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Diffstat (limited to 'intern/cycles/blender')
-rw-r--r--intern/cycles/blender/addon/engine.py9
-rw-r--r--intern/cycles/blender/addon/properties.py4
-rw-r--r--intern/cycles/blender/blender_shader.cpp11
3 files changed, 18 insertions, 6 deletions
diff --git a/intern/cycles/blender/addon/engine.py b/intern/cycles/blender/addon/engine.py
index 097909ca058..d0f0d395810 100644
--- a/intern/cycles/blender/addon/engine.py
+++ b/intern/cycles/blender/addon/engine.py
@@ -50,11 +50,16 @@ def free(engine):
def render(engine):
import bcycles
- bcycles.render(engine.session)
+ if "session" in dir(engine):
+ bcycles.render(engine.session)
def update(engine, data, scene):
import bcycles
- bcycles.sync(engine.session)
+ if scene.render.use_border:
+ engine.report({'ERROR'}, "Border rendering not supported yet")
+ free(engine)
+ else:
+ bcycles.sync(engine.session)
def draw(engine, region, v3d, rv3d):
import bcycles
diff --git a/intern/cycles/blender/addon/properties.py b/intern/cycles/blender/addon/properties.py
index 5a56240865a..bcd3f7d1eac 100644
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@ -108,7 +108,7 @@ class CyclesCameraSettings(bpy.types.PropertyGroup):
cls.aperture_size = FloatProperty(name="Aperture Size", description="Radius of the aperture for depth of field",
default=0.0, min=0.0, max=10.0)
- cls.aperture_blades = IntProperty(name="Aperture Blades", description="Number of blades in aperture for polygonal bokeh (need 3 or more)",
+ cls.aperture_blades = IntProperty(name="Aperture Blades", description="Number of blades in aperture for polygonal bokeh (at least 3)",
default=0, min=0, max=100)
cls.aperture_rotation = FloatProperty(name="Aperture Rotation", description="Rotation of blades in aperture",
default=0, soft_min=-math.pi, soft_max=math.pi, subtype='ANGLE')
@@ -121,7 +121,7 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Material.cycles = PointerProperty(type=cls, name="Cycles Material Settings", description="Cycles material settings")
- cls.sample_as_light = BoolProperty(name="Sample as Light", description="Use direct light sampling, to reduce noise for small or strong emitting materials", default=True)
+ cls.sample_as_light = BoolProperty(name="Sample as Lamp", description="Use direct light sampling for this material, disabling may reduce overall noise for large objects that emit little light compared to other light sources", default=True)
cls.homogeneous_volume = BoolProperty(name="Homogeneous Volume", description="When using volume rendering, assume volume has the same density everywhere, for faster rendering", default=False)
@classmethod
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 6f78fe1f0d4..a6ce0e9bfa8 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -100,7 +100,7 @@ static float get_node_output_value(BL::Node b_node, const string& name)
static void get_tex_mapping(TextureMapping *mapping, BL::TexMapping b_mapping)
{
mapping->translation = get_float3(b_mapping.location());
- mapping->rotation = get_float3(b_mapping.rotation())*(M_PI/180.0f); /* in degrees! */
+ mapping->rotation = get_float3(b_mapping.rotation());
mapping->scale = get_float3(b_mapping.scale());
mapping->x_mapping = (TextureMapping::Mapping)b_mapping.mapping_x();
@@ -108,6 +108,13 @@ static void get_tex_mapping(TextureMapping *mapping, BL::TexMapping b_mapping)
mapping->z_mapping = (TextureMapping::Mapping)b_mapping.mapping_z();
}
+static void get_tex_mapping(TextureMapping *mapping, BL::ShaderNodeMapping b_mapping)
+{
+ mapping->translation = get_float3(b_mapping.location());
+ mapping->rotation = get_float3(b_mapping.rotation());
+ mapping->scale = get_float3(b_mapping.scale());
+}
+
static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *b_group_node, BL::ShaderNode b_node)
{
ShaderNode *node = NULL;
@@ -174,7 +181,7 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
BL::ShaderNodeMapping b_mapping_node(b_node);
MappingNode *mapping = new MappingNode();
- get_tex_mapping(&mapping->tex_mapping, b_mapping_node.mapping());
+ get_tex_mapping(&mapping->tex_mapping, b_mapping_node);
node = mapping;
break;