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Today

Pratik Borhade (PratikPB2123) updated the task description for T98367: Light group passes does not work with shadow catcher object in the scene.
Tue, Jun 28, 7:16 AM · Render & Cycles, Cycles, BF Blender
Pratik Borhade (PratikPB2123) updated subscribers of T98367: Light group passes does not work with shadow catcher object in the scene.

cc @Lukas Stockner (lukasstockner97)

Tue, Jun 28, 7:05 AM · Render & Cycles, Cycles, BF Blender
Pratik Borhade (PratikPB2123) merged T99167: Light Groups not working properly with Shadow Catcher into T98367: Light group passes does not work with shadow catcher object in the scene.
Tue, Jun 28, 7:04 AM · Render & Cycles, Cycles, BF Blender

Yesterday

Sebastian Herholz (sherholz) added inline comments to D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).
Mon, Jun 27, 8:11 PM · Cycles
Thomas (Geo0rbit) added a comment to T40313: rendering in cycles sometimes makes some objects disappear.

ok thanks for letting me know, I will do that.

Mon, Jun 27, 12:56 PM · Cycles, BF Blender
Sebastian Herholz (sherholz) updated the summary of D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).
Mon, Jun 27, 12:29 PM · Cycles
Sergey Sharybin (sergey) added a comment to T40313: rendering in cycles sometimes makes some objects disappear.

Indeed if you have a bug, please submit a new report with all the information required. Is always better to do it this way than to re-open old archived/closed reports.

Mon, Jun 27, 11:59 AM · Cycles, BF Blender
Sebastian Herholz (sherholz) added inline comments to D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).
Mon, Jun 27, 11:10 AM · Cycles
Alaska (Alaska) added inline comments to D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).
Mon, Jun 27, 10:41 AM · Cycles
Sebastian Herholz (sherholz) added inline comments to D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).
Mon, Jun 27, 10:05 AM · Cycles
Alaska (Alaska) added a comment to T97784: Shadow caustics aren't 'smooth' despite smooth shading.

I have also documented a bunch of limitations with Cycles shadow caustics in the Blender manual: https://docs.blender.org/manual/en/latest/render/cycles/object_settings/object_data.html#shading

Mon, Jun 27, 5:05 AM · Render & Cycles, Cycles, BF Blender
Connor M. Denning (ConMan) added a comment to T97784: Shadow caustics aren't 'smooth' despite smooth shading.

yeah this clearly shouldn't be Closed. took all of 30 seconds to test this guys file and up the sub divisions don't fix anything. when everything else in the software respects smooth shading your convincing no one this is reasonable

The report wasn't closed because it isn't a issue. It was closed because it was a known limitation and presumably it has been documented somewhere to potentially be fixed at a later date.


... but this looks terrible if I'm moving the camera ever to hid artifacts in a pathtracer then something is wrong.
what happens when I need to do a close up of something with caustics on it? The answer is I can't or it's going to look terrible. If I had animation I'd have to have it hand painted out of each frame. why isn't caustics an experimental feature this doesn't work well enough to be called a feature.

Cycles shadow caustics is based on a rendering technique known as "Manifold Next Event Estimation (MNEE)". MNEE is known to have limitations and artifacts, and as such it is not a general caustics solution and is not recommended for a wide variety of uses, like some of the ones you're talking about.
This is not an issue with Cycles and shadow caustics, it's mostly an issue with MNEE as a whole. Many of the same limitations will occur in other render engines with MNEE.

There are other techniques available to speed up the rendering of caustics without many of the limitations of MNEE, and work is underway to investigate implementing some of these into Cycles. So hopefully things will improve for you in the future.

Mon, Jun 27, 2:53 AM · Render & Cycles, Cycles, BF Blender
Alaska (Alaska) added a comment to T97784: Shadow caustics aren't 'smooth' despite smooth shading.

yeah this clearly shouldn't be Closed. took all of 30 seconds to test this guys file and up the sub divisions don't fix anything. when everything else in the software respects smooth shading your convincing no one this is reasonable

Mon, Jun 27, 2:44 AM · Render & Cycles, Cycles, BF Blender
Connor M. Denning (ConMan) added a comment to T97784: Shadow caustics aren't 'smooth' despite smooth shading.

