Commit Graph

46 Commits

Author SHA1 Message Date
Lukas Tönne
0bef196894 Fix T38811: Cycles particle ids are inconsistent when using multiple particle systems.
Problem is that the particle systems in the cycles database are not
stored in a well-defined order. This means the particle_id for dupli
objects can not simply be assigned using a global running index during
sync.

Now the particle index is assigned locally for each particle system.
When transferring particle data to the device as a single texture, the
particle indices are offset based on the final order of particle systems
in the database.

Reviewers: brecht

Reviewed By: brecht

CC: Andreas80

Differential Revision: https://developer.blender.org/D352
2014-02-25 18:29:11 +01:00
Thomas Dinges
c0e6a0d318 Code cleanup / Cycles: Remove unused "curverender" variable from Object class, was never used. 2014-02-02 20:11:50 +01:00
Brecht Van Lommel
5a355c2b01 Fix cycles hair segments not giving correct vector speed pass, the motion vector
export was not implemented yet for this primitive.
2013-10-18 15:03:18 +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
b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
Brecht Van Lommel
9131adca9f Cycles: add "Transparent Shadow" option for materials, to disable them per material. 2013-06-18 09:36:00 +00:00
Thomas Dinges
9e4914e055 Cycles:
* Revert r57203 (len() renaming)
There seems to be a problem with nVidia OpenCL after this and I haven't figured out the real cause yet. 
Better to selectively enable native length() later, after figuring out what's wrong. 

This fixes [#35612].
2013-06-04 17:20:00 +00:00
Thomas Dinges
c5ed6765b9 Cycles / Math functions:
* Rename some math functions:
len -> length
len_squared -> length_squared
normalize_len -> normalize_length

* This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency. 
* Tested CPU, CUDA and OpenCL compile, should be no functional changes.
2013-06-02 20:39:32 +00:00
Brecht Van Lommel
ed1a08382f Cycles: code refactoring to deduplicate the various BVH traversal variations.
Now there is a single BVH traversal code with #ifdefs for various features.
At runtime it will then select the appropriate variation to use depending if
instancing, hair or motion blur is in use.

This makes scenes without hair render a bit faster, especially after the
minimum width feature was added. It's not the most beautiful code, but we can't
use c++ templates and there were already 4 copies, adding 4 more to handle the
hair case separately would be too much.
2013-04-17 20:07:22 +00:00
Brecht Van Lommel
0f91a283d4 Fix #34421: cycles viewport render stuck with no objects in the scene. 2013-02-26 17:06:05 +00:00
Stuart Broadfoot
6d2f104884 Cycles Hair: Addition of render settings and static BVH strand width scaling
Addition of a RNA function to toggle between the hair settings and rebuild the cache. This enables the usage of the render step, child number and full display percentage with f12 rendering.

A scaling to the strand radius has also been added for the static bvh. This only matches up with dynamic for uniform scaling.

A very small fix is included for multiple uvs/vertex colours when using child particles.
2013-01-29 12:32:43 +00:00
Brecht Van Lommel
6adfd91657 Fix #33830: cycles normal mapping was not quite correct, was not correctly
respecting the assumption that normal and tangent are interpolated without
normalization.
2013-01-15 16:35:05 +00:00
Brecht Van Lommel
bf25f1ea96 Cycles Hair: refactoring to store curves with the index of the first key and the
number of keys in the curve, rather than curve segments with the indices of two
keys. ShaderData.segment now stores the segment number in the curve.
2013-01-03 12:09:09 +00:00
Brecht Van Lommel
57cf48e7c6 Cycles Hair: refactoring to support generic attributes for hair curves. There
should be no functional changes yet. UV, tangent and intercept are now stored
as attributes, with the intention to add more like multiple uv's, vertex
colors, generated coordinates and motion vectors later.

Things got a bit messy due to having both triangle and curve data in the same
mesh data structure, which also gives us two sets of attributes. This will get
cleaned up when we split the mesh class.
2013-01-03 12:08:54 +00:00
Stuart Broadfoot
e9ba345c46 New feature
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)

This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.

The UI appears under the particle tab and there is a new hair info node available.

It is only available under the experimental feature set and for cpu rendering.
2012-12-28 14:21:30 +00:00
Brecht Van Lommel
abd3c87663 Cycles: reduce memory usage of instanced objects by about 40%, as long as the
motion vector pass is not enabled.
2012-12-20 19:26:57 +00:00
Brecht Van Lommel
7c0a0bae79 Fix #33375: OSL geom:trianglevertices gave wrong coordinates for static BVH.
Also some simple OSL optimization, passing thread data pointer directly instead
of via thread local storage, and creating ustrings for attribute lookup.
2012-12-01 19:15:05 +00:00
Brecht Van Lommel
0d6976ad0c Fix #32900: object motion blur not working on the GPU. To make this work I disabled motion
blurring of scale animation, probably not a big loss in practice since it's not so common
to animate this, can be added back later.
2012-11-29 00:43:50 +00:00
Brecht Van Lommel
6915394a3b Attempts to fix CUDA issues on sm 2.0 cards, still no luck getting motion blur
working, but this should make it not crash.

Also fix for wrong shutter time, should have been shorter.
2012-10-17 22:48:29 +00:00
Brecht Van Lommel
4ad103cedd Fix cycles motion blur not working correct with shutter time > 2.0. The soft
limit is 2.0, and anything beyond that is extrapolation which might not work
so well but is still allowed.
2012-10-17 17:27:30 +00:00
Brecht Van Lommel
d08b06f773 Cycles: motion blur is now curved and passes exactly through the midpoint.
Previously it would only interpolate between the previous and next frame,
which meant it might not hit the current frame position.
2012-10-17 12:55:23 +00:00
Brecht Van Lommel
fe16b26206 Cycles: fix some update issues with camera motion blur, and do some more work
for getting object motion blur ready.
2012-10-15 21:12:58 +00:00
Brecht Van Lommel
94f869a256 Cycles: camera motion blur enabled.
Still more work needed to get object motion blur ready.
2012-10-09 18:37:14 +00:00
Brecht Van Lommel
fedc8e1722 Cycles: add "From Dupli" option for texture coordinate node. This gets the
Generated and UV coordinates from the duplicator of instance instead of the
object itself.

