feat(ugc): settings for the ray tracer, hidden-face method and denoising

New UGC settings (ugcconfig.ini and the dashboard's settings page):

- ray_backend: builtin (default), embree or hiprt (falls back to embree when
  the build or machine can't); the hidden faces' paths and the occlusion rays
- hsr_method: toolbox (default, LU Toolbox's paths) or fast (the renders from
  around the model), and hsr_fast_resolution (1024) for the fast one
- denoise: off (default) or oidn (icons; off until a build has it)

UgcProcessOptions (dCommon/UgcKeys.h) names the choices for everything that
passes them on ("embree fast oidn", any order, left out: the setting's).
UgcJobs::ApplyOptions puts a choice over the settings and MadeWith says what a
make used after fallbacks; a made model's stats.json records it (rays,
hsrMethod, denoise). UgcServer --make-model and --make-modular take the
choices after the folder and print the CPU time and what made it.

Check: the defaults make the same files as before; the settings page shows the
four settings under UGC; UgcServer --make-model model.lxfml out embree fast.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 11:17:02 -05:00
parent 00607a20a6
commit 06be40471b
10 changed files with 206 additions and 8 deletions

View File

@@ -501,6 +501,10 @@ namespace {
c.Add(Int(UGC, "hsr_bounces", "Path bounces", "Bounces a path may take off the model before it gives up (Cycles' Max Bounces in LU Toolbox's bake).", "8", 0, 64));
c.Add(Float(UGC, "hsr_sample_spacing", "Point spacing", "Distance between the points paths start from, in LDD units (a stud is 0.8; 0.1143 puts 7 x 7 points on a stud-sized square). Smaller finds smaller visible parts of big faces; slower.", "0.1143", 0.01, 10));
c.Add(Int(UGC, "hsr_min_points", "Points per triangle at least", "Small triangles get this many points however close together (LU Toolbox bakes 28 texels for every triangle). Lower is faster but removes more faces that are only just seen.", "28", 1, 4096));
c.Add(Labels(Choice(UGC, "hsr_method", "How hidden faces are found", "toolbox: LU Toolbox's paths (above). fast: the model rendered from 42 directions around it, removing what shows in none; much faster, but it also removes faces seen only by bounced light (insides seen through openings, recesses). Staff can pick another for one make when making models again.", "toolbox", { "toolbox", "fast" }), { "LU Toolbox (paths)", "Fast (renders from around)" }));
c.Add(Unit(Int(UGC, "hsr_fast_resolution", "Fast method's render size", "The size of each of the fast method's 42 renders; bigger keeps smaller visible faces.", "1024", 64, 4096), "pixels"));
c.Add(Labels(Choice(UGC, "ray_backend", "Ray tracer", "What traces the rays of the hidden faces' paths and of the occlusion: builtin (the UGC server's own), embree (Intel Embree on the CPU) or hiprt (the GPU, when the server was built with it and has one; else embree). They give the same results but for rounding. Staff can pick another for one make when making models again.", "builtin", { "builtin", "embree", "hiprt" }), { "Built in", "Embree (CPU)", "HIPRT (GPU)" }));
c.Add(Labels(Choice(UGC, "denoise", "Denoise icons", "oidn: icons are cleaned up with Intel Open Image Denoise (when the server was built with it; else off).", "off", { "off", "oidn" }), { "Off", "Open Image Denoise" }));
c.Add(Bool(UGC, "bake_ao", "Darken hidden corners", "Ambient occlusion baked into the vertex colors.", true));
c.Add(Int(UGC, "ao_samples", "Occlusion rays per vertex", "", "64", 1, 1024));
c.Add(Float(UGC, "ao_distance", "Occlusion distance", "", "5", 0, 1000));