Hi @Tamino Fischer (Oristur) and @Pratik Borhade (PratikPB2123), this behavior is to be expected.

If you think of the light paths responsible for the caustics, they depend also on the position at which the interface is crossed ( = normal refraction behavior based on normal, IOR and hit point). The interface in this case is coarsely tessellated, so it's not unexpected to see some kind of discontinuity in the caustics. If you apply a subdivison modifier, these tessellation artefacts will progressively go away (as I'm sure you had noticed).

Mon, Jun 27, 2:11 AM · Render & Cycles, Cycles, BF Blender

Sun, Jun 26

Philipp Oeser (lichtwerk) closed T99168: Motion Blur Shutter value allows to add keyframe, and yet does not allow to change the value on subsequents keyframes [3.1.2] as Resolved.

Sorry, the fix was rB328dfab4236a: Fix T97003: color-management settings can't be animated (and no, there is no chance to have this in 3.1.X -- since there is not going to be another 3.1 corrective release)

Sun, Jun 26, 6:06 PM · Animation & Rigging, Core, Cycles, Render & Cycles, BF Blender
Javier (javismiles) added a comment to T99168: Motion Blur Shutter value allows to add keyframe, and yet does not allow to change the value on subsequents keyframes [3.1.2].

@Philipp Oeser (lichtwerk) unfortunately I cannot use 3.2, I installed 3.2 and had to return to 3.1.2 days ago because 3.2 had many bugs that interfered with my project, so my current project will have to be completed and finished in 3.1.2, its impossible for me to use 3.2 in its current state, too many bugs still

Sun, Jun 26, 5:41 PM · Animation & Rigging, Core, Cycles, Render & Cycles, BF Blender
Philipp Oeser (lichtwerk) changed the status of T99168: Motion Blur Shutter value allows to add keyframe, and yet does not allow to change the value on subsequents keyframes [3.1.2] from Confirmed to Needs Information from User.

Actually, this was originally caused by rB35aedd87e78d: Fix T66913: undo after frame-change doesn't refresh properly

Sun, Jun 26, 5:39 PM · Animation & Rigging, Core, Cycles, Render & Cycles, BF Blender
Javier (javismiles) added a comment to T99168: Motion Blur Shutter value allows to add keyframe, and yet does not allow to change the value on subsequents keyframes [3.1.2].

thank you Philipp, I explain you my scenario:
I have a complex scene where I need motion blur, and motion blur works nicely until a certain moment in which it produces an exaggerated and not attractive effect on some elements, so at that point I need to tune it down with keyframes, so for me its definitely super useful to be able to animate the shutter value,
thank you

Sun, Jun 26, 5:02 PM · Animation & Rigging, Core, Cycles, Render & Cycles, BF Blender
Philipp Oeser (lichtwerk) updated the task description for T99168: Motion Blur Shutter value allows to add keyframe, and yet does not allow to change the value on subsequents keyframes [3.1.2].
Sun, Jun 26, 4:31 PM · Animation & Rigging, Core, Cycles, Render & Cycles, BF Blender
Philipp Oeser (lichtwerk) changed the status of T99168: Motion Blur Shutter value allows to add keyframe, and yet does not allow to change the value on subsequents keyframes [3.1.2] from Needs Triage to Confirmed.

Not sure this should be animateable tbh, but can confirm it was in 3.0.1 (not so in 3.1), will check why that changed.

Sun, Jun 26, 4:31 PM · Animation & Rigging, Core, Cycles, Render & Cycles, BF Blender
Lukas Stockner (lukasstockner97) requested changes to D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).

Didn't have time to check the entire code yet, here's some initial comments.

Sun, Jun 26, 3:50 PM · Cycles

Sat, Jun 25

Jeffrey Liu (Jebbly) updated the diff for D14664: Cycles: Many Lights Sampling for Cycles X [WIP].

