The issue is duplicated code. There are two functions that zero-fill
the frame number. They worked the same for positive frames numbers, but
behaved differently for negative ones.
On frame `-100`, `BLI_path_frame` outputs `-0100` and
`fluid_cache_get_framenr_formatted_$ID$` outputted `-100`.
I changed the behavior of the latter, because we depend on the behavior
of the former for much longer already.
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D8107
Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
First benefit is reduced boilerplate code.
Second benefit is fixed warnings about using deprecated spin lock
on macOS when using SDK 10.12 and above.
Differential Revision: https://developer.blender.org/D8182
Apply the workaround only for known problematic drivers. The latest pro driver
appears to work correctly, hopefully the regular driver will as well once it
is updated to the same OpenCL driver version (3075.13).
Always initialize the particle velocity of newly sampled particles to 0 if there are no initial velocities. Clearing the grid source makes sure that new particles will get a 0 velocity - and not interpolated from the associated grid.
Latest SteamVR OpenXR updates brought OpenGL support, but only with sRGB
buffers. I think for DirectX it's the same now.
It's not a big issue for us to use sRGB buffers, so that's what I will
do for now. That way we shouldn't need hardcoded exceptions for specific
runtimes that don't transform linear buffers correctly.
When we switched to MSVC2019 and C++17 we seemingly
managed to trigger a code-gen bug with MSVC in the
AVX code-path.
This change works around the issue by (hopefully
temporary) disabling the optimizer for the fast_exp2f4
function, given it is only used in a single pass
of the denoiser and nowhere else, this is luckily
not as bad as it could have been.
Once the compiler is fixed or a different fix is
available we'll have to revisit this.
Details and link to the repro posted to MS is
available in T78047
This commit makes uses of the new OpenVDB IO in Mantaflow (introduced in 781f783a66ac).
From now on, fluid cache files in OpenVDB format will contain a list of grids per frame (before: one .vdb file per grid per frame). Besides regular grids, particle systems are also stored using OpenVDBs PointGrid data structures.
All older cache formats will remain fully functional:
- Uni caches (.uni) files are still available from the UI and can be used as before
- Raw caches (.raw) are no longer available from the UI, but loading them is still possible
- Old OpenVDB caches (one .vdb per grid) can no longer be baked either, but loading them is still possible.
It is also no longer possible to choose file formats for 'Noise' and 'Particles'. Instead there are now options to set the file format for 'Volumetric' and for 'Mesh' data.
Known issues (planned to be resolved soon):
- OpenVDB files are currently not taking into consideration the clipping value (FluidDomainSettings). Empty cells are therefore being written too. Depending on the scene, this can make file sizes unnecessarily large.
- Domains are not being exported at their world position. Instead they are always clipped to the origin.
Compared to Optix denoise, this is usually slower since there is no GPU
acceleration. Some optimizations may still be possible, in avoid copies
to the GPU and/or denoising less often.
The main thing is that this adds viewport denoising support for computers
without an NVIDIA GPU (as long as the CPU supports SSE 4.1, which is nearly
all of them).
Ref T76259
Enabling render and viewport denoising is now both done from the render
properties. View layers still can individually be enabled/disabled for
denoising and have their own denoising parameters.
Note that the denoising engine also affects how denoising data passes are
output even if no denoising happens on the render itself, to make the passes
compatible with the engine.
This includes internal refactoring for how denoising parameters are passed
along, trying to avoid code duplication and unclear naming.
Ref T76259
This replaces the cmake options `WITH_NEW_OBJECT_TYPES` and
`WITH_NEW_SIMULATION_TYPE` with two experimental userpref settings:
* `use_new_particle_system`: Enables the point cloud type and the simulation editor.
* `use_new_hair_type`: Only displays the add-operator in the add menu for now.
Note, in the current state you can't do anything productive with the new particle
system or the new hair type. Features will be added step by step in the upcoming
weeks and months.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8096
For GPU debugging purposes, it is still possible to render with the same BVH2
on the CPU using the Debug panel in the render properties.
Note that building Blender without Embree will now lead to significantly reduced
performance in CPU rendering, and a few of the Cycles regression tests will fail
due to small pixel differences.
Ref T73778
Depends on D8014
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8015
Also removing the curve system manager which only stored a few curve intersection
settings. These are all changes towards making shape and subdivision settings
per-object instead of per-scene, but there is more work to do here.
Ref T73778
Depends on D8013
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8014
This keeps render results compatible for combined CPU + GPU rendering.
Peformance and quality primitives is quite different than before. There
are now two options:
* Rounded Ribbon: render hair as flat ribbon with (fake) rounded normals, for
fast rendering. Hair curves are subdivided with a fixed number of user
specified subdivisions.
This gives relatively good results, especially when used with the Principled
Hair BSDF and hair viewed from a typical distance. There are artifacts when
viewed closed up, though this was also the case with all previous primitives
(but different ones).
* 3D Curve: render hair as 3D curve, for accurate results when viewing hair
close up. This automatically subdivides the curve until it is smooth.
This gives higher quality than any of the previous primitives, but does come
at a performance cost and is somewhat slower than our previous Thick curves.
The main problem here is performance. For CPU and OpenCL rendering performance
seems usually quite close or better for similar quality results.
However for CUDA and Optix, performance of 3D curve intersection is problematic,
with e.g. 1.45x longer render time in Koro (though there is no equivalent quality
and rounded ribbons seem fine for that scene). Any help or ideas to optimize this
are welcome.
Ref T73778
Depends on D8012
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8013