While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures.
Requested by @cekuhnen on BA.
Reviewers: dingto, sergey
Subscribers: cekuhnen
Differential Revision: https://developer.blender.org/D1699
This is an attempt to emulate real CMOS cameras which reads sensor by scanlines
and hence different scanlines are sampled at a different moment in time, which
causes so called rolling shutter effect. This effect will, for example, make
vertical straight lines being curved when doing horizontal camera pan.
This is controlled by the Shutter Type option in the Motion Blur panel.
Additionally, since scanline sampling is not instantaneous it's possible to have
motion blur on top of rolling shutter.
This is controlled by the Rolling Shutter Time slider which controls balance
between pure rolling shutter effect and pure motion blur effect.
Reviewers: brecht, juicyfruit, dingto, keir
Differential Revision: https://developer.blender.org/D1624
Vector mapping node was doing some weird mapping of both original and mapped
coordinates. Mapping of original coordinates was caused by the clamping nature
of the LUT generated from the node. Mapping of the mapped value again was quite
totally obscure -- one needed to constantly keep in mind that actual value will
be scaled up and moved down.
This commit makes it so values in the vector curve mapping are always absolute.
In fact, it is now behaving quite the same as RGB curve mapping node and the
code could be de-duplicated. Keeping the code duplicated for a bit so it's more
clear what exact parts of the node changed.
Reviewers: brecht
Subscribers: bassamk
Differential Revision: https://developer.blender.org/D1672
This makes it possible to move some parts of evaluation from host to the device
and hopefully reduce memory usage by avoid having full RGBA buffer on the host.
Reviewers: juicyfruit, lukasstockner97, brecht
Reviewed By: lukasstockner97, brecht
Differential Revision: https://developer.blender.org/D1702
Main goal is to make kernel signatures editing easier and less prone to the
errors caused by missing function signature update or so.
This will also make it easier to add new CPU architectures.
Reviewers: juicyfruit, dingto, lukasstockner97, brecht
Reviewed By: dingto, lukasstockner97, brecht
Differential Revision: https://developer.blender.org/D1703
Previously RGB Curves node will clamp input to 0..1 which is rather useless
when one wants to use HDR image textures and do bit of correction on them.
Now kernel code supports extrapolation of baked LUT based on first/last two
table points and performs linear extrapolation.
The only tricky part is to guess the range to bake the LUT for. Currently
it's using simple approach -- minmax of the input curves. While this behaves
ok for the simple cases it's easy to trick the system up causing incorrect
results.
Not sure we can solve those issues in a general case and since the new code
is giving more expected results it's not that bad actually. In the worst
case artist migh always create explicit point to make sure LUT is created
for the needed HDR range.
Reviewers: brecht, juicyfruit
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D1658
This must have happened months ago, but as I did not `make clean` any build folder since then,
so only noted that today.
Issue is same as dirty patch we have to apply to ODL sources before building it in install_deps.sh - for
some mysterious reason, it has become impossible to compoile .osl files into .oso ones without
giving explicit output file name (otherwise it just produces `.oso` file - utterly stupid and useless).
We could probably fix that in own OSL source, but think being explicit here does not hurt anyway, so...
Let's go the easy way.
There were multiple issues which are solved now:
- It was possible that ray wouldn't be bounced off the BSSRDF, for example
when PDF or shader eval is zero. In this case PathState might have been
left in pre-bounced state which would have been gave incorrect shading
results.
This is solved by having separate PathState for each of the hits.
- Path radiance summing wasn't happening correct as well, indirect rays
were using wrong path radiance in the case when there were more than
one hit recorded.
This is now using a bit trickier state machine which calculates path
radiance for just SSS (both direct and indirect) and then sums it back
to the final radiance.
- Previous commit wasn't totally correct either and was an induced bug
due to wrong path state left from the "un-happened" ray bounce.
There should be no special case happening here, BSSRDFs will be replaced
with diffuse ones due to PATH_RAY_DIFFUSE_ANCESTOR flag.
