Commit Graph

369 Commits

Author SHA1 Message Date
Lukas Stockner
e4413dc72b Cycles: Use OIIO UDIM tag instead of %04d 2019-12-26 20:14:31 +01:00
Lukas Stockner
fa5e28ab08 Cycles: Support UDIMs with OSL shading 2019-12-26 00:32:16 +01:00
Lukas Stockner
8d16dc029e Fix T72474: UDIM breaks box mapping in Cycles
The ImageTextureNode incorrectly used the tile slot encoding for box-
mapped textures as well. Since box-mapping always generates UVs that
lie in the 1001 tile, there's no need to support tiles here.
2019-12-16 12:53:03 +01:00
Lukas Stockner
31ac2e292e Cycles: Fix one-tile UDIM rendering
The code checked for the presence of more than one tile before
substituting the tile number into the filename, so if a one-tile
UDIM was used (or all but one tile were culled), the substitution
was skipped and as a result the file was not found.

With this change, the code explicitly tracks whether substitution
is required, avoiding this problem.

This also fixes another problem: The Environment texture never
does substitution since it doesn't support UDIMs, but before the
syncing code still inserted the placeholder into the filename if the
user selected a tiled background image.
2019-12-16 04:09:53 +01:00
Lukas Stockner
c30d6571bb Add support for tiled images and the UDIM naming scheme
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.

With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.

The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.

The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles

There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images

Thanks to Brecht for the review and to all who tested the intermediate versions!

Differential Revision: https://developer.blender.org/D3509
2019-12-12 18:40:37 +01:00
Lukas Stockner
e760972221 Cycles: support for custom shader AOVs
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
2019-12-10 20:44:46 +01:00
Charlie Jolly
958d0d4236 Shader Nodes: Add Interpolation modes to Map Range node
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep.

This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode.

This was needed to allow clamping when **To Max** is less than **To Min**.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D5827
2019-12-07 12:52:42 +00:00
Charlie Jolly
0406eb1103 Maths Node: Additional functions
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.

This patch adds missing functions to the Blender maths node.

Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.

This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.

Sign function is based on GLSL and OSL functions and returns zero when x == 0.

Differential Revision: https://developer.blender.org/D5957
2019-12-07 12:33:07 +00:00
OmarSquircleArt
1c2f7b022a Cycles: Add Random Per Island attribute.
The Random Per Island attribute is a random float associated with each
connected component (island) of the mesh. It is particularly useful
when artists want to add variations to meshes composed of separate
units. Like tree leaves created using particle systems, wood planks
created using array modifiers, or abstract splines created using AN.

Reviewed By: Sergey Sharybin, Jacques Lucke

Differential Revision: https://developer.blender.org/D6154
2019-11-27 12:07:20 +02:00
OmarSquircleArt
8afa93d82d Fix: Clamping in Map Range node works incorrectly.
The clamp option in the Map Range node doesn't work correctly when the
inputs are linked. The code didn't put that into considration.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5987
2019-10-04 15:21:46 +02:00
OmarSquircleArt
2ea82e86ca Shading: Add Vertex Color node.
This patch adds a new Vertex Color node. The node also returns the alpha
of the vertex color layer as an output.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5767
2019-09-12 17:42:13 +02:00
OmarSquircleArt
613b37bc2c Shading: Add More Features To The Voronoi Node.
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space.
It also adds a Randomness input to control the randomness of the texture.
Additionally, it adds three new modes of operation:

- Smooth F1: A smooth version of F1 Voronoi with no discontinuities.
- Distance To Edge: Returns the distance to the edges of the cells.
- N-Sphere Radius: Returns the radius of the n-sphere inscribed in
the cells. In other words, it is half the distance between the
closest feature point and the feature point closest to it.

And it removes the following three modes of operation:

- F3.
- F4.
- Cracks.

The Distance metric is now called Euclidean, and it computes the actual
euclidean distance as opposed to the old method of computing the squared
euclidean distance.

This breaks backward compatibility in many ways, including the base case.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5743
2019-09-12 13:09:31 +02:00
OmarSquircleArt
f2176b3ff3 Shading: Extend Musgrave node to other dimensions.
This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D
space. The Color output was also removed because it was identical
to the Fac output.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5566
2019-09-09 21:06:55 +02:00
OmarSquircleArt
baaa89a0bc Shading: Rewrite Mapping node with dynamic inputs.
This patch rewrites the Mapping node to support dynamic inputs. The
Max and Min options have been removed. They can be added as Min and
Max Vector Math nodes manually.

