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This hardware-agnostic rendering plug-in for Blender uses accurate ray-tracing technology to produce images and animations of your scenes, and provides real-time interactive rendering and continuous adjustment of effects.

Home Page: https://gpuopen.com/radeon-prorender-suite/

License: Apache License 2.0

Shell 0.62% Batchfile 0.47% Python 90.06% C++ 5.77% C 0.26% CMake 0.22% HTML 2.61%
blender gpu ray-tracing rendering

radeonprorenderblenderaddon's Introduction

Radeon ProRender Blender Addon

Build Requirements

4.1+

  • Blender 4.1+
  • Python 3.11 (Blender 4.1 uses 3.11) x64(for Core) - all code, addon and misc tested with python3
  • python-cffi
    • py -3.11 -m pip install cffi
    • py -3.11 -m pip install numpy
  • Visual Studio 2015 SP3 / 2017 / 2019 with SDK 8.1 and 2015.3 v140 toolset installed
  • If you are using Visual studio 2019 you would need to install the Windows SDK 8.1 manually from Microsoft website https://developer.microsoft.com/en-us/windows/downloads/sdk-archive/
  • cmake 3.x. Make sure it's added to the PATH environment variable

Note that the .sln provided is for easy editing and searching of files on Windows. The blender code builds on the command line rather than in the solution file. Visual Studio does provided support for debugging Python when you attach to the running Blender process with loaded addon.

ThirdParty libraries

There is ThirdParty repository included to the project as a submodule. Please update submodules:

Plugin includes 4 submodules: RadeonProRender SDK: [email protected]:Radeon-Pro/RadeonProRenderSDK.git

Shared components Image Processing Library: [email protected]:Radeon-Pro/RadeonProImageProcessingSDK.git

ThirdParty components and miscellaneous tools [email protected]:Radeon-Pro/RadeonProRenderThirdPartyComponents.git

All of them are included via SSH protocol. You will need to create and install SSH keys https://help.github.com/en/github/authenticating-to-github/connecting-to-github-with-ssh

Once SSH keys are installed update/checkout submodules for active branch

git submodule update --init -f --recursive

Developing

Coding Conventions

Aim is to conform to pep8. At minimum it's 4 spaces for indentation, sources are utf-8, there's .gitconfig in the root of the project - please set you editor to use it(for most simplicity). E.g. PyCharm(recommended!) default setting are fine and seems that it also picks up .editorconfig automatically also, Tortoise Merge has a checkbox 'Enable EditorConfig', for Visual Studio there's EditorConfig extension

Git - we try to avoid merge commits, easiest way to do it:

git config [--global] merge.ff only # this one rejects merges that would result in merge commit

git config [--global] pull.rebase true # converts pull to do, essentially, fetch&rebase

Also, make more meaningful commits(one commit per feature) the easy way:

git merge <branch> --squash # this will create a single change set from multiple commits coming from

Recommended software

  • PyCharm Community Edition - very recommended, possible to enable intellisense(limited) for Blender code and for RPR Core
  • Visual Studio - has a very nice python extension, possible to enable intellisense for Blender and for RPR Core, provides remote debugging in Blender

Build

run build.py to build.

Run Addon while developing it(without real installation)

  • make sure you have no installed addon for Blender version you want to use; remove installed version if needed.
  • set environment variable BLENDER_EXE to blender.exe you want to use via the command line or system environment settings.
  • run run_blender_with_rpr.cmd

Example:

set BLENDER_EXE="C:\Program Files\Blender Foundation\Blender 2.93\blender.exe" && run_blender_with_rpr.cmd

Debugging

log

Using python's 'logging' module underneath, rprblender.utils.logging has functions similar to logging. It also includes callable class Log which provides simplified interface to do logging. Example: from rprblender.utils import logging log = logging.Log(tag='export.mesh')

log("sync", mesh, obj)

e.g. logging.debug(*argv, tag) where argv is what is printed(same as with print) and tag is string suffix for logger name, for filtering so that logging.limit_log(name, level_show_always) will allow to filter out what doesn't start with name(expect levels equal or above level_show_always)

configdev.py(loaded very early) can be used to include code like limit_log to configure your session

from .utils import logging
logging.limit_log('default', logging.DEBUG)

from . import config
config.pyrpr_log_calls = True #  log all Core function calls to console, can be VERY useful
  • Visual Studio has really nice(and working) mixed(python and C stack) debugging - recommended!
  • Blender debug - it's easiest to build Blender in Release or RelWithDebInfo(and add #pragma optimize( "", off ))
  • Debug in PyCharm - import pydevd; pydevd.settrace('localhost', port=52128, stdoutToServer=True, stderrToServer=True, suspend=False)

Making a new release

  • run build_installer.py <build_folder>. Where build_folder is some separate location - it will clone needed repos(if not already), reset then to needed branch and build installer. Byt default it builds windows installer on master.
  • tag the commit in the build folder's ProRenderBlenderPlugin git tag builds/x.y.zz
  • push the tag git push --tags
  • increase version in src/rprblender/__init__.py

PyCharm

Blender api intellisense support

Get pycharm-blender. See instructions on the github page or, in short, run pypredef_gen.py from Blender itself or using command line, e.g. blender --python pypredef_gen.py, add "pypredef" folder path that this script creates to you PyCharm Interpreter paths, find paths settings under File | Settings(or Default Settings) | Project Interpreter