This is a WIP for support for distant and background lights. This is more of an update because the heuristic is more of a placeholder at the moment. It seems to work for very simple scenes but there are definitely improvements to be made.

Sat, Jun 25, 10:22 PM · Cycles
Thomas (Geo0rbit) added a comment to T40313: rendering in cycles sometimes makes some objects disappear.

Hi, I think I have an exsample of this happerning in a file I can share. This is archived so I dont know if im breaking some rule I dont know about but ive got the rights to share, this project was built on blender 3.1, in 3.2 the buggyness is reduced but not complelty gone.
Its a simillar enviroment from what I can tell but ill be happy to go into more technical details and provide exsamples if I know anyones still intrested in tackling it.
Like for example should I start a new thread for the description?

Sat, Jun 25, 4:24 PM · Cycles, BF Blender
Alaska (Alaska) added inline comments to D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).
Sat, Jun 25, 9:03 AM · Cycles
Alaska (Alaska) added a comment to D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).

If this isn't the right place to receive bug reports, then please direct me else where.

Sat, Jun 25, 7:43 AM · Cycles

Fri, Jun 24

Michael Willcox (MWillcox24) added a watcher for Cycles: Michael Willcox (MWillcox24).
Fri, Jun 24, 10:27 PM
Giuliano D'Angelo (giudansky) added a comment to T98367: Light group passes does not work with shadow catcher object in the scene.

Same error here in 3.2 downloaded from blender.org site.

Fri, Jun 24, 6:35 PM · Render & Cycles, Cycles, BF Blender
Michele Poletto (mickeplt) added a comment to T98367: Light group passes does not work with shadow catcher object in the scene.

Same error here in 3.2 downloaded from blender.org site.

Fri, Jun 24, 5:50 PM · Render & Cycles, Cycles, BF Blender
Brecht Van Lommel (brecht) merged T99135: Greater difference between min and max samples introduces swirly artefacts to denoised renders. into T74581: Cycles: adaptive sampling improvements.
Fri, Jun 24, 4:16 PM · BF Blender, Render & Cycles, Cycles
Brecht Van Lommel (brecht) assigned T92571: Cycles: path guiding to Sebastian Herholz (sherholz).
Fri, Jun 24, 4:09 PM · Cycles, Render & Cycles
Brecht Van Lommel (brecht) added a reviewer for D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL): Lukas Stockner (lukasstockner97).
Fri, Jun 24, 1:57 PM · Cycles
Sebastian Herholz (sherholz) added a revision to T92571: Cycles: path guiding: D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).
Fri, Jun 24, 1:51 PM · Cycles, Render & Cycles
Sebastian Herholz (sherholz) added a task to D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL): T92571: Cycles: path guiding.
Fri, Jun 24, 1:51 PM · Cycles
Stefan Werner (swerner) retitled D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL) from Cycles: Integration of path guiding using Intel's Open Path Guidign Library (Open PGL) to Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL).
Fri, Jun 24, 1:42 PM · Cycles
Sebastian Herholz (sherholz) added reviewers for D15286: Cycles: Integration of path guiding using Intel's Open Path Guiding Library (Open PGL): Brecht Van Lommel (brecht), Sergey Sharybin (sergey).
Fri, Jun 24, 1:18 PM · Cycles

Thu, Jun 23

Omar Emara (OmarSquircleArt) added a comment to T99081: Sharp edges in denoised results when using color attributes as glossy roughness.

Thanks Jesse, I merged to that report since we confirmed the issue to be this particular case.

Thu, Jun 23, 9:45 AM · Cycles, Render & Cycles, BF Blender
Omar Emara (OmarSquircleArt) merged task T99081: Sharp edges in denoised results when using color attributes as glossy roughness into T85512: Denoise artifacts in Albdeo and Normal pass caused by material roughness.
Thu, Jun 23, 9:44 AM · Cycles, Render & Cycles, BF Blender
Jesse Yurkovich (deadpin) added a comment to T99081: Sharp edges in denoised results when using color attributes as glossy roughness.

There is also T85512 which deals with the same .274 cutoff.

