Commit Graph

21 Commits

Author SHA1 Message Date
Brecht Van Lommel
27d647dcf8 Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
  radial around X/Y/Z axis, or from a UV map. The default tangent for the
  anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
  this node now.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent

* Normal Map: generate a perturbed normal from an RGB normal map image. This
  is usually chained with an Image Texture node in the color input, to specify
  the normal map image. For tangent space normal maps, the UV coordinates for
  the image must match, and the image texture should be set to Non-Color mode
  to give correct results.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map

* Refraction BSDF: for best results this node should be considered as a building
  block and not be used on its own, but rather mixed with a glossy node using a
  fresnel type factor. Otherwise it will give quite dark results at the edges for
  glossy refraction.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction

* Ambient Occlusion: controls the amount of AO a surface receives, rather than
  having just a global factor in the world. Note that this outputs a shader and
  not a color, that's for another time.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
2012-11-06 19:59:02 +00:00
Brecht Van Lommel
9a1c1f132d Cycles OSL: most closure code is now shared between OSL and SVM. Also fix
transmission pass and filter glossy option.

The BSDF closure class is now more similar to the SVM closures, and includes
some flags and labels that are needed to properly categorize the BSDF's for
render passes. Phong closure is gone for the moment, needs to be adapated to
the new structure still.
2012-10-20 12:18:00 +00:00
Brecht Van Lommel
e23b202693 Fix part of cycles/osl light pass rendering, transmission still not correct. 2012-10-05 17:17:19 +00:00
Lukas Toenne
f3a91f461c Fix for OSL memory leak. The context creation for OSL is now done in the shader_setup_* functions, since it should specific to the sample being worked on. The the context release then happens in the kernel_shader functions after shader evaluation is done. Care has to be taken to ensure the shader_release function is also called in cases where the path integration is cancelled early, this was the main cause for unreleased contexts and subsequent new allocations. 2012-09-05 08:12:22 +00:00
Lukas Toenne
95b85a8c37 Revert "Use one context per OSL thread. Not sure if this actually works, but the simple renderer example in OSL does it this way."
This does not actually work: The context must not be shared between threads, but using the same context between different samples actually seems to prevent OSL from switching between shaders. The proper solution would be to ensure memory pooling works correctly.

This reverts commit 69f87e69258d6266dcb20f09f7e3d4021e663432.
2012-09-04 17:28:36 +00:00
Lukas Toenne
6805db676d Use one context per OSL thread. Not sure if this actually works, but the simple renderer example in OSL does it this way. 2012-09-04 08:53:47 +00:00
Lukas Toenne
71871463a4 Fix for bad memory leak in OSL: the context created for each OSL sample did not get released properly. 2012-09-04 08:53:44 +00:00
Lukas Toenne
f8c29c999f Fix for Cycles OSL: The RenderServices pointer in ShadingSystem is no longer accessible from the interface class (presumably because it is just the base class pointer anyway and would have to be casted). The OSLRenderServices pointer to our own implementation is now stored alongside the ShadingSystem in the kernel globals, so it can be accessed in thread_init. 2012-09-03 18:51:02 +00:00
Thomas Dinges
fda711a851 Cycles / OSLGlobals:
* Fixes for changes in the Open Shading Langauge API from version 0.6.0: 11ce51418b

* Removed the need for ShadingSystemImpl.
2012-08-31 20:31:21 +00:00
Thomas Dinges
7ac0dd2953 Cycles / OSL:
* OSL namespace fixes for osl_shader.cpp.
2012-08-31 20:08:55 +00:00
Thomas Dinges
01815d83fb Cycles / OSL:
* Fixes for changes in r40163. Removed unused code and fixed emissive_eval function.
2012-08-31 19:59:50 +00:00
Thomas Dinges
2221b994bc Cycles / OSL:
* Remove oslexec_pvt.h header and some typo fixes. 
* This file needs deeper updates for changes done in OSL 0.6.0, see
11ce51418b
2012-06-05 09:29:47 +00:00
Campbell Barton
2d290040a1 style cleanup 2012-06-04 22:44:58 +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
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
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
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
fd5937fd1f Cycles: OSL build fixes, based on patch from erwin94. 2011-05-14 09:42:02 +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