Increase max file size for Pycharm intellisence(bpy.py generated is huge), go to Help | Edit Custom VM Options and add the following line:

-Didea.max.intellisense.filesize=5000000

Restart PyCharm

Visual Studio

Create and configure RPRBlender python project

Install python extension in Visual Studio

Create new project from existing python code: Menu -> File -> New -> Project -> Python tab -> From Existing Python Code

Add following Search Paths to project:

  • rprblender\support
  • <path to Blender 2.93>\2.93\scripts\modules # path where to Blender's modules
  • <path to "PyCharm->Blender api intellisense support">

Configure VS remote debugger to Blender

Install Blender-VScode-Debugger addon

Get Blender-VScode-Debugger plugin for Blender from https://github.com/Barbarbarbarian/Blender-VScode-Debugger

Install plugin Blender_VScode_Debugger.py in Blender: Menu -> File -> User Preferences -> Click "Install Add-on from file" -> Select Blender_VScode_Debugger.py -> Click "Install Add-on from file". New adddon "Development: Debugger for Visual Code" should be appeared

Enable "Development: Debugger for Visual Code" addon. Select "Path to PTVSD module": C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\IDE\Extensions\Microsoft\Python Tools for Visual Studio\2.2\

Click "Save User Settings"

Attach VS remote debugger to Blender

In Blender: press -> in appeared dialog type "debug" -> select "Connect to Visual Studio Code Debugger"

In VS: Menu -> Debug -> Attach To Process -> select Transport "Python remote (ptvsd)" -> type in Qualifier "my_secret@localhost:3000" -> click Refresh: process Blender.exe "tcp://localhost:3000" should be appeared -> select process -> click Attach

Remote debugging connection established.

Versioning

The version number should be updated when a new plugin is released. This is done by editing the version field of the bl_info structure in the src/rprblender/init.py file. Currently a build script will update the build number when checkins happen to the master branch. So it is only necessary to update the major or minor number when required.

radeonprorenderblenderaddon's People

Contributors

ardraeiss avatar bnagirniak avatar bsavery avatar cmdrf avatar d808065 avatar dagerd avatar den13k avatar feniksa avatar ferdnyc avatar jombo23 avatar pahipohaku avatar radeonprorender avatar rsgnz avatar takahiroharada avatar tnarine-amd avatar vascopi avatar yevheniiandrus avatar

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radeonprorenderblenderaddon's Issues

Distorted Texture UV Mapping

UV mapping of my object gets distorted in filleted areas despite the UV map being correct. I have verified this by checking the same mapping with the same texture in cycles. In Cycles everything is fine. Attached are comparison screenshots. Do you have any ideas what might be happening here?

Cycles
image

RPR 1
image

Best,
Miro

UV Editing mode - iPR does not show the image texture on model in Edit Mode

  1. Open the sample file. Or setup a base colour image texture on a UV unwrapped cube.
  2. Open up a UV editor next to a 3D view running RPR iPR. The image texture will be visible, although it might not be positioned as you might like so you need to edit the position via the UVs.
  3. Tab into Edit mode so that you can move a UV island (face, etc) to better align the texture to the model - the image texture has now vanished from the iPR preview and you cannot see the texture to correctly align it... it's pure guesswork.

Screenshot 2020-06-11 at 08 48 40

Basic UV Editing Preview - Broken.blend.zip

Image mapping failed at file

Hello, I get this error when click on Viewport Shading "rendered" for preview. Is a scene with a globe displaced (earth) and a simple fluid simulation with Flip fluid addon (commercial).

I have an Asus laptop with GeForce GTX 950M and a Intel(R) HD Graphics 530
Blender 2.90.1
Radeon 2.5.1

Other than that I can't render with radeon pro render because after the syncing objects blender freeze and close.

Thanks

[ERROR@RIF]: Image mapping failed at file C:\JN\WS\RadeonProImageProcessor_Build\src\Image.cpp line 600
2020-10-22 14:40:35,509 ERROR rpr.viewport_engine [9212]: RIF call ImageMap(<pyrprimagefilters.Image object at 0x00000130A1677EC8>, 2, <cdata 'void * *' owning 8 bytes>) returned error code <-21> with error message: '' EXCEPTION: Traceback (most recent call last):
File "C:\Users_\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\rprblender\engine\viewport_engine.py", line 399, in do_sync_render
self.update_image_filter_inputs()
File "C:\Users_
\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\rprblender\engine\engine.py", line 386, in update_image_filter_inputs
self.image_filter.update_input(input_id, data, tile_pos)
File "C:\Users_
\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\rprblender\engine\image_filter.py", line 78, in update_input
self.inputs[input_id].set_data(data, pos)
File "C:\Users_
\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\rprblender\pyrprimagefilters.py", line 227, in set_data
ImageMap(self, IMAGE_MAP_WRITE, mapped_data)
File "C:\Users_
__\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\rprblender\pyrpr.py", line 78, in wrapped
raise CoreError(status, f.name, argv, module_name)
pyrpr.CoreError: RIF call ImageMap(<pyrprimagefilters.Image object at 0x00000130A1677EC8>, 2, <cdata 'void * *' owning 8 bytes>) returned error code <-21> with error message: ''

ProRender for Blender Windows v2.5.3 Adapt Viewport Resolution not accessible

Hello!