Thu, Jun 23, 9:34 AM · Cycles, Render & Cycles, BF Blender
Omar Emara (OmarSquircleArt) added a comment to T99081: Sharp edges in denoised results when using color attributes as glossy roughness.

Good catch, thanks Evan!

Thu, Jun 23, 8:09 AM · Cycles, Render & Cycles, BF Blender
Evan Wilson (EAW) added a comment to T99081: Sharp edges in denoised results when using color attributes as glossy roughness.

The denoise albedo pass has a hard transform at the square root of 0.075 which is 0.273861

Thu, Jun 23, 5:00 AM · Cycles, Render & Cycles, BF Blender

Wed, Jun 22

baoyu (baoyu) added a comment to T99087: Cycles fully transparent shader is brighter when a Clear Coat shader is behind it.

The issue seems to be with Clear Coat in Principled BSDF in this case. A simpler example is to have two planes, the lower one has a default Principled BSDF with Clear Coat set to 1, while the upper plane has a completely transparent shader. A lamp is positioned away from them along the x axis.

One would expect no different since the upper plane is transparent, but it seems to be less noisy and brighter.

Wed, Jun 22, 3:04 PM · Cycles, Render & Cycles, BF Blender
baoyu (baoyu) added a comment to T99087: Cycles fully transparent shader is brighter when a Clear Coat shader is behind it.
Wed, Jun 22, 3:01 PM · Cycles, Render & Cycles, BF Blender
Omar Emara (OmarSquircleArt) renamed T99087: Cycles fully transparent shader is brighter when a Clear Coat shader is behind it from Cycles Transparent shading BUG to Cycles fully transparent shader is brighter when a Clear Coat shader is behind it.
Wed, Jun 22, 2:42 PM · Cycles, Render & Cycles, BF Blender
Omar Emara (OmarSquircleArt) changed the status of T99087: Cycles fully transparent shader is brighter when a Clear Coat shader is behind it from Needs Triage to Confirmed.

The issue seems to be with Clear Coat in Principled BSDF in this case. A simpler example is to have two planes, the lower one has a default Principled BSDF with Clear Coat set to 1, while the upper plane has a completely transparent shader. A lamp is positioned away from them along the x axis.

Wed, Jun 22, 2:41 PM · Cycles, Render & Cycles, BF Blender
Omar Emara (OmarSquircleArt) merged T99086: Z fighting geometry renders badly in Cycles into T96475: Overlapping geometry shows black faces on Cycles Blender 3.1 (Ray Tracing Precision).
Wed, Jun 22, 11:41 AM · BF Blender (3.1), Cycles, Render & Cycles
Omar Emara (OmarSquircleArt) added a project to T99081: Sharp edges in denoised results when using color attributes as glossy roughness: Cycles.
Wed, Jun 22, 11:18 AM · Cycles, Render & Cycles, BF Blender

Tue, Jun 21

J (bassjeroen) added a comment to T92569: Cycles: pause and resume render workflow.

Doesn't have to be a full pause functionality. It'd also be great if you could say 'pause after finishing current render tile' :)

Tue, Jun 21, 5:06 PM · Cycles, Render & Cycles
Sergey Sharybin (sergey) abandoned D14480: Cycles: Add support for rendering on Intel GPUs using oneAPI..

The code did change a lot, and the out-of-date inlined comments (which are also in the wrong lines now!) do not make it easy to have a manageable review. Lets move to the D15254 and archive this revision.

Tue, Jun 21, 4:14 PM · Render & Cycles, Cycles
Sergey Sharybin (sergey) added a revision to T96840: Cycles oneAPI device: D15254: Cycles: Add support for rendering on Intel GPUs using oneAPI.
Tue, Jun 21, 4:12 PM · Render & Cycles, Cycles

