All the controls were just really thrown in there without any proper
organization.
This gives it more structure.
- Correct use of sub-panels to communicate hierarchy and sections.
- Use flow layout for toggles.
- Use consistent names for "Bake Type".
The code assumed all datablocks were read from .blend files saved with the
same version. This restructures the Cycles versioning code to take into
account libraries.
This patch implements a workaround to get the multithreaded compilation from D2231 working.
So far, it only works for Blender, not for Cycles Standalone. Also, I have only tested the Linux codepath in the helper function.
Depends on D2231.
Patch by lukasstockner97, jbakker, brecht
job | scene_name | compilation_time
----------+-----------------+------------------
Baseline | empty | 22.73
D2264 | empty | 13.94
Baseline | bmw | 56.44
D2264 | bmw | 41.32
Baseline | fishycat | 59.50
D2264 | fishycat | 45.19
Baseline | barbershop | 212.28
D2264 | barbershop | 169.81
Baseline | victor | 67.51
D2264 | victor | 53.60
Baseline | classroom | 51.46
D2264 | classroom | 39.02
Baseline | koro | 62.48
D2264 | koro | 49.03
Baseline | pavillion | 54.37
D2264 | pavillion | 38.82
Baseline | splash279 | 47.43
D2264 | splash279 | 37.94
Baseline | volume_emission | 145.22
D2264 | volume_emission | 121.10
This patch reduced compilation time as the split kernels and base
kernels are compiled in parallel. In cycles debug mode (256) you can set
unmark the opencl single program file, what reduces the compilation time
even further (bmw 17 seconds, barbershop 53 seconds).
Reviewers: brecht, dingto, sergey, juicyfruit, lukasstockner97
Reviewed By: brecht
Subscribers: Loner, jbakker, candreacchio, 3dLuver, LazyDodo, bliblubli
Differential Revision: https://developer.blender.org/D2264
This patch implements a workaround to get the multithreaded compilation from D2231 working.
So far, it only works for Blender, not for Cycles Standalone. Also, I have only tested the Linux codepath in the helper function.
Depends on D2231.
Reviewers: brecht, dingto, sergey, juicyfruit, lukasstockner97
Reviewed By: brecht
Subscribers: Loner, jbakker, candreacchio, 3dLuver, LazyDodo, bliblubli
Differential Revision: https://developer.blender.org/D2264
Values outside the 0..1 range produce negative colors, so now clamp to that
range everywhere. Also fixes improper handling of hue > 2.0 in some places.
For OIIO 2.x we must use unique_ptr. This also required updating the
guarded allocator for std::move to work. Since C++11 construct/destroy
have a default implementation that also works this case, so we just
leave it out.
The render layer name is now always included. Best to keep these consistent,
so that animation denoising and sample merging works the same for both and
tests can be the same. Ref D4311.
This adds a cycles.denoise_animation operator, which denoises an animation
sequence or individual file. Renders must be saved as multilayer EXR files
with denoising data passes.
By default file path and frame range come from the current scene, and EXR
files are denoised in-place. Alternatively, a different input and/or output
file path can be provided.
Denoising settings come from the current view layer. Renders can be denoised
again with different settings, as the original noisy image is preserved along
with other passes and metadata.
There is no user interface yet for this feature, that comes later.
Code by Lukas with modifications by Brecht. This feature was originally
developed for Tangent Animation, thanks for the support!
Differential Revision: https://developer.blender.org/D3889
This adds a cycles.denoise_animation operator, which denoises an animation
sequence or individual file. Renders must be saved as multilayer EXR files
with denoising data passes.
By default file path and frame range come from the current scene, and EXR
files are denoised in-place. Alternatively, a different input and/or output
file path can be provided.
Denoising settings come from the current view layer. Renders can be denoised
again with different settings, as the original noisy image is preserved along
with other passes and metadata.
There is no user interface yet for this feature, that comes later.
Code by Lukas with modifications by Brecht. This feature was originally
developed for Tangent Animation, thanks for the support!
This is a request by the studio here to make it possible to see how
many samples were used to render a specific shot or a frame. It is a
bit more tricky than simply stamping number of samples from a scene
since rendering is happening in multiple ranges of samples.
This change makes it so Cycles saves configured number of samples for
the specific view layer, and also stores start sample and number of
samples when rendering only a subrange of all samples.
The format used is "cycles.<view_layer_name>.><field>", which allows
to have information about all layers in a multi-layer EXR file.
Ideally we can store simplified "cycles.<field>" if we know that there
is only one render layer in the file, but detecting this is somewhat
tricky since Cycles operates on an evaluated scene which always have
single view layer.
The metadata is shown in the Metadata panels for clip, image and
sequencer spaces.
Example screenshot which shows the metadata:
{F6527727}
Reviewers: brecht
Reviewed By: brecht
Subscribers: fsiddi
Differential Revision: https://developer.blender.org/D4311
This is the internal implementation, not available from the API or
interface yet. The algorithm takes into account past and future frames,
both to get more coherent animation and reduce noise.
Ref D3889.
Prefiltering of feature passes will happen during rendering, which can
then be used for denoising immediately or written as a render pass for
later (animation) denoising.
The number of denoising data passes written is reduced because of this,
leaving out the feature variance passes. The passes are now Normal,
Albedo, Depth, Shadowing, Variance and Intensity.
Ref D3889.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
When using `--cycles-resumable-num-chunks N` to render a subset of the
samples, having N close to the total number of samples causes rounding
issues.
For example, a file configured for 250 samples and 150 chunks should
have 1.6666 sample per chunk. The old code rounded this to 2 samples per
chunk, which would result in too many samples being rendered. When
rendering a single chunk this doesn't matter much, but when larger chunk
ranges are rendered with `--cycles-resumable-start-chunk` and
`--cycles-resumable-end-chunk` the rounding errors start to add up.
By multiplying with the number of chunks to render first, and only round
to integers after that, this issue is solved. In the above example,
rendering 3 chunks will correctly render 5 samples rather than 6.
When the requested number of chunks is larger than the number of samples
there will be duplicate samples (that is, sample N appearing both in
chunk M and M+1). In this case a warning is printed to stderr.
This is needed for T50977 Progressive render: use non-uniform sample
chunks.
Reviewed by: sergey
Differential Revision: https://developer.blender.org/D4282
We've had many reported crashes on Windows where we suspect there is a
corrupted OpenCL driver. The purpose here is to keep Blender generally
usable in such cases.
Now it always shows None / CUDA / OpenCL in the preferences, and only when
selecting one will it reveal if there are any GPUs available. This should
avoid crashes when opening the preferences or on startup.
Differential Revision: https://developer.blender.org/D4265
This is a quick workaround to prevent the crashes with multi-view.
The ultimate solution can be plenty, and would turn around refactoring
Cycles to handle multi-view internally, so that depsgraph could be freed
before render with no problems.
Reviewers: brecht, sergey
For the complete discussion check: https://developer.blender.org/D4239