I have been meaning to mention this- it appears that the viewport adapt viewport resolution is now not available in the Full (2.0) but available in the Legacy renderer but doesn't seem to do anything.

You guys are doing an amazing job on this engine. The render speed and clarity in the 2.0 renderer is astounding. Thank you!

image

RPR 2.5.1 Renderer 2.0 Film -> Transparent Background Not Working

Hi All,

I noticed that in hte 2.0 renderer the background transparency setting is not working (Render Properties->Film->Transparent Background).

Steps to reproduce:
1: Go to Render Properties->Film->Transparent Background and select the Transparent Background check box.
2: Check between 1.0 and 2.0 renderer.

Issue is seen on both CPU and GPU render devices.

Software and Computer info:
Windows 10
Newest Pro AMD GPU Drivers
Blender 2.83
Prorender v 2.5.1
AMD Threadripper 3960x
AMD Radeon VII (x2)
1TB Aurous M.2 NVME SSD
64GB RAM
ASRock Creator TRX40

Triplanar doesn't work

Have logged this many times over the years so I guess you know this yourselves by now. I Put it up here since it was asked for on discord.

Best would be native support of the cycles/eevee BOX sampling on the image texture node projection drop down. Next best thing would be if the RPR projectionUV node to work instead of producing what it does right now. (n.b it has never worked )
image
If for some reason the issue is not clear per earlier reports in other reporting systems that has been used over the years, please ask away :)

RPR 2.5.1 Renderer 2.0 Volumteric (Fog world setting) Not Working

Hi All,

I noticed that the volumetric settings don't appear to working in the new RPR Renderer 2.0.

Steps to reproduce:
1: Go to World settings.
2: Go to Fog drop down.
3: Click on "Create Fog Object" button.
4: Change density to .1 - 1.0 to make it more obvious.
5: Switch between RPR 1.0 and 2.0

Issue is seen on both CPU and GPU render devices.

Software and Computer info:
Windows 10
Newest Pro AMD GPU Drivers
Blender 2.83
Prorender v 2.5.1
AMD Threadripper 3960x
AMD Radeon VII (x2)
1TB Aurous M.2 NVME SSD
64GB RAM
ASRock Creator TRX40

ProRender for Blender Windows 10 V 2.5.2 UV Mapping/Scaling not working in High setting

Issue: in High setting, UV mapping and scaling does not appear to be working.

Steps to reproduce:
Set up node structure for image/UV mapping (can use prorender materials library)
Change scaling through Mapping node or RPR normal map node, etc.

Software and Computer info:
Windows 10
Newest Pro AMD GPU Drivers
Blender 2.9
Prorender v 2.5.2
AMD Threadripper 3960x
AMD Radeon VII (x2)
1TB Aurous M.2 NVME SSD
64GB RAM
ASRock Creator TRX40

image
image
image

RPR 2.5.1 Renderer 2.0 Refraction Absorption Not Working

Hello all,

I noticed that the refraction absorption doesn't appear to be working in RPR 2.0.

Steps to reproduce (images are slightly different but steps will reproduce issue):
Add new RPR material.
Turn on Refraction.
Set refraction absorption distance to 1.0
set color to anything.
check between RPR 1.0 and 2.0

Issue is seen on both CPU and GPU render devices.

Software and Computer info:
Windows 10
Newest Pro AMD GPU Drivers
Blender 2.83
Prorender v 2.5.1
AMD Threadripper 3960x
AMD Radeon VII (x2)
1TB Aurous M.2 NVME SSD
64GB RAM
ASRock Creator TRX40

refraction_absorption_issue_1 0
refraction_absorption_issue_2 0

name 'rprsdk_bin_path' is not defined"

I cannot activate the addon. I get the error message "NameError: name 'rprsdk_bin_path' is not defined".

Plugin Version: 2.5.1
Blender version: 2.90.0
System: Manjaro

I know that there is no official support for Manjaro, but still the bug should not occur.

Medium render mode not working on switching (4GB VRAM)

Hi, In the new release, the Low and High quality render mode are finally working on my laptop (4GB VRAM), but the medium render mode is not working due to some reasons. Blender quickly closes, but I somehow managed to take a screenshot of the debugging.
Here it is:
radeon prorender medium render

I want to say thanks for improving this nice rendering engine so far.

RPR GPU Rendering Shows Nothing

When rendering with a GPU, nothing is shown:
image
Hybrid rendering shows little chunks:
Screen Shot 2020-11-11 at 1 09 00 PM

While CPU rendering works normally:
Screen Shot 2020-11-11 at 1 08 43 PM

I've been able to recreate this issue with a factory reset Blender, after restarting Blender, after restarting my system, and after completely reinstalling the plugin. I wish I could provide a log of some sort, but I do not know how to obtain such a log.

Information:
OS version: macOS Mojave 10.14.6
CPU: 2.5 GHz Intel Core i7
GPU: AMD Radeon R9 M370X 2 GB
RPR Version: 2.5.22
Blender version(s): 2.83.6 LTS, 2.91 Beta, and 2.92 Alpha
Rendering mode: Full (Legacy works fine)

Full performance 3X slower than legacy mode

Something wrong with "Full" mode VS "Legacy".
In almost scenes with the same min. & max. samples there Full mode is 3X slower than legacy mode. In some scenarios it make useless RX 5700 XT (metal) even compare to 8-core intel processor with Cycles CPU.