Mon, Jun 20

Omar Emara (OmarSquircleArt) merged T99017: light groups stop working when there is an object with shadow capture enabled into T98367: Light group passes does not work with shadow catcher object in the scene.
Mon, Jun 20, 4:22 PM · Render & Cycles, Cycles, BF Blender
Xavier Hallade (xavier) updated the summary of D14480: Cycles: Add support for rendering on Intel GPUs using oneAPI..
Mon, Jun 20, 3:14 PM · Render & Cycles, Cycles
Xavier Hallade (xavier) updated the summary of D14480: Cycles: Add support for rendering on Intel GPUs using oneAPI..
Mon, Jun 20, 3:14 PM · Render & Cycles, Cycles
Xavier Hallade (xavier) updated the summary of D14480: Cycles: Add support for rendering on Intel GPUs using oneAPI..
Mon, Jun 20, 3:12 PM · Render & Cycles, Cycles
Xavier Hallade (xavier) updated the summary of D14480: Cycles: Add support for rendering on Intel GPUs using oneAPI..
Mon, Jun 20, 3:07 PM · Render & Cycles, Cycles
Sergey Sharybin (sergey) updated the diff for D14480: Cycles: Add support for rendering on Intel GPUs using oneAPI..

Update to the latest branch state.

Mon, Jun 20, 2:55 PM · Render & Cycles, Cycles
tempdevnova (tempdevnova) added a comment to T98941: Cycles takes very long to cancel a render.

I also thought so. But how do the versions prior to the introduction of Cycles X so it so quickly?

Mon, Jun 20, 2:38 PM · Cycles, Render & Cycles, BF Blender
Brecht Van Lommel (brecht) added a comment to D14664: Cycles: Many Lights Sampling for Cycles X [WIP].

The edges might be just noise also. Edges by themselves will have anti-aliasing noise and that can get amplified with noise from other sources.

Mon, Jun 20, 2:22 PM · Cycles
Sayak Biswas (sayakAMD) added a revision to T91571: Cycles HIP device: D15242: Enable Vega GPU/APU for Cycles HIP.
Mon, Jun 20, 1:48 PM · Cycles, Render & Cycles
Sayak Biswas (sayakAMD) added a revision to T96740: Enable HIP on older devices: D15242: Enable Vega GPU/APU for Cycles HIP.
Mon, Jun 20, 1:48 PM · Cycles, Render & Cycles
Omar Emara (OmarSquircleArt) changed the status of T98951: Incorrect Depth Pass rendering for Shadow Catcher Objects from Needs Triage to Confirmed.
Mon, Jun 20, 12:57 PM · Render & Cycles, Cycles, BF Blender
Omar Emara (OmarSquircleArt) changed the status of T98941: Cycles takes very long to cancel a render from Needs Triage to Needs Information from Developers.

I think this just a consequence of the design of the rendering mechanism, canceling is only allowed after the current piece of work is done processing, so I don't this can be considered a bug.
But it does take a significant amount of time, not sure if canceling can be made more granular, so tagging the module for more information.

Mon, Jun 20, 12:10 PM · Cycles, Render & Cycles, BF Blender
Paul Kotelevets (1D_Inc) added a comment to T68915: Light linking.

Any temporary solutions has a problem of crating legacy that is always hard to enhance and maintain.

Mon, Jun 20, 8:35 AM · Render & Cycles, Cycles

Sun, Jun 19

denielton (dntn3d) added a comment to T96740: Enable HIP on older devices.

So, NO support for polaris cards,

Sun, Jun 19, 11:14 PM · Cycles, Render & Cycles
Emi Martinez (EmiMartinez) added a comment to T96475: Overlapping geometry shows black faces on Cycles Blender 3.1 (Ray Tracing Precision).

Not acceptable "trade-off", for architectural modeling...

Sun, Jun 19, 8:36 PM · BF Blender (3.1), Cycles, Render & Cycles
Alaska (Alaska) merged T98988: Overlapping faces bug on GPU/CPU Cycles rendering into T96475: Overlapping geometry shows black faces on Cycles Blender 3.1 (Ray Tracing Precision).
Sun, Jun 19, 4:54 PM · BF Blender (3.1), Cycles, Render & Cycles
Eugene Du (APEC) added a comment to T96475: Overlapping geometry shows black faces on Cycles Blender 3.1 (Ray Tracing Precision).