Texture nodes still use the old matrix-based mapping. A new SVM node
`NODE_TEXTURE_MAPPING` has been added to preserve this functionality.
Similarly, in GLSL, a `mapping_mat4` function has been added.

Reviewers: brecht, JacquesLucke
2019-09-04 23:17:13 +02:00
OmarSquircleArt
23564583a4 Shading: Extend Noise node to other dimenstions.
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D
space. The noise code has also been refactored to be more readable.

The Color output and distortion patterns changed, so this patch
breaks backward compatibility. This is due to the fact that we
now use random offsets as noise seeds, as opposed to swizzling
and constants offsets.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5560
2019-09-04 17:54:32 +02:00
Brecht Van Lommel
2b55f621fe Cleanup: fix compiler warnings 2019-08-26 16:08:17 +02:00
OmarSquircleArt
08ab3cbcce Shading: Add object color to Object Info node.
The object color property is added as an additional output in
the Object Info node.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5554
2019-08-22 14:26:09 +02:00
OmarSquircleArt
e83f092201 Shading: Add Volume Info node.
The Volume Info node provides the Color, Desnity, Flame, and Temperature
of smoke domains.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5551
2019-08-21 20:22:24 +02:00
OmarSquircleArt
133dfdd704 Shading: Add White Noise node.
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5550
2019-08-21 20:04:09 +02:00
OmarSquircleArt
7f4a2fc437 Shading: Add more operators to Vector Math node.
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.

The patch doesn't include tests for the new operators. Tests will be added
in a later patch.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5523
2019-08-21 19:36:33 +02:00
Brecht Van Lommel
1876e18b1b Fix use of uninitialized variable in Cycles math node 2019-08-20 18:19:22 +02:00
OmarSquircleArt
e5618725fd Shading: Refactor Math node and use dynamic inputs.
- Implement dynamic inputs. The second input is now unavailable in single
operand math operators.
- Reimplemenet the clamp option using graph expansion for Cycles.
- Clean up code and unify naming between Blender and Cycles.
- Remove unused code.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5481
2019-08-18 11:16:04 +02:00
Brecht Van Lommel
7ae3aa7b63 Cleanup: don't unnecessarily use ustring in IES file parsing 2019-08-14 14:16:11 +02:00
OmarSquircleArt
7a7eadaf7f Shading: Add a clamp option to the Map Range node.
If the option is enabled, the output is clamped to the target range.
The target range is [To Min, To Max]. The option is enabled by default.

The clamp option is implemented in EEVEE by linking to the `clamp_value`
GLSL function. And it is implemented in Cycles using a graph expand
function.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5477
2019-08-14 10:53:19 +02:00
OmarSquircleArt
313b789289 Shading: Add Clamp node to Cycles and EEVEE.
This patch adds a new node that clamps a value between a maximum and
a minimum values.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5476
2019-08-13 22:22:15 +02:00
OmarSquircleArt
71641ab56d Shading: Add Map Range node to Cycles and EEVEE.
This patch adds a new Map Range node that linearly remaps an input
value from a range to another. This node is similar to the compositor's
Map Range node.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5471
2019-08-13 16:38:56 +02:00
Brecht Van Lommel
c9238e638f Cycles: add back control to render first N bounces with path termination
It's found in the Sampling > Advanced panel and 0 by default. This helps to
reduce noise in some scenes, while making others slower.
2019-06-28 17:47:53 +02:00
Brecht Van Lommel
4e8c5f4bc8 Fix Cycles OSL assert when running tests 2019-06-28 17:42:35 +02:00
Brecht Van Lommel
7aaa7aa9dd Images: change alpha settings to support channel packing
This also replaces the Use Alpha setting. We now have these alpha modes:

* Straight: store RGB and alpha channels separately with alpha acting as a
  mask, also known as unassociated alpha.
* Premultiplied: transparent RGB pixels are multiplied by the alpha channel.
  The natural format for renders.
* Channel Packed: different images are packed in the RGB and alpha channels,
  and they should not influence each other. Channel packing is commonly used
  by game engines to save memory.
* None: ignore alpha channel from the file and make image fully opaque.

Cycles OSL does not correctly support Channel Packed and None yet, we are
missing fine control over the OpenImageIO texture cache to do that.