OS X: Big Sur.
RX 5700 XT
3.0.2 RPR + Blender 2.91b

Blender Windows Store - ProRender install/activation issue

System Information
Operating system:
Graphics card:

Blender Version
Broken: (example: 2.90.1, 3e85bb34d0d7)
Worked: (on a normall install installed from the windows MSI file)

Short description of error
The windows store version of blender gives off errors when activating ProRender renderer

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).

https://dev-files.blender.org/file/data/jjrawwa63fi4zvk57om4/PHID-FILE-rptqvs2aefb2bkwsef6x/image.png

Download windows store blender and activate prorender v2.5.17

Crash with no error message on render

Here is the blender.crash.log

# Blender 2.90.1, Commit date: 2020-09-23 06:43, Hash 3e85bb34d0d7
bpy.context.space_data.context = 'RENDER'  # Property
bpy.context.scene.render.engine = 'RPR'  # Property

# backtrace
blender(BLI_system_backtrace+0x34) [0x55bd3dc43314]
blender(+0xd592c0) [0x55bd3b9a62c0]
/usr/lib/libc.so.6(+0x3d6a0) [0x7f11c30f06a0]
/usr/lib/libc.so.6(+0x15f190) [0x7f11c3212190]
/usr/lib/libstdc++.so.6(_ZNKSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEE7compareEPKc+0x40) [0x7f11c3504630]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(+0x34bba2) [0x7f11841fcba2]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(+0x34f1c4) [0x7f11842001c4]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(rtcDeviceNewScene+0x56) [0x7f11841ec0a6]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(_ZN5Tahoe8RtEmbreeC1Eb+0x43d) [0x7f11840e9e7d]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(_ZN5Tahoe8RtEmbree6createEb+0x33) [0x7f1184044783]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(_ZN5Tahoe20WorldRTEmbreeFactory6createEPKNS_5SceneERNS_5ArrayIPNS_9WorldBaseELj128ENS_16DefaultAllocatorEEERNS_12GlobalOptionE+0x86) [0x7f11840face6]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(_ZN5Tahoe17RenderContextNode6renderENS_4int2ES1_PNS_15FrameBufferBaseERj+0x366) [0x7f1184042fd6]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(_ZN5Tahoe3Api6renderEiiiiPNS_4NodeE+0xa5) [0x7f11840b2765]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(_ZN5Tahoe8Renderer10RenderTileEjjjj+0x526) [0x7f118404b9a6]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libTahoe64.so(_ZN5Tahoe8Renderer6RenderEv+0x17c) [0x7f1184049dac]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libRadeonProRender64.so(_ZN10RprContext21rprContextRender_implEP13rpr_context_t+0x71) [0x7f1186379e71]
/home/sycration/.config/blender/2.90/scripts/addons/rprblender/libRadeonProRender64.so(rprContextRender+0x2a) [0x7f11863da89a]
/usr/lib/../lib/libffi.so.7(+0x6a8d) [0x7f11b4cb5a8d]
/usr/lib/../lib/libffi.so.7(+0x601b) [0x7f11b4cb501b]
/usr/lib/python3.8/site-packages/_cffi_backend.cpython-38-x86_64-linux-gnu.so(+0x1c033) [0x7f1186190033]
/usr/lib/libpython3.8.so.1.0(_PyObject_MakeTpCall+0x464) [0x7f11c564cb84]
/usr/lib/libpython3.8.so.1.0(_PyEval_EvalFrameDefault+0x50f8) [0x7f11c5648458]
/usr/lib/libpython3.8.so.1.0(_PyFunction_Vectorcall+0x108) [0x7f11c5654138]
/usr/lib/libpython3.8.so.1.0(PyObject_Call+0x212) [0x7f11c56672c2]
/usr/lib/libpython3.8.so.1.0(_PyEval_EvalFrameDefault+0x24d8) [0x7f11c5645838]
/usr/lib/libpython3.8.so.1.0(_PyEval_EvalCodeWithName+0xa22) [0x7f11c5642762]
/usr/lib/libpython3.8.so.1.0(_PyFunction_Vectorcall+0x19d) [0x7f11c56541cd]
/usr/lib/libpython3.8.so.1.0(_PyEval_EvalFrameDefault+0x39d) [0x7f11c56436fd]
/usr/lib/libpython3.8.so.1.0(_PyFunction_Vectorcall+0x108) [0x7f11c5654138]
/usr/lib/libpython3.8.so.1.0(_PyEval_EvalFrameDefault+0x761) [0x7f11c5643ac1]
/usr/lib/libpython3.8.so.1.0(_PyEval_EvalCodeWithName+0x304) [0x7f11c5642044]
/usr/lib/libpython3.8.so.1.0(+0x13e952) [0x7f11c5663952]
/usr/lib/libpython3.8.so.1.0(_PyEval_EvalFrameDefault+0x1179) [0x7f11c56444d9]
/usr/lib/libpython3.8.so.1.0(_PyFunction_Vectorcall+0x108) [0x7f11c5654138]
/usr/lib/libpython3.8.so.1.0(_PyEval_EvalFrameDefault+0x761) [0x7f11c5643ac1]
/usr/lib/libpython3.8.so.1.0(_PyFunction_Vectorcall+0x108) [0x7f11c5654138]
/usr/lib/libpython3.8.so.1.0(_PyEval_EvalFrameDefault+0x761) [0x7f11c5643ac1]
/usr/lib/libpython3.8.so.1.0(_PyFunction_Vectorcall+0x108) [0x7f11c5654138]
/usr/lib/libpython3.8.so.1.0(PyObject_Call+0x212) [0x7f11c56672c2]
blender(+0x1398b1e) [0x55bd3bfe5b1e]
blender(+0x13080a3) [0x55bd3bf550a3]
blender(RE_engine_render+0x3ba) [0x55bd3d68b1ea]
blender(+0x2a47efa) [0x55bd3d694efa]
blender(+0x2a4b361) [0x55bd3d698361]
blender(RE_RenderFrame+0xe3) [0x55bd3d698a73]
blender(+0x1f00ff5) [0x55bd3cb4dff5]
blender(+0x1025163) [0x55bd3bc72163]
/usr/lib/libpthread.so.0(+0x93e9) [0x7f11cda5f3e9]
/usr/lib/libc.so.6(clone+0x43) [0x7f11c31b3293]

