Cycles: Add "Max Bounce" control for lamps

With this setting, we can limit the influence of a lamp to a certain amount of bounces.
0 = Only direct light contribution
1 = 1 light bounce
...

Differential revision: https://developer.blender.org/D860

You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
This commit is contained in:
Thomas Dinges 2014-11-05 22:48:45 +01:00
parent 53297e62eb
commit fb820c0638
Notes: blender-bot 2023-02-14 10:09:24 +01:00
Referenced by issue #42531, Setting 'Undo' steps to '1' causes weirdness.
Referenced by issue #42511, Crash when selecting by shortest path
9 changed files with 46 additions and 12 deletions

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@ -653,6 +653,12 @@ class CyclesLampSettings(bpy.types.PropertyGroup):
min=1, max=10000,
default=1,
)
cls.max_bounces = IntProperty(
name="Max Bounces",
description="Maximum number of bounces the light will contribute to the render",
min=0, max=1024,
default=1024,
)
cls.use_multiple_importance_sampling = BoolProperty(
name="Multiple Importance Sample",
description="Use multiple importance sampling for the lamp, "

View File

@ -729,11 +729,11 @@ class CyclesLamp_PT_lamp(CyclesButtonsPanel, Panel):
if cscene.progressive == 'BRANCHED_PATH':
col.prop(clamp, "samples")
col.prop(clamp, "max_bounces")
col = split.column()
col.prop(clamp, "cast_shadow")
layout.prop(clamp, "use_multiple_importance_sampling")
col.prop(clamp, "use_multiple_importance_sampling")
if lamp.type == 'HEMI':
layout.label(text="Not supported, interpreted as sun lamp")

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@ -168,6 +168,8 @@ void BlenderSync::sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSI
else
light->samples = samples;
light->max_bounces = get_int(clamp, "max_bounces");
/* visibility */
uint visibility = object_ray_visibility(b_ob);
light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;

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@ -648,7 +648,13 @@ ccl_device int light_distribution_sample(KernelGlobals *kg, float randt)
/* Generic Light */
ccl_device void light_sample(KernelGlobals *kg, float randt, float randu, float randv, float time, float3 P, LightSample *ls)
ccl_device bool light_select_reached_max_bounces(KernelGlobals *kg, int index, int bounce)
{
float4 data4 = kernel_tex_fetch(__light_data, index*LIGHT_SIZE + 4);
return (bounce > __float_as_int(data4.x));
}
ccl_device void light_sample(KernelGlobals *kg, float randt, float randu, float randv, float time, float3 P, int bounce, LightSample *ls)
{
/* sample index */
int index = light_distribution_sample(kg, randt);
@ -670,6 +676,12 @@ ccl_device void light_sample(KernelGlobals *kg, float randt, float randu, float
}
else {
int lamp = -prim-1;
if(UNLIKELY(light_select_reached_max_bounces(kg, lamp, bounce))) {
ls->pdf = 0.0f;
return;
}
lamp_light_sample(kg, lamp, randu, randv, P, ls);
}
}

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@ -38,6 +38,9 @@ ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RN
if(sample_all_lights) {
/* lamp sampling */
for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
if(UNLIKELY(light_select_reached_max_bounces(kg, i, state->bounce)))
continue;
int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
RNG lamp_rng = cmj_hash(*rng, i);
@ -82,7 +85,7 @@ ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RN
light_t = 0.5f*light_t;
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
/* trace shadow ray */
@ -103,7 +106,7 @@ ccl_device void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RN
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
/* sample random light */
if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
@ -200,7 +203,7 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, RNG
#endif
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
if(direct_emission(kg, sd, &ls, &light_ray, &L_light, &is_lamp, state->bounce, state->transparent_bounce)) {
/* trace shadow ray */

