This fixes the SSS Direct/Indirect passes as well as the Combined pass.
Patch reviewed and with fixes and contributions from Brecht van Lommel.
Note: displacement/bump map (related to the report) will be handled separately
Reviewers: brecht
Differential Revision: https://developer.blender.org/D503
Now the COMBINED pass includes the Ambient Occlusion.
This was not reported anywhere, but while working in the Subsurface Scattering I realize we needed this fix for combined.
This was faster for my AMD system but slower for Intel.
However with gcc4.9,-O3 I was able to get roughly the same speed before/after.
Revert since this isnt giving such clear benefits on most systems.
Expand Cycles to use the new baking API in Blender.
It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal).
It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode.
Remember to save your images after the baking is complete.
Note: Bake currently only works in the CPU
Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles).
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake
Supported Passes:
-----------------
Data Passes
* Normal
* UV
* Diffuse/Glossy/Transmission/Subsurface/Emit Color
Light Passes
* AO
* Combined
* Shadow
* Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect
* Environment
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
Probably will not be noticed in most scenes. This helps reduce noise when you
have multiple lamps with MIS enabled, at the cost of some performance, but from
testing some scenes this seems better.
The was actually caused by the way how Cycles uses objects
layers. It's not possible to rely on the fact that layers
are flushed from Base to Object. It's only valid when rendering
active scene.
Now made it so layers are used from the base.
This also updates the configurations to build kernels for compute capability
5.0 cards, when using and older CUDA toolkit version this will be skipped.
Also includes tweaks to improve performance with this version:
* Increase max registers on sm_30, sm_35 and sm_50
* No longer use texture storage on sm_30
The formula was not consistent across Blender and behaved strangely, now it is
a simple linear blend between color1 and min(color1, color2).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D489
This caused a couple of fireflies in koro_final.blend. The wrong normal would
cause the shading point to be set as backfacing, which triggered another bug
with hair BSDFs on the backface of hair curves. That one is not fixed yet but
there's a comment in the code about it now.
Old algorithm:
Raytrace from one transparent surface to the next step by step. To minimize
overhead in cases where we don't need transparent shadows, we first trace a
regular shadow ray. We check if the hit primitive was potentially transparent,
and only in that case start marching. this gives extra ray cast for the cases
were we do want transparency.
New algorithm:
We trace a single ray. If it hits any opaque surface, or more than a given
number of transparent surfaces is hit, then we consider the geometry to be
entirely blocked. If not, all transparent surfaces will be recorded and we
will shade them one by one to determine how much light is blocked. This all
happens in one scene intersection function.
Recording all hits works well in some cases but may be slower in others. If
we have many semi-transparent hairs, one intersection may be faster because
you'd be reinteresecting the same hairs a lot with each step otherwise. If
however there is mostly binary transparency then we may be recording many
unnecessary intersections when one of the first surfaces blocks all light.
We found that this helps quite nicely in some scenes, on koro.blend this can
give a 50% reduction in render time, on the pabellon barcelona scene and a
forest scene with transparent leaves it was 30%. Some other files rendered
maybe 1% or 2% slower, but this seems a reasonable tradeoff.
Differential Revision: https://developer.blender.org/D473
This was the original code to get things working on old GPUs, but now it is no
longer in use and various features in fact depend on this to work correctly to
the point that enabling this code is too buggy to be useful.