision: https://developer.blender.org/D4409
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
Please NEVER EVER use such a statement, it's only causing HUGE
issues. What is even worse: it's not always possible to immediately
see that the hell is coming from such a statement.
There is still some statements in the existing code, will leave
those for a later cleanup.
Idea here is to select the lowest isolation level that wont compromise quality.
By using the lowest level we save memory and processing time. This will also
help avoid precision issues that have been showing up from using the highest
level (T49179, T49257).
This is a pretty simple heuristic that gives ok results. There's more we could
do here, such as filtering for vertices/edges adjacent geometric features that
need isolation instead of checking them all, but the logic there could get a
bit involved.
There's potential for slight popping of edges during animation if the dice
rate is low, but I don't think this should be a problem since low dice rates
really shouldn't be used in animation anyways.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D2240
Problem was zero length normal caused by a precision issue in patch evaluation.
This is somewhat of a quick fix, but is better than allowing possible NaNs to
occur and cause problems elsewhere.
These latter can cause MSVC debug asserts if the array is empty. With C++11
we'll be able to do this for std::vector later. This hopefully fixes an assert
in the Cycles subdivision code.
Enables Catmull-Clark subdivision meshes with support for creases and attribute
subdivision. Still waiting on OpenSubdiv to fully support face varying
interpolation for subdividing uv coordinates tho. Also there may be some
inconsistencies with Blender's subdivision which will be resolved at a
later time.
Code for reading patch tables and creating patch maps is borrowed
from OpenSubdiv.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2111
This adds support for ngons and attributes on subdivision meshes. Ngons are
needed for proper attribute interpolation as well as correct Catmull-Clark
subdivision. Several changes are made to achieve this:
- new primitive `SubdFace` added to `Mesh`
- 3 more textures are used to store info on patches from subd meshes
- Blender export uses loop interface instead of tessface for subd meshes
- `Attribute` class is updated with a simplified way to pass primitive counts
around and to support ngons.
- extra points for ngons are generated for O(1) attribute interpolation
- curves are temporally disabled on subd meshes to avoid various bugs with
implementation
- old unneeded code is removed from `subd/`
- various fixes and improvements
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2108