Commit Graph

31 Commits

Author SHA1 Message Date
Brecht Van Lommel
02ce6fd59c Cycles: try to avoid NaN pixels with oren nayar. Also small cmake code cleanup. 2011-11-18 15:39:40 +00:00
Brecht Van Lommel
e78cad5540 Fix build issue on windows, M_PI => M_PI_F. 2011-11-15 18:01:52 +00:00
Brecht Van Lommel
2ab2423b06 Cycles:
* Fix #29257: nan-pixels with zero roughness for glass/glossy.
* Fix #29239: crash with border rendering, this is not working yet, but should
  no longer crash now.
* Show object name in 3d view rendered draw type.
* Attempt to improve Sample as Light option description.
2011-11-14 19:45:21 +00:00
Brecht Van Lommel
e731ffb648 Cycles: Oren-Nayar BSDF support. This is not a separate shader node, rather it
is available through the Roughness input on the Diffuse BSDF.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Diffuse

Patch by Yasuhiro Fujii, thanks!
2011-11-14 17:31:47 +00:00
Brecht Van Lommel
5b1a42cb17 Cycles:
* Fix excessive fireflies in Velvet BSDF (patch by David).
* Disable some unused SSE code
* Remove RTTI disabling flags for now, this is giving some compile issues and
  was only needed of OSL which we're not using yet.
2011-11-10 14:32:16 +00:00
Brecht Van Lommel
a56c6e18a8 Cycles:
* Disable precompiled cuda binaries, always do at run time
* Change preview samples default to 10
* Hide volume panels since they don't do anything yet
2011-11-08 14:10:33 +00:00
Brecht Van Lommel
fb56dbc2af Cycles: procedural texture nodes reorganization. This will break existing files
using them, but rather do it now that I have the chance still. Highlights:

* Wood and Marble merged into a single Wave texture
* Clouds + Distorted Noise merged into new Noise node
* Blend renamed to Gradient
* Stucci removed, was mostly useful for old bump
* Noise removed, will come back later, didn't actually work yet
* Depth setting is now Detail socket, which accepts float values
* Scale socket instead of Size socket

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
2011-11-06 21:05:58 +00:00
Brecht Van Lommel
72e47de8b5 Cycles: fix some issues with mix shaders when the weight for an emission shader
was 0.0, and background shader mix wasn't working.
2011-10-19 00:13:41 +00:00
Brecht Van Lommel
d5b679253a Cycles:
* Sun, area and point lights with size now supported
* Cast shadow option to disable shadow casting for lamps
* Emission strength of materials tweaked such that setting strength to 1.0
  basically makes the material "shadeless" in that the value of the color
  input will be the resulting color in the image.
2011-10-15 23:49:01 +00:00
Brecht Van Lommel
9ebfcea8f3 Cycles: revert commit that joined surface/volume socket into a single shader socket,
on second thought this makes it a bit too difficult to understand what's going on.
2011-10-12 23:03:12 +00:00
Brecht Van Lommel
7503a7edfb Cycles: replace surface/volume sockets in output nodes with a single shader socket,
decided it's better to render objects as either surface or volume.

This may break the volume rendering patch, but shaders with volume closures still
get tagged as having volume closures, so it should be fixable without too many
changes.
2011-10-12 15:42:35 +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
136d27b350 Cycles: add some volume nodes, they don't actually do anything, this is just
to give other developers who may want to work on this to get a starting point.
2011-09-27 20:03:16 +00:00
Brecht Van Lommel
66b1dfae89 Cycles: tweaks to properties and nodes
* 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.
2011-09-16 13:14:02 +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
71c9120d04 Cycles: fix windows build, some minor tweaks. 2011-09-09 16:38:15 +00:00
Brecht Van Lommel
9b31cba74e Cycles: some warning fixes, cpu device task tweaks, avoid unnecessary
tonemap in non-viewport render, and some utility functions.
2011-09-08 18:58:07 +00:00
Brecht Van Lommel
db1664ed4c Cycles:
* Compute MD5 hash to deal with nvidia opencl compiler cache not recognizing
  changes in #included files, makes it possible to do kernel compile only
  once and remember it for the next time blender is started.
* Kernel tweak to compile with ATI/linux. Enabling any more functionality than
  simple clay render still chokes the compiler though, without a specific error
  message ..
2011-09-03 10:49:54 +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
Brecht Van Lommel
eac2674f1d Cycles: some tweaks to try to get sm_13 shader compiling. 2011-08-29 17:17:40 +00:00
Brecht Van Lommel
bae896691a Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
2011-08-28 13:55:59 +00:00
Brecht Van Lommel
b98ccf6998 Cycles: amd opencl compatibility fixes. 2011-08-10 14:26:51 +00:00
Brecht Van Lommel
abc601d10e Cycles: opencl 1.1 compatibility tweaks. 2011-08-09 18:53:54 +00:00
Brecht Van Lommel
4bb582effb Cycles: some mix node blend modes not working correct:
subtract, screen, divide, difference, darken, lighten, overlay

patch by Sanne, thanks!
2011-05-27 09:38:49 +00:00
Brecht Van Lommel
63d4bafff5 Cycles: some steps to getting OpenCL backend to compile. 2011-05-20 12:26:01 +00:00
Brecht Van Lommel
25b25059ef Cycles: fix vector math subtract not working correct, patch by Sanne. 2011-05-16 08:08:37 +00:00
Brecht Van Lommel
233f27a7e1 Cycles: fix chained mix/add closures nodes not working. 2011-05-14 13:23:15 +00:00
Brecht Van Lommel
922bb24865 Cycles: color space control for image/environment texture nodes. Ideally would
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.
2011-05-13 14:32:08 +00:00
Brecht Van Lommel
216602fe4b Cycles: fix BSDF closure inputs ignoring links. 2011-05-13 12:11:08 +00:00
Brecht Van Lommel
2996f08f84 Cycles: first batch of windows build fixes, not quite there yet. 2011-05-03 18:29:11 +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