September 7, 2021, 13:51 (GMT) |
Merge branch 'master' into asset-greasepencil |
September 7, 2021, 13:51 (GMT) |
Merge branch 'master' into greasepencil-object |
September 7, 2021, 13:48 (GMT) |
Fix Fast GI settings not grayed out when the option is disabled |
September 7, 2021, 13:15 (GMT) |
Store tree-views in uiBlocks, preparing for persistent state We need to be able to store persistent state in tree-views, e.g. which items are collapsed. First step for that is storing the tree-views somewhere where we can relate them to earlier versions of themselves. The uiBlock should be a decent place for that. |
September 7, 2021, 13:12 (GMT) |
Remove margin around tree-view items |
September 7, 2021, 12:10 (GMT) |
Fix wrong tile briefly showing on tiled render cancel in Cycles X Don't update GPUDisplay if there is nothing to be written for the current tile. Avoids render buffer from previous tile used for the cancelled tile. |
September 7, 2021, 10:52 (GMT) |
Fix possible nan pixels in Cycels X pass accessor |
Revision ee9154f by Jacques Lucke / Bastien Montagne (studio-sprite-fright, temp-studio-sprite-fright-cycles) September 7, 2021, 10:03 (GMT) |
Nodes: fix incorrect id socket update The issue was that the entire socket was rebuild, even though only its `SOCK_HIDE_LABEL` flag changed. This broke e.g. Object sockets from old files. |
September 7, 2021, 09:43 (GMT) |
Revert "Fix possible duplicated tile written on cancel in Cycles X" This reverts commit 126c0d1ebd4e5d568dd18971d2b1138965085550. Committed too quick. Check for the current number of samples for tile will not work for the full-frame write. In fact, full-frame is always to be written on cancel. The duplicated tile on cancel could be caused by non-zeroed render or display buffer. This needs a deeper investigation. |
September 7, 2021, 09:41 (GMT) |
Fix possible duplicated tile written on cancel in Cycles X |
September 7, 2021, 09:06 (GMT) |
Cycles X: Bring back tiles support The meaning of tiles has shifted form being a performance tweak to a memory saving technique (avoid having full-frame buffers stored in memory during rendering). This is an initial implementation which brings some crucial building blocks, such as: - User interface. The tiling is default to be "Use Auto Tile". In the current version the "auto" part is not implemented, but the idea is to only use tiles when needed. - Internal support for tile manager, render scheduler, path tracer. Short-term plan is to replace Save Buffers with the new implementation. In the a-bit-longer term it will also be used for resumable render. Known limitations: - Cancelling render without adaptive sampling or sample count pass replaces missing tiles with black upon cancel. This is because the stored buffer is all 0-ed, and zero alpha channel means fully opaque pixel in the render buffers. It will be solved by storing a meta-information for per-tile number of samples (which is also required for resumable render). - Denoising happens for both tile and final result. During rendering it is possible to see seams on tile borders. It will be solved by introducing idea of tile overscan. - Tiles are not highlighted. This requires changes in the highlight code on Blender side. It will be worked on separately. - Peak memory usage is not ideal. Need to somehow free up session memory before reading full-frame file. It will be worked on as a follow-up development. The render result drawing should be done via GPUDisplay, and the pass memory in RenderResult is to be lazily allocated. There are spearate patches for that under review. Limitations: - Changing display pass during rendering does not change displayed pass of the finished tiles. - Memory peak is still higher than with the Save Buffers option. Those limitations are temporary and will be worked on next. Differential Revision: https://developer.blender.org/D12309 |
September 7, 2021, 08:56 (GMT) |
Cycles X: Use GPUDisplay for non-interactive render This is a part of hi-res image rendering. The goal of this step is to make it so Cycles takes care of active pass drawing for non-interactive render, similar to the viewport render. Some top-level overview of the code side design changes are summarized in T90580. Benefits and solutions to design limitations which this change brings: - Allows to lazily allocate render result on Blender side. - Solves bottleneck of data transfer and color management, which should solve issues like T52360. - Allows a render engine to take advantage of tiled rendering for memory saving by saving rendered tiles on disk and only keeping display buffer. Leaving display buffer management to an external engine allows the engine to implement logic needed for changing active display pass (which might involve reading from partial tile file). - Allows to see any pass during rendering. Differential Revision: https://developer.blender.org/D12039 |
September 7, 2021, 08:18 (GMT) |
Merge branch 'master' into cycles-x |
Revision c51604e by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) September 7, 2021, 06:41 (GMT) |
EEVEE: Use special depth shader to resolve the depth buffer This was the cause of a bug on Intel Integrated GPU and might as well impact other platforms. |
September 7, 2021, 01:43 (GMT) |
Cleanup: Add comment about reusing span for input and output |
September 7, 2021, 01:40 (GMT) |
Mesh Extrude Boolean: Fix Drawing issues |
September 7, 2021, 01:19 (GMT) |
Edit Mesh: New Extrude Boolean (WIP) |
September 6, 2021, 18:54 (GMT) |
remove unused function |
September 6, 2021, 18:54 (GMT) |
fix exposed string property |
September 6, 2021, 18:07 (GMT) |
Cleanup: clang-format |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021