# Python backtrace
  File "/home/sycration/.config/blender/2.90/scripts/addons/rprblender/pyrprwrap.py", line 1136 in ContextRender
  File "/home/sycration/.config/blender/2.90/scripts/addons/rprblender/pyrpr.py", line 76 in wrapped
  File "/home/sycration/.config/blender/2.90/scripts/addons/rprblender/pyrpr.py", line 359 in render
  File "/home/sycration/.config/blender/2.90/scripts/addons/rprblender/engine/context.py", line 128 in render
  File "/home/sycration/.config/blender/2.90/scripts/addons/rprblender/engine/render_engine.py", line 126 in _render
  File "/home/sycration/.config/blender/2.90/scripts/addons/rprblender/engine/render_engine.py", line 315 in render
  File "/home/sycration/.config/blender/2.90/scripts/addons/rprblender/__init__.py", line 130 in render

My system is

    os ~ manjaro
    sh ~ zsh
    wm ~ foot DE
    up ~ 20:36
   cpu ~ Intel i7-9700K
   mem ~ 16333MB
  host ~ MS-7B17
  kern ~ 5.8.16
  pkgs ~ 1538
  term ~ terminator

Unable to build RPR on ubuntu 20.04 LTS

Trying to build RPR 9ab8ed9 on a linux ubuntu 20.04 LTS machine. After installing all the dependencies when I get to the actual build this is the error I get:

$ python3 build.py
Traceback (most recent call last):
  File "rpr.py", line 151, in <module>
    export('pyrprwrapapi.json', [], 'rprwrap.h', 
  File "rpr.py", line 41, in export
    write_api(api_desc_fpath, f, abi_mode)
  File "rpr.py", line 114, in write_api
    api = pyrprapi.load(api_desc_fpath)
  File "src/pyrprapi.py", line 183, in load
    loader = json.load(open(fpath),
FileNotFoundError: [Errno 2] No such file or directory: 'src/pyrprwrapapi.json'
Traceback (most recent call last):
  File "build.py", line 43, in <module>
    subprocess.check_call([sys.executable, 'rpr.py'])
  File "/usr/lib/python3.8/subprocess.py", line 364, in check_call
    raise CalledProcessError(retcode, cmd)
subprocess.CalledProcessError: Command '['/usr/bin/python3', 'rpr.py']' returned non-zero exit status 1.

Prorender 3.0 Official release Tri-Planar Normal Map Issue

The tri-planar mapping node works well with other nodes, however, it appears that when mapping to a normal mapping node, the normal map is attempting to use the UV coordinates instead of the designated Triplanar coordinates. I'm fairly certain this is a similar issue or paired with the Anistropic issue I previously reported.

Normal Map Image view through texture node:
image

View through the Normal Map node (You can see the creasing):
image

Blender File:
https://drive.google.com/drive/folders/1j3CCB2bP-hTuNuucYbqtEFE86E7iG73d?usp=sharing

System:
Windows 10
Blender 2.9
Ryzen 3960x
Radeon Vii (x2)
64GB RAM

RPR 2.0 Renderer Feedback Query RPR v 2.4.50 Windows

Hi all-

I am wondering how I should report issues with the 2.0 Renderer. I know it is in BETA and in development, but I am finding it practically unusable. Are there any tips/tricks to get it working in a way that will render something? Maybe something I am not aware of? I want to provide feedback that is constructive but with the current development build I am using, it just seems simply overall broken and unstable, incredibly slow compared to 1.0 and will not render certain shader settings like volumetrics, at times some image maps, and film->transparent background.

