* Added support for uchar4 attributes to Cycles' attribute system.
* This is used for Vertex Colors now, which saves some memory (4 unsigned characters, instead of 4 floats).
* GPU Texture Limit on sm_20 and sm_21 decreased from 95 to 94, because we need a new texture for the uchar4 attributes. This is no problem for sm_30 or newer.
Part of my GSoC 2014.
This makes the code a bit easier to understand, and might come in handy
if we want to reuse more Embree code.
Differential Revision: https://developer.blender.org/D482
Code by Brecht, with fixes by Lockal, Sergey and myself.
Instead of 95, we can use 145 images now. This only affects Kepler and above (sm30, sm_35 and sm_50).
This can be increased further if needed, but let's first test if this does not come with a performance impact.
Originally developed during my GSoC 2013.
All textures are sampled bi-linear currently with the exception of OSL there texture sampling is fixed and set to smart bi-cubic.
This patch adds user control to this setting.
Added:
- bits to DNA / RNA in the form of an enum for supporting multiple interpolations types
- changes to the image texture node drawing code ( add enum)
- to ImageManager (this needs to know to allocate second texture when interpolation type is different)
- to node compiler (pass on interpolation type)
- to device tex_alloc this also needs to get the concept of multiple interpolation types
- implementation for doing non interpolated lookup for cuda and cpu
- implementation where we pass this along to osl ( this makes OSL also do linear untill I add smartcubic to the interface / DNA/ RNA)
Reviewers: brecht, dingto
Reviewed By: brecht
CC: dingto, venomgfx
Differential Revision: https://developer.blender.org/D317
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.
Ref T37477.
Issue was caused by changed order of texture slots -- float textures
have got lower slots indices than byte textures. OpenCL was still assuming
byte textures goes before float.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.
Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture
Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texturehttp://mango.blender.org/production/blended_box/
Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
existing "Equirectangular". This projection is useful to create light probes
from a chrome ball placed in a real scene. It expects as input a photograph of
the chrome ball, cropped so the ball just fits inside the image boundaries.
Example setup with panorama camera and mixing two (poor quality) photographs
from different viewpoints to avoid stretching and hide the photographer:
http://www.pasteall.org/pic/28036
and 5 float image textures. For CPU render this limit will be lifted later
on with image cache support. Patch by Mike Farnsworth.
Also changed color space option in image/environment texture node, to show
options Color and Non-Color Data, instead of sRGB and Linear, this is more
descriptive, and it was not really correct to equate Non-Color Data with
Linear.
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.
Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.
Patch by Mike Farnsworth, thanks!
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights
There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
be automated but need to think about how to do this, not so simply in a node
system. But guideline for now is, for color textures set to sRGB, for things like
bump or roughness map, set to Linear.