- Merged back codebases for "delayed" and "immediate" indirect SSS ray
tracing, hopefully making it easier to maintain the codebase.
Sure this changes brings memory usage back by about 4-5%, but overall
it's still about 2x memory reduction for the experimental kernel here.
Thanks Brecht for the review!
This is actually how it was intended to work, just didn't notice it wasn't
really happening in the main ray loop.
Solves some memory issues reported in T46880.
There are some issues to be solved with the recent optimization we did for
the indirect rays for the SSS. Those issues will take a bit of a time to
be fully solved still and we need to unlock Caminandes team now, so let's
revert some changes back.
CUDA will still use delayed indirect rays since it's an experimental
feature.
For the details about what's to be done still please refer to T46880.
This wasn't really a complete fix and only worked if there was a single scatter
event recorded only. Proper fix requires some more thoughts to make it correct
without memory use increase.
This reverts commit bf9e88bfbebaf5c6228363560970fa526e779c8b.
Radiance sum and reset was happening in different order after 26f1c51.
This is a quick fix to unlock Caminandes team, perhaps we can avoid having
separate variable to detect when radiance is to be sum.
This gives much lower stack usage on GPU and reduces kernel memory size to
around 448MB on GTX560Ti (comparing to 652MB with previous commit and 946MB
with official release). There's also a barely measurable speedup of around
5%, but this is to be confirmed still.
At this stage we're using only ~3% for the experimental kernel and SSS
rendering seems to be faster by 40% and after some further testing we might
consider making SSS and CMJ official features and remove experimental
precompiled kernels.
The idea is to delay shooting indirect rays for the SSS sampling and
trace them after the main integration loop was finished.
This reduces GPU stack usage even further and brings it down to around
652MB (comparing to 722MB before the change and 946MB with previous
stable release).
This also solves the speed regression happened in the previous commit
and now simple SSS scene (SSS suzanne on the floor) renders in 0:50
(comparing to 1:16 with previous commit and 1:03 with official release).
This commit introduces a SSS-oriented intersection structure which is replacing
old logic of having separate arrays for just intersections and shader data and
encapsulates all the data needed for SSS evaluation.
This giver a huge stack memory saving on GPU. In own experiments it gave 25%
memory usage reduction on GTX560Ti (722MB vs. 946MB).
Unfortunately, this gave some performance loss of 20% which only happens on GPU.
This is perhaps due to different memory access pattern. Will be solved in the
future, hopefully.
Famous saying: won in memory - lost in time (which is also valid in other way
around).
This gives few percent extra memory saving for the CUDA kernel when
using regular path tracing.
Still more like an experiment, but will be handy in the future.
This commit adds the Blackman-Harris windows function as a pixel filter to Cycles. On some cases, such as wireframes or high-frequency textures,
Blackman-Harris can give subtle but noticable improvements over the Gaussian window.
Also, the gaussian window was truncated too early, which degraded quality a bit, therefore the evaluation region is now three times as wide.
To avoid artifacts caused by the wider curve, the filter table size is increased to 1024.
Reviewers: #cycles
Differential Revision: https://developer.blender.org/D1453
Previously shutter was instantly opening, staying opened for the shutter time
period of time and then instantly closing. This isn't quite how real cameras
are working, where shutter is opening with some curve. Now it is possible to
define user curve for how much shutter is opened across the sampling period
of time.
This could be used for example to make motion blur trails softer.
It was possible to miss some intersection caused by wrong barycentric
coordinates sign.
Cases when one of the coordinate is zero and other are negative was not
handled correct.
The issue was caused by non-continuous tangent space calculated for triangles.
This commit adds a Tangent input to Hair BSDF node which can be used to hook up
Tangent calculated form UV as an input to the node in order to make sure the
tangent space is continuous.
Doing this as an input instead of using default tangent layer from UV because of
several reasons:
- This way it's really easy to preserve compatibility with existing setups.
- Default UV map is not necessarily giving continuous space, one might want to
use other tangent space sources or distort the space for some artistic
decision.
Reviewers: juicyfruit, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D1428