Not acceptable "trade-off", for architectural modeling...

Sun, Jun 19, 4:22 PM · BF Blender (3.1), Cycles, Render & Cycles

Sat, Jun 18

Jeffrey Liu (Jebbly) updated the diff for D14664: Cycles: Many Lights Sampling for Cycles X [WIP].

This update to the revision supports point lights in the light tree (to some degree). Most tests are passing, but I'm still getting a few errors. Given 100 point lights, this is the default implementation's render:


And this is my implementation's render:

The diff, scaled by 50, is the following:

It's more obvious to see when zoomed in. The differences on the face of the cube are likely just due to noise, but I'm not exactly sure what's going on near the edges.

Sat, Jun 18, 11:22 AM · Cycles

Fri, Jun 17

Philipp Oeser (lichtwerk) added a comment to T98930: Area Light Leave light border traces on surfaces (less noticable on CPU).

Could be the same as T69535: CPU + GPU render precision differences for small, far away area light?

Fri, Jun 17, 8:47 AM · Cycles, Render & Cycles, BF Blender
Philipp Oeser (lichtwerk) renamed T98930: Area Light Leave light border traces on surfaces (less noticable on CPU) from Area Light Leave light border traces on surfaces to Area Light Leave light border traces on surfaces (less noticable on CPU).
Fri, Jun 17, 8:45 AM · Cycles, Render & Cycles, BF Blender
Philipp Oeser (lichtwerk) added a comment to T98930: Area Light Leave light border traces on surfaces (less noticable on CPU).

Sorry, made a mistake (GPU was disabled when testing 2.93 -- it is actually also the case there)

Fri, Jun 17, 8:44 AM · Cycles, Render & Cycles, BF Blender
Philipp Oeser (lichtwerk) updated the task description for T98930: Area Light Leave light border traces on surfaces (less noticable on CPU).
Fri, Jun 17, 8:36 AM · Cycles, Render & Cycles, BF Blender
Philipp Oeser (lichtwerk) updated the task description for T98930: Area Light Leave light border traces on surfaces (less noticable on CPU).
Fri, Jun 17, 8:35 AM · Cycles, Render & Cycles, BF Blender
Philipp Oeser (lichtwerk) updated the task description for T98930: Area Light Leave light border traces on surfaces (less noticable on CPU).
Fri, Jun 17, 8:35 AM · Cycles, Render & Cycles, BF Blender
Philipp Oeser (lichtwerk) changed the status of T98930: Area Light Leave light border traces on surfaces (less noticable on CPU) from Needs Triage to Confirmed.

OK, can confirm.
Seems to be more prominent with GPU (but also apparent on CPU).
This was fine in 2.93 (probably came with CyclesX)

Fri, Jun 17, 8:34 AM · Cycles, Render & Cycles, BF Blender

Wed, Jun 15

Neo_Hoa (NEEO) added a comment to T68915: Light linking.

The meaning I can centrally manage light links here without click properties for each light, it clearly lists exclude and include options, includes all objects and lights in the scene, all operations here, maximize reduction mouse click and makes life easy.

In my opinion this still makes the process over complicated, especially for smaller scale projects, VFX/motion graphics/etc. How many times do you have hundreds of lights in a scene!? I think it is much more common to have only a few lights.

Anecdotally: Imagine you have your scene molded and you start placing your lights. It would be a huge benefit to be able to tweak the light settings (type of light, intensity, color, etc) and include/exclude objects to illuminate, all in one interface, without having to click away. This is a lot easier than your proposed method.

Your solution is very Maya, I will grant you that, but then again Maya is an over-complicated team sport (which is I why I stopped using it) and Blender is better suited for individual artists; so let's just please focus on simplicity.

We can always start here and add a central Light Linking tab later, no?

Wed, Jun 15, 9:25 PM · Render & Cycles, Cycles
Ryan Rickett (glencandle) added a comment to T68915: Light linking.

The meaning I can centrally manage light links here without click properties for each light, it clearly lists exclude and include options, includes all objects and lights in the scene, all operations here, maximize reduction mouse click and makes life easy.