Metalness produces unexpected (and unrealistic) results - extended comparison

Windows 10 2004, Threadripper 2990WX, 2x Radeon VII
Tested RPR 2.4 for Blender, RPR 2.9 for Maya, reproducible in every version so far, including C4D's latest

Summing it up as concise and clearly as I possibly can - using Metalness will result in a very bright tangent reflection/halo even when there realistically should not be one. For your convenience, I have tested the same settings (Black base colour, Metalness set to 1.0, Reflection Colour set to black and Reflection Roughness set to 1.0, disabled every other shader layer) on 5 different render engines: RPR, Cycles, LuxCore, Arnold and Pixar RenderMan 23.4, which I assume we can all agree is an industry-leading engine and therefore the best reference. Other testers have provided results for RPR in C4D, as well as comparison images for C4D Standard and Octane Render however none of the latter exhibit this reflection behaviour, only ProRender in C4D does.

Please see image and scene attached for comparison (including shader settings used) and a Blender scene with RPR and Cycles materials set up for you to debug.
RPR-MetalnessComparison
RPRMetalnessTest.zip

If there is any other information required, please let me know. After discussing with other testers and distilling the information as best as possible, I don't know how I could better explain it other than the Metalness factor, be it with Uber or Principled shader, produces unexpected and unrealistic results.

Hope this helps!

Many thanks,
Valentin

RPR2.0 Beta (2.5.2) redenring bug

This may or may not be related to this issue:
#69 (comment)

RPR2.0 rendering is actually totally messed up. It doesn't really show up at first glance by when facing the right direction the meshes (any mesh, I tested with several models a reproduced the same thing) exhibits artifacts (which in some cases look like shadows )

Lighting setup is simple environmental lighting set to grey color.

RPR Full:
rpr1

RPR 2.0:
rpr2

RPR Full:
rpr1

RPR 2.0:
rpr2

Specs:
Windows 10 2004
i7 6700K
32GB
Radeon VII (latest Pro drivers)
Blender 2.8.3

Mak

Displacement & Bump are not working corectly

specs:

S/W: Win10, Blender 2.83.4, RPR for Blender 2.5.1
H/W: CPU AMD TR 1950WX, 64GB RAM // GPU NVidia Quadro M5000 8GB & GTX 1070 8GB, (Driver v451.77)

Cycles Displacement (reference)
DisplaceBumpBug_Cycles-displace

RPR 2 (Beta) Displacement
DisplaceBumpBug_RPR-2Beta-displace

RPR Full Displacement
DisplaceBumpBug_RPR-Full-displace

Cycles Bump (reference)
DisplaceBumpBug_Cycles-bump

RPR 2 (Beta) Bump
DisplaceBumpBug_RPR-2Beta-bump

RPR Full Bump
DisplaceBumpBug_RPR-Full-bump

Scene file:
DisplaceBumpBug_RPR251.zip

Normal mapping bug in RPR2 [Beta] 2.5.7

This one is hard to catch so I had to boost the strength of the normal map but as you can see the RPR 2.0 render doesn't look right (we can see the UV seems for example as if it was inverted) Sorry don't have the scene to share right now but this can be easily reproduced.

RPR 2.0 Beta:
Normal_RPR2png
InkedNormal_RPR2png_LI

Full:
Normal_RPR1

Cycles:
Normal_Cycles

Specs:
Windows 10 2004
i7 6700K
32GB
Radeon VII (latest Pro drivers)
Blender 2.9

Mak

Error trying to render

Seems like a python error, tried both Linux and Windows with same result. This is using master branch as well as 2.51

File "C:\Users\ultra\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\rprblender\nodes\blender_nodes.py", line 1637, in
in_col = self.get_input_scalar('Color')
TypeError: 'float' object is not subscriptable

Full Experimental rendering uses 50% of the CPU during rendering

I don't know if this is a bug or how RPR2.0 is supposed to work but rendering in Full experimental mode is a lot slower than Full. More importantly its using half of the CPU ressources (while using less GPU resources that RPR 1) when rendering is set to only be done on the GPU.

See screens below

Specs: Windows10 1909,
i7 6700K,
32GB Ram,
Radeon VII
500GB NVMe M2

Full Experimental:
rpr2gpu
rpr2gpu2

Full:
rpr1GPU

ProRender 2.5.2 Render Bug Blender 2.83.4 macOS Catalina

I have a scene with a large array of objects.
When setting the subdivision modifier level to anything up to 5 for all these objects, the scene renders fine. However, if I set the subdivision level to 6, the scene no more renders with the following error in the render window:

ERROR | RPR call ContextRender(<pyrpr.Context object at 0x12cb83990>) returned error core <-3> with error message: ".Please see log for more details.

Unfortunately, I have no idea how to access the log. If you can tell me how to access it, I can provide further information.

Specs:
macOS Catalina 10.15.6
Blender 2.83.4
Radeon ProRender 2.5.2
32GB RAM
i7-10700K
5700 XT

Best,
Miro

Prorender for Blender v2.4.11 rpr Image Texture node not working in non-full modes

The rpr image texture node assigned from the AMD Radeon Prorender Materials library seems to have issues when switching to High, Medium and Low settings.

Video showing issues:
https://youtu.be/uo3uSafRFPk?t=1141

Workaround:
Switch rpr image texture nodes to Blender image texture nodes.