This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
2012-10-04 21:40:39 +00:00
Lukas Toenne
f0d2477484 Fix for #32184 and redesign of particle storage in Cycles.
The particle data used by the Particle Info node was stored in cycles as a list in each object. This is a problem when the particle emitter mesh is hidden: Objects in cycles are only intended as instances of renderable meshes, so when hiding the emitter mesh the particle data doesn't get stored either. Also the particle data can potentially be copied to multiple instances of the same object, which is a waste of texture space.

The solution in this patch is to make a completely separate list of particle systems in the Cycles scene data. This way the particle data can be generated even when the emitter object itself is not visible.
2012-08-31 17:27:08 +00:00
Brecht Van Lommel
314e26c02c Fix cycles issue with wrong texture coordinates on a second render layer with
a mask layer enabled.
2012-07-31 15:05:16 +00:00
Lukas Toenne
fec872ef9c Added a particle index output to the Particle Info Cycles node. This is required to get consistent ID numbers for particles. The Object ID is not usable since it's a user defined value of the instanced object, which does not vary per instance. Also the random value from the object info node is not consistent over time, since it only depends on the index in the dupli list (so each emitted or dying particle shifts the value).
The particle index is always the same for a specific particle. Randomized values can be generated from this with the use of a noise texture.
2012-07-26 11:40:58 +00:00
Brecht Van Lommel
5e2a9a261b Fix cycles object_flag array being allocated too big. 2012-06-13 11:25:22 +00:00
Campbell Barton
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
Lukas Toenne
5e1bbde01d Particle Info node for Cycles. This can be used to access particle information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed.
The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).

Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/
2012-06-08 16:17:57 +00:00
Brecht Van Lommel
66f4ab396f Cycles: different fix for object info random range issue. 2012-06-03 09:50:17 +00:00
Thomas Dinges
298d311bd6 Cycles / Object Info Node:
* The random output had a range from -0.5 to 0.5, added an offset of 0.5 to bring it into the 0.0 / 1.0 range, which is in alignment with Shader Node Guidelines. 
Patch by Agustin Benavidez, thanks!
2012-06-02 21:04:16 +00:00
Brecht Van Lommel
9e2f377273 Fix #31556: cycles object info random value was not properly randomized for
dupligroups.
2012-05-29 10:34:16 +00:00
Brecht Van Lommel
c3e1fce775 Cycles: add Object Info node, with outputs object location, object/material
pass index, and a random number unique to the instance of the object.

This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-21 12:52:28 +00:00
Brecht Van Lommel
1e2afcddd3 Fix #31168: cycles mask layer should only affect objects for camera rays.
Fix: texture coordinate normal output was not correct, still changed under
object transform.
2012-05-02 09:33:45 +00:00
Brecht Van Lommel
1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +00:00
Brecht Van Lommel
07b2241fb1 Cycles: merging features from tomato branch.
=== BVH build time optimizations ===

* BVH building was multithreaded. Not all building is multithreaded, packing
  and the initial bounding/splitting is still single threaded, but recursive
  splitting is, which was the main bottleneck.

* Object splitting now uses binning rather than sorting of all elements, using
  code from the Embree raytracer from Intel.
  http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

* Other small changes to avoid allocations, pack memory more tightly, avoid
  some unnecessary operations, ...

These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.

BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.

=== Threads ===

Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.

Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.

=== Normal ====

Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.

In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.

=== Render Layers ===

Per render layer Samples control, leaving it to 0 will use the common scene
setting.

Environment pass will now render environment even if film is set to transparent.

Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.

=== Filter Glossy ===

When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.

Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.

Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
Brecht Van Lommel
93df58160e Fix #30966: cycles nan mesh vertices got set to (0, 0, 0), now remove them instead. 2012-04-16 08:35:21 +00:00
Brecht Van Lommel
f99343d3b8 Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
  Diffuse/Glossy/Transmission x Direct/Indirect/Color

Not supported yet:
* UV, Vector, Mist

Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
Brecht Van Lommel
fc42a6185d Cycles:
* Fix object scaling update issue with interactive rendering + static BVH.
* Fix negative scaling issue with static BVH.
* Fix #29217: excessive fireflies in first sample.
2011-11-12 14:29:52 +00:00
Brecht Van Lommel
cdee3435c6 Cycles: internal changes that should have no effect on user level yet, added
shader flags for various purposes, and some code for light types other than
points.
2011-09-27 20:37:24 +00:00
Brecht Van Lommel
376aede7a6 Cycles: fix crash deleting emitting objects. 2011-09-16 12:59:22 +00:00
Brecht Van Lommel
ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00
Brecht Van Lommel
67030aaf84 Cycles: optimizations for instances in scene updates before render starts,
should load a non-trivial mesh instanced many times quite a bit faster now.
2011-09-02 16:15:18 +00:00
Brecht Van Lommel
df625253ac Cycles:
* Add max diffuse/glossy/transmission bounces
* Add separate min/max for transparent depth
* Updated/added some presets that use these options
* Add ray visibility options for objects, to hide them from
  camera/diffuse/glossy/transmission/shadow rays
* Is singular ray output for light path node

Details here:
http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
2011-09-01 15:53:36 +00:00
Ton Roosendaal
da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00