Wed, Jun 15, 8:45 PM · Render & Cycles, Cycles
Andrew (AnSstuff) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

Great, thank you, Philipp Oeser!
Now the only remaining issue is that Viewer Image doesn't exist in Headless mode (when Blender runs with "-b" in commandline), which is often used for batch rendering in background.

Wed, Jun 15, 5:24 PM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
michael campbell (3di) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

awesome. Yeah read only would be sufficient. At the moment it's not actually possible to find out which node will supply the render. I'm having to ask users to select the composite node manually before rendering to let my addon know which branch it should work on :)

Wed, Jun 15, 2:10 PM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
Philipp Oeser (lichtwerk) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

Like I said: makes sense probably, but a bit more work since managing setting NODE_DO_OUTPUT would mean carefully checking any sideeffects this could have (could be painless... but havent checked on this yet).
My patch is just mimicing existing behavior, what you propose is more or less a feature request (one that makes sense, no doubt).
Could look into this next, but as immediate step, D15203 should already bring us across the goalline of this report, no?

Wed, Jun 15, 2:06 PM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
michael campbell (3di) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

Having access to the NODE_DO_OUTPUT tag in python would solve the issue because it would enable python to also find the viewer node that's in use and the composite node that will be outputting at render time by doing:

Wed, Jun 15, 1:34 PM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
Philipp Oeser (lichtwerk) added a revision to T54314: Contents of "Viewer Node" image block do not get updated : D15203: Compositor: handle NODE_DO_OUTPUT in RNA when setting a node active.
Wed, Jun 15, 11:10 AM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
Neo_Hoa (NEEO) added a comment to T68915: Light linking.

If you have seen maya light linking UI you'll understand that this is a very clever design.

Wed, Jun 15, 10:33 AM · Render & Cycles, Cycles
Neo_Hoa (NEEO) added a comment to T68915: Light linking.

I don’t see how putting it in the render properties makes sense. You nailed in that second image above, stick an include/exclude list under Light Linking in the Light properties. Simple and powerful.

Wed, Jun 15, 10:31 AM · Render & Cycles, Cycles
Philipp Oeser (lichtwerk) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

reg. active_viewer or active_composite: this might make sense (but is more of a refactor, since internally, there is no such distinction, there is only the NODE_DO_OUTPUTtag (used for viewers as well as composite) and from this, the active gets determined on the fly). Will discuss this, but shortterm, will just post P2990 as a proper Diff (this will make it so once you set the viewer active via python, it will also properly be tagged NODE_DO_OUTPUT -- same as done via a mouse).

Wed, Jun 15, 9:05 AM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
dursun ümit (dursun-umit) added a comment to T68915: Light linking.

Why not start small and work up. If you want to keep it simple for now and avoid having light linking scattered all over the interface, why not just make it part of the object properties like in LightWave (image attached).

Then people could just right-click on the object from Blender's Outliner to bring up a panel that lets you check or uncheck the light that you'd like to exclude.

(As I add more lights, they populate the list and it's per-object).

I'm sure, at this point, people would like to have any form of light linking -- even a rudimentary one.

I don't think it's smart, when there're too many lights and objects, it will definitely increase the amount of mouse clicks, imagine you have to click on each light or object's property, this may be hundreds of times mouse repeat operation! We just need to add a double list to the render bar, simple, easy and clear, that's all, this is the best way to handle it till this moment.
idea made by someone, just don't do this👇🏼

Wed, Jun 15, 8:32 AM · Render & Cycles, Cycles
dursun ümit (dursun-umit) added a comment to T68915: Light linking.

This feature is a must for an advanced rendering engine.

Wed, Jun 15, 8:31 AM · Render & Cycles, Cycles
Ryan Rickett (glencandle) added a comment to T68915: Light linking.

I don’t see how putting it in the render properties makes sense. You nailed in that second image above, stick an include/exclude list under Light Linking in the Light properties. Simple and powerful.

Wed, Jun 15, 5:44 AM · Render & Cycles, Cycles
Neo_Hoa (NEEO) added a comment to T68915: Light linking.