RPR Version: 2.4.11

Blender version: 2.82a

System:
AMD Ryzen 3960x Threadripper
Radeon VII (x2)
64GB RAM
Gigabyte Auros 1TB M.2 NVME SSD

RPR 2.5.1 Low and Medium render flickering issue

Hi all,

I noticed that on the new version of Prorender (2.5.1) that when looking through the low and medium render settings, there is a lot of flickering as if every sample is jumping around all over. I have placed a screen shot in this submission. I have noticed that this is observed on both my GPUs when switching between render devices.

Software and Computer info:
Windows 10
Newest Pro AMD GPU Drivers
Blender 2.83
Prorender v 2.5.1
AMD Threadripper 3960x
AMD Radeon VII (x2)
1TB Aurous M.2 NVME SSD
64GB RAM
ASRock Creator TRX40

image
image

Hair not rendering properly on CPU

hair is not rendering properly on CPU, with cpu and gpu half of the image renders. normally while the other half is black.
cpu + gpu
(cpu and gpu)
cpu
(cpu)
gpu
(gpu)

fur .zip
two systems were texted and both shared the same issue
1st system
3600
32gb ram
5600xt
500gb ssd
2nd system
1700
16gb ram
5700
1tb hdd
Blender version 2.90.1
RPR version 2.5.1
same issue on RPR 2.4

Windows Prorender for Blender Addon V2.5.3 - 2.0 Renderer Anisotropy Not Working

Hi All,

I noticed that in the 2.0 renderer the Anistropy setting with Metalness is not working

Steps to reproduce:
1: Shade with Metalness at 1.0
2: Set roughness to anything but 0 (0.2 is good)
3: Increase Anisotropy to 1.0

Issue is seen on both CPU and GPU render devices. Images provided below showing renderer 1.0 vs 2.0.

Software and Computer info:
Windows 10
Newest Pro AMD GPU Drivers
Blender 2.9
Prorender v 2.5.3
AMD Threadripper 3960x
AMD Radeon VII (x2)
1TB Aurous M.2 NVME SSD
64GB RAM
ASRock Creator TRX40

1.0 Renderer:
image

2.0 Renderer:
image

HD7730, Not working, errors with compilation.

Blender 2.82.7, Windows 10 x64
GPU: HD7730, latest AMD drivers.
CPU: Intel Xeon x3450
Rendering with CPU seems fine, but as long as I choose GPU, the viewport goes black, and the log is:

`Read prefs: C:\Users\irina\AppData\Roaming\Blender Foundation\Blender\2.82\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender 2.82\2.82\python
BlendLuxCore 2.3 registered (with pyluxcore 2.3)
Loading MHX2 importer-runtime v 0.31
build loaded
MHX2 armature loaded
MHX2 successfully (re)loaded
Loading MH community plug-in v 0.6.3
Loading sync plug-in
sync plug-in loaded
Loading kinect Sensor plug-in
kinect Sensor plug-in loaded
MH community plug-in load complete
C:\Users\irina\AppData\Roaming\Blender Foundation\Blender\2.82\makehuman.default.settings.json
2020-05-13 11:28:55,628 INFO rpr.engine.init [80508]: RPR Core version: 1.35.0 build 0x6a03c5b6
2020-05-13 11:28:55,651 INFO rpr.engine.init [80508]: Image Filters version 1.5.1 build 0xefd92438
2020-05-13 11:28:55,655 INFO rpr.default [80508]: rprsdk_bin_path: C:\Users\irina\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\rprblender
Updating OpenCL device list

16 errors detected in the compilation of "C:\Users\irina\AppData\Local\Temp\OCL7604T28.cl".
Frontend phase failed compilation.

"Scene.cl", line 593: error: expression must have pointer-to-struct-or-union
type
const float3 minP = make_float3( gMinP->x, gMinP->y, gMinP->z );
^

"Scene.cl", line 593: error: expression must have pointer-to-struct-or-union
type
const float3 minP = make_float3( gMinP->x, gMinP->y, gMinP->z );
^

"Scene.cl", line 593: error: expression must have pointer-to-struct-or-union
type
const float3 minP = make_float3( gMinP->x, gMinP->y, gMinP->z );
^

"Scene.cl", line 593: error: not enough initializer values
const float3 minP = make_float3( gMinP->x, gMinP->y, gMinP->z );
^

"Scene.cl", line 594: error: expression must have pointer-to-struct-or-union
type
const float3 maxP = make_float3( gMaxP->x, gMaxP->y, gMaxP->z );
^

"Scene.cl", line 594: error: expression must have pointer-to-struct-or-union
type
const float3 maxP = make_float3( gMaxP->x, gMaxP->y, gMaxP->z );
^

"Scene.cl", line 594: error: expression must have pointer-to-struct-or-union
type
const float3 maxP = make_float3( gMaxP->x, gMaxP->y, gMaxP->z );
^

"Scene.cl", line 594: error: not enough initializer values
const float3 maxP = make_float3( gMaxP->x, gMaxP->y, gMaxP->z );
^

"Scene.cl", line 622: error: expression must have pointer-to-struct-or-union
type
const float3 minP = make_float3( gMinP->x, gMinP->y, gMinP->z );
^

"Scene.cl", line 622: error: expression must have pointer-to-struct-or-union
type
const float3 minP = make_float3( gMinP->x, gMinP->y, gMinP->z );
^

"Scene.cl", line 622: error: expression must have pointer-to-struct-or-union
type
const float3 minP = make_float3( gMinP->x, gMinP->y, gMinP->z );
^

