This add support for rendering of the point cloud object in Blender, as a native
geometry type in Cycles that is more memory and time efficient than instancing
sphere meshes. This can be useful for rendering sand, water splashes, particles,
motion graphics, etc.
Points are currently always rendered as spheres, with backface culling. More
shapes are likely to be added later, but this is the most important one and can
be customized with shaders.
For CPU rendering the Embree primitive is used, for GPU there is our own
intersection code. Motion blur is suppored. Volumes inside points are not
currently supported.
Implemented with help from:
* Kévin Dietrich: Alembic procedural integration
* Patrick Mourse: OptiX integration
* Josh Whelchel: update for cycles-x changes
Ref T92573
Differential Revision: https://developer.blender.org/D9887
This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.
Notes:
This breaks forward compatibility as this node now uses data storage.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D12760
This fixes crash T94022 when selecting live viewport render with both GPU & CPU devices selected. It is caused by incorrect `KernelBVHLayout` assignment. Similar to `BVH_LAYOUT_MULTI_OPTIX` for Optix, this patch adds a `BVH_LAYOUT_MULTI_METAL` to correctly redirect to the correct Metal BVH layout type.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13561
This allows real world cameras to be modeled by specifying the coordinates of a
4th degree polynomial that relates a pixels distance (in mm) from the optical
center on the sensor to the angle (in radians) of the world ray that is
projected onto that pixel.
This is available as part of the panoramic lens type, however it can also be
used to model lens distortions in projective cameras for example.
Differential Revision: https://developer.blender.org/D12691
This patch adds MetalRT support to Cycles kernel code. It is mostly additive in nature or confined to Metal-specific code, however there are a few areas where this interacts with other code:
- MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT. For these generalisations we now have `__KERNEL_GPU_RAYTRACING__` instead of `__KERNEL_OPTIX__`.
- MetalRT doesn't support primitive offsetting (as with `primitiveIndexOffset` in Optix), so we define and populate a new kernel texture, `__object_prim_offset`, containing per-object primitive / curve-segment offsets. This is referenced and applied in MetalRT intersection handlers.
- Two new BVH layout enum values have been added: `BVH_LAYOUT_METAL` and `BVH_LAYOUT_MULTI_METAL_EMBREE` for XPU mode). Some host-side enum case handling has been updated where it is trivial to do so.
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13353
MSL requires that constant address space literals be declared at program
scope. This patch moves the `blackbody_table_r/g/b` and `cie_colour_match`
constants into separate files so they can be declared at the appropriate scope.
Ref T92212
Differential Revision: https://developer.blender.org/D13241
stack_assign_if was used in the middle of creating the shader value blocks.
Which caused stack variables to be inserted in the middle of the shader value data.
This resulted in the shader node data no being in sequential order. This was also
the case for the wave texture wave node.
Reviewed By: brecht
Maniphest Tasks: T93102
Differential Revision: https://developer.blender.org/D13262
This patch adds a CMake option "WITH_CYCLES_DEBUG" which builds cycles with
a feature that allows debugging/selecting the direct-light sampling strategy.
The same option may later be used to add other debugging features that could
affect performance in release builds.
The three options are:
* Forward path tracing (e.g., via BSDF or phase function)
* Next-event estimation
* Multiple importance sampling combination of the previous two methods
Such a feature is useful for debugging light different sampling, evaluation,
and pdf methods (e.g., for light sources and BSDFs).
Differential Revision: https://developer.blender.org/D13152
We need to increase GPU memory usage a bit. Unfortunately we can't get away
with writing either reflection or transmission passes because these BSDFs may
scatter in either direction but still must be in a fixed reflection or
transmission category to match up with the color passes.
Need to make sure images needed for hair shaders are loaded
before running the shader.
The naming is a bit misleading, but this is an internal API
and we can change it easily. Submitting minimal patch needed
to fix logic in the code to make it safer to review for 3.0.
Differential Revision: https://developer.blender.org/D13067
saturate is depricated in favour of __saturatef this replaces saturate
with __saturatef on CUDA by createing a saturatef function which replaces
all instances of saturate and are hooked up to the correct function on all
platforms.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13010
Cycles:Distance Scrambling for Cycles Sobol Sampler
This option implements micro jittering an is based on the INRIA
research paper [[ https://hal.inria.fr/hal-01325702/document | on micro jittering ]]
and work by Lukas Stockner for implementing the scrambling distance.
It works by controlling the correlation between pixels by either using
a user supplied value or an adaptive algorithm to limit the maximum
deviation of the sample values between pixels.
This is a follow up of https://developer.blender.org/D12316
The PMJ version can be found here: https://developer.blender.org/D12511
Reviewed By: leesonw
Differential Revision: https://developer.blender.org/D12318
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.