August 30, 2021, 14:00 (GMT) |
Fix tile size calculation in Cycles X Was not behaving correct when number of samples is way above number of available path states. Reported by Alaska in the Cycles room in the blender.chat. |
August 30, 2021, 09:32 (GMT) |
Cleanup: Spelling in Cycles X comments |
August 30, 2021, 07:20 (GMT) |
Cycles-X: Change viewport update system to be time based rather than sample based on fast devices The viewport update speed when rendering with infinite samples has been changed to work based primarily on time since render start rather than sample count. This change has been made because if you have a device fast enough to exceed 32 samples in 0.1 seconds, then the next viewport update you'll observe is 2 seconds after `render start` which can be annoying for anyone wishing to quickly iterate on fine details as `render start` is usually a 1 sample per pixel image meaning fine detail is lost in noise or overly blurred by a denoiser. This change was made possible with help from Will Rusthon (a friend) and Blender developers. Here is an example video of the issue (some of the "viewport changes" you see are due to compression artifacts to keep the video small): {F10290321} And here is my fix tested (the second demo with the caustics is there to show that the viewport updates reduce as time goes on. It's easier to see in the caustics scene due to the fireflies. This is important because reduced viewpoint updates means faster ray tracing. The difference is that with this patch the slow viewport update (once every 2 seconds) has been moved to after rendering for 8 seconds rather than occurring at 32 samples which could happen really quickly with simplistic scenes. Also the denoiser stopping at the end of the video has been fixed and is currently in the patch available for review): {F10290508} Reviewed By: sergey, leesonw Differential Revision: https://developer.blender.org/D12265 |
August 27, 2021, 13:47 (GMT) |
Merge branch 'master' into cycles-x |
August 26, 2021, 13:10 (GMT) |
Cycles X: Remove tile, FSAA, and save buffers options FSAA setting was not used by any engine. The Save Buffers is being replaced with the new tile rendering in Cycles. Removing code from Blender side because there is no way we can guarantee it is working, Unfortunately, non-official external render engines need to implement those options on their side. But good news is that they have more control this way. Differential Revision: https://developer.blender.org/D12323 |
August 26, 2021, 10:48 (GMT) |
Merge branch 'master' into cycles-x |
August 25, 2021, 16:30 (GMT) |
Cleanup: clarify code comments, use same logic for future GPU device |
August 25, 2021, 15:49 (GMT) |
Cycles X: some refinements for the make new Random Walk mode * Make scattering radius more similar to the old one, for easier comparison between modes and converting existing files. * Change default subsurface mode to Random Walk in startup file. * Fix incorrect clamping in OSL closure. |
August 25, 2021, 15:01 (GMT) |
Fix crash cancelling render in middle of scene update Particularly likely with preview renders. Detect cancel state after scene update rather than using incomplete scene for render. |
August 24, 2021, 14:42 (GMT) |
Remove accurate cryptomatte implementation Affects both Cycles and EEVEE. The motivation: - For EEVEE it is a performance penalty to do GPU transfers for every sample rendered. - With big tile rendering in Cycles the accurate mode can have a very high memory footprint. - Feature parity between CPU and GPU: the GPU code paths should provide results which are usable by production. If there are cases when the accurate is really a must-have we'd need to have a demo file and investigate how it can be supported on both CPU and GPU. Note that for comparison of accurate vs. non-accurate in the regular Cycles should be done very carefully: CPU does not implement sorting for non-accurate mode, so doesn't OptiX; and GPU does not support accurate modes; CUDA doesn't implement sorting properly when adaptive sampling is involved (what a mess!). Differential Revision: https://developer.blender.org/D11975 |
August 24, 2021, 07:41 (GMT) |
Cleanup: Spelling in variable name |
August 23, 2021, 13:59 (GMT) |
Cycles X: change subsurface anisotropy range to 0..1 Negative values don't work well, don't support them for now. |
August 23, 2021, 13:51 (GMT) |
Merge branch 'master' into cycles-x |
August 23, 2021, 12:49 (GMT) |
Cycles X: Make path util aware of session temporary directory Will allow to sore session-specific data, such as partial tile file. This is a more re-usable case of the way how OSL compilation is done: the OSL compilation creates temp file from Python and passes it to Cycles. Differential Revision: https://developer.blender.org/D12279 |
August 23, 2021, 12:43 (GMT) |
Cleanup: Remove unused render settings Debug pass type is a residue from the original debug passes support in Cycles. It got re-implemented using runtime passes registration. Start resolution was used by Cycles ands Blender Internal. Cycles calculates it automatically, and Blender Internal is no longer with us. Render engines which still needs such option can register it as a custom property. Differential Revision: https://developer.blender.org/D12280 |
August 23, 2021, 09:47 (GMT) |
Merge branch 'master' into cycles-x |
August 22, 2021, 14:51 (GMT) |
Cycles X: Fix crash with Subsurface Scatter GLSL shader after anisotropic commit. 7811c1147230 reintroduced paramaters that were removed in 9187156ab65c. |
August 22, 2021, 13:08 (GMT) |
Cycles X: Fix some typos in code comments. Thanks to Alaska for finding these. |
August 20, 2021, 13:30 (GMT) |
Cycles X: Clarify comment in the GPU graphics interop The graphics interop is disabled in the multi-device rendering, so there is no need to apply slice offset in the film convert. |
August 19, 2021, 18:13 (GMT) |
Merge branch 'master' into cycles-x |
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