"Scene.cl", line 622: error: not enough initializer values
const float3 minP = make_float3( gMinP->x, gMinP->y, gMinP->z );
^

"Scene.cl", line 623: error: expression must have pointer-to-struct-or-union
type
const float3 maxP = make_float3( gMaxP->x, gMaxP->y, gMaxP->z );
^

"Scene.cl", line 623: error: expression must have pointer-to-struct-or-union
type
const float3 maxP = make_float3( gMaxP->x, gMaxP->y, gMaxP->z );
^

"Scene.cl", line 623: error: expression must have pointer-to-struct-or-union
type
const float3 maxP = make_float3( gMaxP->x, gMaxP->y, gMaxP->z );
^

"Scene.cl", line 623: error: not enough initializer values
const float3 maxP = make_float3( gMaxP->x, gMaxP->y, gMaxP->z );
^

16 errors detected in the compilation of "C:\Users\irina\AppData\Local\Temp\OCL7604T29.cl".
Frontend phase failed compilation.

`
Thanks.

ProRender 3.0 High setting throws error after render is complete Environment Lighting

Hi All,

High setting throws an error after render completes. This seems to only happen if you have an environment light IBL image map used in the render scene.

Steps to reproduce:
Open default cube
Add environment light IBL
Switch render mode to High
Render Image

Snapshot:
image

File:
https://drive.google.com/drive/folders/1J-2sxJXQP8l9tRjU48btUV0AKdr33JqL?usp=sharing

System:
OS- Windows 10
Blender: 2.91
ProRender: 3.0 Release
GPU: Radeon VII x 2
CPU: Threadripper 3960x
RAM: 64GB
Drive: 1TB Auros M.2 NVME

RPR 2.5.20 texture filtering/resolution issue

Just did a quick render test with the pre-release 2.5.20 in Blender 2.90 and noticed some strange texture filtering/res issue (an 8K diffuse map in this case) is overly pixelated:

RPR 2 (Full):
Screenshot 2020-10-30 235433
Cycles:
Screenshot 2020-10-30 235348

RPR (Legacy):
Screenshot 2020-10-31 000810

RPR 2 (Full):
Screenshot 2020-10-30 235300
Cycles:
Screenshot 2020-10-30 235322

Specs:
Windows 10 2004
i7 6700K
32GB
Radeon VII (latest Pro drivers)
Blender 2.9

Mak

RPR 2.4.50 WINDOWS - Low, Medium and High Modes not rendering in viewport and errors

Hi All,

I'm looking at the weekly build 2.4.50 for Windows. These render settings return an error. Just opened a default cube session and this is what it returned:

ERROR | RPR call LightSetGroup(<pyrpr.PointLight object at 0x00000192B69BF648>, 0) returned error code ,-23. with error message

After some experimenting with some things, this is what I found.

1: After I deleted the point light, Low and Medium render samples but the viewport jumps around and flickers like crazy.
2: Spotlight returns similar error except replaces error code with SpotLight as object reference.
3: Adding back in a point light brings back error.
4: Area light will allow for render without error in Medium and Low but has same issue as #1
5: High setting will work without screen flickering issues sometimes.
6: Turning on two GPUs on "Medium" Setting returns following error:
ERROR | RPR call ContextRender(,pyhybrid.Context object at 0x00000192B6AD6D48.) returned error code ,-18. with error message
7: Turning on two GPUS on High settings returns black render in viewport.

CPU: AMD 3960x
GPU: 2X Radeon VII
RAM: 64GB
SSD: 1TB Aurous M.2 NVME

Blender/GPU crash when rendering animation on Radeon VII

Hi,
I've already reported this issue back in February.
https://community.amd.com/thread/248795
The problem started with RPR 2.2.1 & has not been fixed since then (still in RPR 2.4.11).
Only happens with GPU rendering (no problem when set to CPU only) and on any scene. The more complex it is the less frames are rendered before RAM usage suddenly skyrockets and the system crashes (now it literally reboots by itself). This is on Windows10 1909, i7 6700K, 32GB Ram, NVMe SSDs & Radeon VII (with any driver released in the past 8 months)
Annotation 2020-02-08 184733 (2)

Similar issues are being reported by others:
https://community.amd.com/thread/252437

Cheers

Makram

2.0 Experimental Renderer Artifacts

Running into lots of rendering artifacts when using RPR 2.0 experimental renderer even in simple scenes.

See in the video I made here:

Rendering Artifacts:
https://youtu.be/uo3uSafRFPk?t=669

RPR version:
2.4.11

Blender Version:
2.82a

System:
AMD Ryzen 3960x Threadripper
Radeon VII (x2)
64GB RAM
Gigabyte Auros 1TB M.2 NVME SSD

From Medium to high quality

Hi all, we have some trouble between the RPR Medium settings and High Setting. Some polygons disappears or look badly. This occur only with AMD cards (RadeonProDuo 32Gb Polaris + 5700xt), While with 2 titan Nvidia there is no problem at all...

system-info.txt

image
image

In System Info generated from blender, you can see details of harware.

We also notice that working in a project with a lot of objects (900+), and trying to show them as "medium" quality, when Rpr calculate around 450pz it crash. No way. While in full global illum. no preblem.

Thanks.

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