Sorry, I mean we can add a double list called ‘light linking’ with drop-down in the 'render properties' bar, most of the functions are here, it's also UI logical.

Wed, Jun 15, 5:28 AM · Render & Cycles, Cycles
Ryan Rickett (glencandle) added a comment to T68915: Light linking.

What does “add a double list to the render bar” mean? What is the render bar?

Wed, Jun 15, 5:06 AM · Render & Cycles, Cycles
Neo_Hoa (NEEO) added a comment to T68915: Light linking.

Why not start small and work up. If you want to keep it simple for now and avoid having light linking scattered all over the interface, why not just make it part of the object properties like in LightWave (image attached).

Then people could just right-click on the object from Blender's Outliner to bring up a panel that lets you check or uncheck the light that you'd like to exclude.

(As I add more lights, they populate the list and it's per-object).

I'm sure, at this point, people would like to have any form of light linking -- even a rudimentary one.

Wed, Jun 15, 4:56 AM · Render & Cycles, Cycles
Nebulous (Nebulon1212) added a comment to T68915: Light linking.

Why not start small and work up. If you want to keep it simple for now and avoid having light linking scattered all over the interface, why not just make it part of the object properties like in LightWave (image attached).

Wed, Jun 15, 12:53 AM · Render & Cycles, Cycles

Tue, Jun 14

Joao Cartucho (cartucho) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

@michael campbell (3di) yeah, triggering a set/get to activate a viewer by name would be fantastic.

Tue, Jun 14, 8:30 PM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
michael campbell (3di) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

would it not make more sense to be able to get/set with

Tue, Jun 14, 7:28 PM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
Joao Cartucho (cartucho) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

Regarding these other questions: question1, question2
This other test does not seem to work, having two viewer nodes and trying to activate one from Python:

Tue, Jun 14, 6:59 PM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
michael campbell (3di) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

I don't think there's a way to get the active viewer or composite node for a scene is there? Oh wait, active just means seleted doesn't it. For a moment I thought we could now find out which are being used for the backdrop and output.

Tue, Jun 14, 6:51 PM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
Joao Cartucho (cartucho) added a comment to T54314: Contents of "Viewer Node" image block do not get updated .

@Philipp Oeser (lichtwerk) I have downloaded 3.3 and tried the following:

Tue, Jun 14, 6:42 PM · Nodes & Physics, Python API, Render & Cycles, Cycles, BF Blender
Brecht Van Lommel (brecht) added a comment to D14664: Cycles: Many Lights Sampling for Cycles X [WIP].

I didn't spot anything immediately wrong in transferring to the device with a quick skim over the code, but let me know if I need to take a closer look.

Tue, Jun 14, 2:56 PM · Cycles
Jeffrey Liu (Jebbly) updated the diff for D14664: Cycles: Many Lights Sampling for Cycles X [WIP].

Begin integrating the light tree traversal into the device kernels. Just a few notes:

  • The splitting threshold is currently not being implemented (more discussion is needed) because Cycles samples light sources one at a time.
  • There seem to be some issues when constructing or transferring the light tree to the device. This must be fixed before further testing can proceed.
Tue, Jun 14, 8:12 AM · Cycles

Sun, Jun 12

Bruno (brunochartier) added a comment to T96133: MacOS desktop freeze and crash on 3.1 beta and 3.2 alpha when moving mesh in Cycles Rendered view (Cycles CPU mode).

The problem is still there with Blender Version 3.2.0 (3.2.0 2022-06-08) on Macos 10.13.6.

Sun, Jun 12, 6:48 PM · Platform: macOS, Cycles, BF Blender

Sat, Jun 11

digo wijaya (bawal) added a comment to T96133: MacOS desktop freeze and crash on 3.1 beta and 3.2 alpha when moving mesh in Cycles Rendered view (Cycles CPU mode).

today i update my mac os to 10.15.7 and try use blender 3.2

Sat, Jun 11, 8:32 AM · Platform: macOS, Cycles, BF Blender