- User Since
- Mar 31 2015, 9:29 AM (238 w, 2 h)
For what it's worth, a little insight in what other renderers do (in the case without bump maps)
"the black triangles on the edge are unavoidable, their geometric normal points away from the light source so there is no way to fix them aside increasing tessellation and/or using softer shadows (due to a larger light source, etc.)"
Fri, Oct 18
Thu, Oct 17
Read the SIGGRAPH paper more closely - it applies to problems introduced by bump/normal mapped surfaces only. It is implemented and working.
Wed, Oct 16
Come to think of it, it should be possible to apply the same ray clipping to distance sampling as well.
- Merge branch 'master' into cuda_ptx
I clearly don't know how to use phabricator.
- Cleanup: Fix naming of a functio - Cycles: Added "compute_xx" as architecture options to CUDA kernels.
Tue, Oct 15
Sun, Oct 13
Wed, Oct 2
Tue, Oct 1
@Lukas Stockner (lukasstockner97) good catch, thanks!
- Merge branch 'cuda_ptx' of github.com:skwerner/blender into cuda_ptx
- Fixed a typo.
Mon, Sep 30
Sat, Sep 28
Fri, Sep 27
Blender 2.80 requires 10.12 or newer. If I remember correctly, that was decided because of bugs in older OpenGL drivers. It is also mentioned on the Download page.
Sep 18 2019
Note that there's one case where the color space conversion still happens in the wrong place, that is when OSL is enabled and reading external textures. OpenImageIO's TextureSys is loading 8 bit sRGB textures without color transform and calculates temporary mip maps and any interpolations in the wrong color space.
- Cleanup: Whitespace
Sep 17 2019
I’m working on a fix right now, we’ll see what the performance impact is.
Sep 14 2019
Sep 13 2019
It should be ok now, I fixed aligned Malloc on macOS.
Sep 12 2019
I attached my test patches so others can test for themselves. They are not optimized, there are faster filter implementations that use less memory.
2x2 supersampling inside kernel_background_evaluate() reduces noise more than filtering when generating the distribution and leaves the quality intact with other texture filters. It should also improve the situation for procedural high-frequency environment maps. My vote would be for supersampling.
I played a bit with simple filters for the distribution. Both 3x3 box and 3x3 Gaussian filters improve the case with linear texture filtering, but make things worse for closest texture filtering.
Sep 11 2019
PBRT filters the environment map when creating the distribution:
I just played with 2x2 supersampling when generating the distribution, thus avoiding sampling texels exactly in the middle. This allows for texture filtering to contribute more, as opposed to sampling texels in their exact center which makes the linear filter behave exactlylike the closest filter.
When building the initial distribution, Cycles always sample the center of a pixel, effectively a closest or box filter. When using the distribution later during the render with a different filter, we get a mismatch between the function and its PDF. When sampled with linear texture filtering, single bright pixels become spikes that bleed into the neighboring pixels, where the distribution we sample from is piecewise linear over the pixel with no bleeding.
Sep 10 2019
I spent some time looking into this.
I uploaded my sample file if someone needs it in the future for regression testing.
Sep 8 2019
Aug 29 2019
Aug 27 2019
@Lauri Hastholm (laurijh) I don't have a CPU without SSE4.1, it would be great if you could leave feedback here if my fix worked for you. On unsupported CPUs, you should now see a message in the node itself and it should now act as a passthrough instead of returning a black image.
Aug 26 2019
I'm seeing crashes in the victor scene when rendering this on a 1080Ti on Centos 7:
Can you add the following snipped to make the patch also apply to builds with make deps?
Aug 23 2019
The compositor is running separate threads for independent nodes. In most constellations, that means that all denoising nodes run at the same time.
Aug 21 2019
Aug 20 2019
I am unable to get hair to render - any scene from the benchmark repository (https://svn.blender.org/svnroot/bf-blender/trunk/lib/benchmarks/cycles/) that contains hair results in a crash.
@Lukas Stockner (lukasstockner97) can you upload a version of the existing that work against the current master? That would make it easier for others to experiment with it.
Aug 16 2019
Aug 15 2019
Just thinking aloud, this might be an opportunity for a small refactor of cycles: currently, Cycles builds the BVH before it uploads geometry vertices to the device. Most ray tracing APIs (DXR, OptiX, Embree) work the other way round. Before we introduce an OptiX specific workaround, should we change Cycles to do vertices first, BVH second? That would also help the Embree backend and potentially a future DXR/Vulkan backend when we see more vendors deliver ray tracing hardware.
Aug 14 2019
@Brecht Van Lommel (brecht) should I land the patch in its current state (OIDN disabled by default) or do we want to wait for install_deps.sh to be fully working first?
Aug 13 2019
Aug 9 2019
There were some more implementation details in the 2019 SIGGRAPH course "My favorite samples":