Blender Git Commits

Blender Git commits from all branches.

Page: 243 / 2888

July 15, 2021, 12:25 (GMT)
Basic structure is funcitonal, needs polishing and additional options (may crash)
July 15, 2021, 11:59 (GMT)
MCE: Fix default tracking settings extras

The default tracking settings popover was using the tracking settings
extras panel from the actve track, not the default one.
July 15, 2021, 11:55 (GMT)
Cycles X: restore estimation of kernel memory usage for host memory fallback

This makes it so that we don't allocate scene memory on the device, only to
then find out later it has to move back to the host.

Integrator working memory is now allocated before loading the kernels and
allocating scene memory. This way it is included in the estimated kernel
memory usage, and makes it less likely to be moved to the host.

Differential Revision: https://developer.blender.org/D11922
July 15, 2021, 11:28 (GMT)
Merge branch 'master' into tracking_tools
July 15, 2021, 10:26 (GMT)
Merge branch 'master' into cycles_texture_cache
July 15, 2021, 10:16 (GMT)
Merge branch 'master' into subdivision_work
July 15, 2021, 10:13 (GMT)
Handle lines adjacency request
July 15, 2021, 10:11 (GMT)
Revise requests debug print
July 15, 2021, 09:28 (GMT)
Cycles X: Tweaks to the multi-device balancing

There few ideas with this change:

- Base on equalizing actual time devices are spent rendering, rather
than trying to estimate this via performance-per-unit-work.

This gives better estimate and covergence than the old calculation
on the pabellon.blend.

- Perform first re-balancing based on accumulated statistics after a
short period of time rather than after first sample. This allows to
accumulate a more accurate statistics.

- Perform re-balancing more often even in the headless render when
the balance is not ideal yet.

There are some other changes, like perform rebalancing before path
tracing. This way it seems to be easier to write logic in the
scheduler.

Headless render on RTX 5000 GPU and i9-11900k CPU:
```
new cycles-x
bmw27.blend 14.8814 20.0281
classroom.blend 30.025 26.9318
pabellon.blend 13.1679 12.6133
monster.blend 16.4408 16.3826
barbershop_interior.blend 22.83 19.9255
junkshop.blend 28.7097 27.2703
pvt_flat.blend 24.7341 21.8464
```

F12 render on the same configuration:
```
new cycles-x
bmw27.blend 13.5106 13.9074
classroom.blend 31.3891 31.7155
pabellon.blend 12.3674 49.053
monster.blend 14.4754 13.6263
barbershop_interior.blend 24.8804 23.999
junkshop.blend 29.1324 27.267
pvt_flat.blend 25.6206 22.6731
```

While this helps a lot for the pabellon file, other files seems to
experience a slowdown. It is a bit hard to find a good balance
between how often to perform device load rebalancing and how occupied
to keep the devices.

There is also some measurable deviation in the render times, depending
on previous load and such. For example the pvt_flat.blend deviates
between ~23 and ~27 seconds. Probably something to do with thermal
profile and the fact that we allow to balance quickly and then schedule
a big chunk of work to render.

Not totally satisfied, but seems that overall this is a better
heuristic.

Differential Revision: https://developer.blender.org/D11897
July 15, 2021, 09:28 (GMT)
more cleanup
July 15, 2021, 09:19 (GMT)
Cleanup
July 15, 2021, 09:15 (GMT)
Cleanup: Fixed missed forces bug by taking the average of all forces applied in one timestep.
July 15, 2021, 08:05 (GMT)
Cleanup: Cycles X compilation warnings
July 15, 2021, 07:43 (GMT)
Merge branch 'master' into asset-greasepencil
July 15, 2021, 06:01 (GMT)
adaptive_cloth: Mesh: collapse edge: all v1 should point to n1

Sometimes, `n1` will have still have verts attached to it, so it makes
sense to make those verts point to `n2` but keep their UV coordinates
since attempting to merge verts not joined by edges can lead to lot of
issues. So essentially, extra `v1`s becomes `v2`s.
July 15, 2021, 04:53 (GMT)
USD instance export: material path fix.

Material path for prototype objects now includes the
root prim, if it's specified.
July 15, 2021, 04:08 (GMT)
adaptive_cloth: fix: Mesh: split edge: reference is broken

The reference to the edge is broken because adding or deleting an edge
can realloc memory which means all the references are invalid. So just
need to recreate the references after a addition or deletion of an
element.

Would really appreciate a borrow checker to handle such
instances.
July 15, 2021, 02:58 (GMT)
Format
July 15, 2021, 02:57 (GMT)
Add an evaluator cache to avoid recompiling evaluation kernels.
July 15, 2021, 02:46 (GMT)
USD export: scene instancing WIP.

Work in progress updating the instancing export
implementation to handle true scene graph instancing,
setting the instanceable prim property and updating
the transform and material creation logic. This requires
further testing.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021