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@ -40,7 +40,7 @@ ccl_device void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
light_ray.time = sd->time;
#endif
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
if(ls.pdf == 0.0f)
return;
@ -124,6 +124,9 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
if(sample_all_lights) {
/* lamp sampling */
for(int i = 0; i < kernel_data.integrator.num_all_lights; i++) {
if(UNLIKELY(light_select_reached_max_bounces(kg, i, state->bounce)))
continue;
int num_samples = ceil_to_int(num_samples_adjust*light_select_num_samples(kg, i));
float num_samples_inv = num_samples_adjust/(num_samples*kernel_data.integrator.num_all_lights);
RNG lamp_rng = cmj_hash(*rng, i);
@ -188,7 +191,7 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
light_t = 0.5f*light_t;
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, &ls);
light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls);
float3 tp = throughput;
@ -203,7 +206,7 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
kernel_assert(result == VOLUME_PATH_SCATTERED);
/* todo: split up light_sample so we don't have to call it again with new position */
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
if(ls.pdf == 0.0f)
continue;
@ -227,7 +230,7 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
path_state_rng_2D(kg, rng, state, PRNG_LIGHT_U, &light_u, &light_v);
LightSample ls;
light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, &ls);
light_sample(kg, light_t, light_u, light_v, sd->time, ray->P, state->bounce, &ls);
float3 tp = throughput;
@ -242,7 +245,7 @@ ccl_device void kernel_branched_path_volume_connect_light(KernelGlobals *kg, RNG
kernel_assert(result == VOLUME_PATH_SCATTERED);
/* todo: split up light_sample so we don't have to call it again with new position */
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, &ls);
light_sample(kg, light_t, light_u, light_v, sd->time, sd->P, state->bounce, &ls);
if(ls.pdf == 0.0f)
return;

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@ -29,7 +29,7 @@ CCL_NAMESPACE_BEGIN
/* constants */
#define OBJECT_SIZE 11
#define OBJECT_VECTOR_SIZE 6
#define LIGHT_SIZE 4
#define LIGHT_SIZE 5
#define FILTER_TABLE_SIZE 256
#define RAMP_TABLE_SIZE 256
#define PARTICLE_SIZE 5

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@ -125,6 +125,7 @@ Light::Light()
shader = 0;
samples = 1;
max_bounces = 1024;
}
void Light::tag_update(Scene *scene)
@ -489,6 +490,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
float3 co = light->co;
int shader_id = scene->shader_manager->get_shader_id(scene->lights[i]->shader);
float samples = __int_as_float(light->samples);
float max_bounces = __int_as_float(light->max_bounces);
if(!light->cast_shadow)
shader_id &= ~SHADER_CAST_SHADOW;
@ -523,6 +525,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, invarea, 0.0f);
light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
}
else if(light->type == LIGHT_DISTANT) {
shader_id &= ~SHADER_AREA_LIGHT;
@ -544,6 +547,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, cosangle, invarea);
light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
}
else if(light->type == LIGHT_BACKGROUND) {
uint visibility = scene->background->visibility;
@ -572,6 +576,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
}
else if(light->type == LIGHT_AREA) {
float3 axisu = light->axisu*(light->sizeu*light->size);
@ -590,6 +595,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), axisu.x, axisu.y, axisu.z);
light_data[i*LIGHT_SIZE + 2] = make_float4(invarea, axisv.x, axisv.y, axisv.z);
light_data[i*LIGHT_SIZE + 3] = make_float4(samples, dir.x, dir.y, dir.z);
light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
}
else if(light->type == LIGHT_SPOT) {
shader_id &= ~SHADER_AREA_LIGHT;
@ -610,6 +616,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
light_data[i*LIGHT_SIZE + 1] = make_float4(__int_as_float(shader_id), radius, invarea, spot_angle);
light_data[i*LIGHT_SIZE + 2] = make_float4(spot_smooth, dir.x, dir.y, dir.z);
light_data[i*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
light_data[i*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
}
}

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@ -58,6 +58,7 @@ public:
int shader;
int samples;
int max_bounces;
void tag_update(Scene *scene);
};