Fixes T53672
2019-05-19 14:36:42 +02:00
Brecht Van Lommel
3b23b5c638 Images: don't (un)premultipy non-color data
The previous behavior here was wrong for some specific combinations of
settings, non-color RGB channels should never be affected by the alpha
channel.
2019-05-19 14:36:42 +02:00
Brecht Van Lommel
7c78c20b6b Cleanup: refactor image texture node code for coming changes 2019-05-19 14:32:22 +02:00
Brecht Van Lommel
4e46ed37fc Fix T64618: Cycles crash with point density texture on Windows
A better solution would be to not use the callback mechanism anymore for
cases like this where the dependency graph will free volume data, but
that would be a bigger refactor.
2019-05-15 00:59:31 +02:00
Brecht Van Lommel
2ff7494e6d Fix T64561: wrong colorspace for Cycles displacement nodes 2019-05-13 23:40:45 +02:00
Brecht Van Lommel
8f71a84496 Cycles/Eevee: add Emission and Alpha inputs to Principled BSDF
This makes it easier to set up materials with emission and transparency.
Importers/exporters and add-ons are recommended to now use these rather than
creating separate transparent BSDF and emission nodes.
2019-05-13 15:56:11 +02:00
Lukas Stockner
68b15fc3ad Cycles: support loading images from arbitrary OpenColorIO color space
These are the internal changes to Cycles, for Blender integration there are no
functional changes in this commit.

Images are converted to scene linear color space on file load, and on reading
from the OpenImageIO texture cache. 8-bit images are compressed with the sRGB
transfer function to avoid precision loss while keeping memory usages low. This
also means that for common cases of 8-bit sRGB images no conversion happens at
all on image loading.

Initial patch by Lukas, completed by Brecht.

Differential Revision: https://developer.blender.org/D3491
2019-05-03 15:42:49 +02:00
Brecht Van Lommel
fadb6f3466 Cleanup: refactor Cycles OSL texture handling
This adds our own OSL texture handle, that has info for OIIO textures or our
own custom texture types. A filename to handle hash map is used for lookups.
This is efficient because it happens at OSL compile time, because the optimizer
can figure out constant strings and replace them with texture handles.
2019-05-03 15:36:20 +02:00
Brecht Van Lommel
543614a17d Fix T63415: no Cycles displacement update when updating OSL code 2019-04-21 02:20:02 +02:00
Campbell Barton
108045faa0 ClangFormat: format '#if 0' code in intern/ 2019-04-17 08:17:13 +02:00
Campbell Barton
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
Jeroen Bakker
687e4b42d5 Merge branch 'blender2.7' 2019-03-14 09:31:20 +01:00
Jeroen Bakker
4887baf7d6 Fix T62145: Geometry.Backface Node Renders Black
The NODE_GROUP_LEVEL of the Geometry node should be bumped to 1
when Backface is connected. Backface uses `NODE_LIGHT_PATH` that
is part of NODE_GROUP_LEVEL1, the rest of the geometry ndoe is
NODE_GROUP_LEVEL_0.
2019-03-14 09:20:11 +01:00
Brecht Van Lommel
3428ec5984 Merge branch 'blender2.7' 2019-03-05 19:14:00 +01:00
Brecht Van Lommel
25c935e65f Fix Cycles bug rendering with multiple UV maps after recent changes. 2019-03-05 18:39:55 +01:00
Stefan Werner
c891fb2fbe Merge branch 'blender2.7' 2019-03-05 15:06:09 +01:00
Brecht Van Lommel
db7f9a70b0 Cycles: Added Float2 attribute type.
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
2019-03-05 14:55:21 +01:00
Brecht Van Lommel
dbd9b7590a Merge branch 'blender2.7' 2019-02-13 19:02:43 +01:00
Brecht Van Lommel
79f5b825a9 Fix T61502: Cycles wrong other object texture coordinates in OSL.
The row/column major matrix conversion was done twice.
2019-02-13 15:03:08 +01:00
Campbell Barton
5f22de8439 Merge branch 'blender2.7' 2019-01-16 00:27:10 +11:00
Alex Fuller
867ffacabf Fix Cycles node definition typos and incorrect enum value.
Differential Revision: https://developer.blender.org/D4174
2019-01-14 15:57:53 +01:00
Brecht Van Lommel
f60018e425 Merge branch 'master' into blender2.8 2018-12-11 15:18:43 +01:00