Age | Commit message (Collapse) | Author |
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With the old behaviour, it was too easy to get old paths hanging around because you
forgot to go through and select a few bones that still had them.
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This is useful when you want visible + editable objects, but you don't
want to require the items to be selected as well.
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This unifies things around ignoring light due to lack of scene
contribution or due to other optimization tricks.
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Now pass_filter is modified to have exactly the flags for the light components
that need to be baked, based on the shader type. This simplifies the logic.
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There were two issues:
1. Memory leak: std:;erase does not call delete on the
pointer (which is actually a good idea),
2. After MIS was disabled in viewport render there was
no way to bring MIS back.
Now instead of removing light from the scene data we
kind of tagging it for an ignore. Possible cleanup
would be to add Light::is_enabled and use that instead
of passing weird and wonderful function arguments.
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The title says it all actually, the idea is to make Cycles
only requiring Boost via 3rd party dependencies like OIIO
and OSL.
So now there are only few places which still uses Boost:
- Foreach, function bindings and threading primitives.
Those we can easily get rid with C++11 bump (which seems
inevitable sooner or later if we'll want ot use newer
LLVM for OSL),
- Networking devices
There's no quick solution for those currently, but there
are some patches around which improves serialization.
Reviewers: juicyfruit, mont29, campbellbarton, brecht, dingto
Reviewed By: brecht, dingto
Differential Revision: https://developer.blender.org/D1764
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This is an initial move to have unittests to at least cover
utility functions, which then could be extended further to
test such areas as shader optimization and such.
Currently only based on initial "infrastructure" layout and
writing tests needed to test the no-boost patch.
Note: This patch starts to use "<dir>/<header>.h" notation
for the include statements which i just got used to do in
other projects. Something what would be cool to use globally
in the code eventually.
Reviewers: dingto, juicyfruit, lukasstockner97, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1770
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There were some missing stubs and some tests were specifically
written for Linux. Also, apparently MSVC has a limit of 64K for
the insource strings..
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We've upgraded to Boost-1.60 and MSVC2013 since the workaround
was originally committed. After checks with current compiler and
libraries the original bug is no longer happening.
This will make string comparison much faster in Windows, solving
synchronization bottlenecks of fewzillion objects.
Thanks Martin Felke (aka scorpion81) for the tests!
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Unfortunately this doesn't make all tests compilable due
to all sort of weird and wonderful bad levels includes
on Windows (G referenced from bf_blenlib) but at least
allows to selectively build tests for now.
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prefs.
Now store the multisample setting each window was created with.
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Explicitly truncate to Rm same way as the Gaussian BSSRDF, and use safe_sqrtf()
to be sure in case of float precision issues.
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We can get rid of more ifdefs once all platforms are on OSL 1.7 soon.
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This change the following values:
- World settings:
- Use MIS: On
- MIS Samples: 1
- MIS Resolution: 1024
Enabling World MIS per default won't make simple backgrounds (flat background color) slower,
see previous commit. This gets disabled internally if World MIS is not actually needed.
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When World MIS is enabled by the user, we now check if we actually need it.
In case of a simple node setup (no procedurals, no HDRs..) we auto disable MIS internally to save render time.
This change is important for upcoming default changes.
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No functional changes, this change is done for consistency of upcoming changes.
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treedata could have a non-initialized tree in case of edge_snapping, leading to segfault.
Spotted by @mano-wii, thanks.
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Same causes as when snapping to faces, so same solution: in case of ortho view,
offset start of ray to be just slightly outside of the target's bbox, to avoid
too much far away start point that generate floating point computation instability
in BVH raycasting.
Note that this lead to some refactoring, to avoid duplicating too much of code.
For now, edge snapping seems to behave OK (uses different logic), so not touched.
Based on patch by Germano Cavalcante (@mano-wii), thanks!
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rendered since opening
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TweakMode
When in TweakMode on NLA strips that had an offset, it was not possible to select
those keyframes in the Summary Channel in the Dope Sheet.
The main gist of it is that the current code is from before the summary track was
introduced, and so could assume that ANIM_nla_mapping_get() would work for all channels
present. Thus, simply converting the clicked frame to nla-mapped time once would be
enough. However, for summary channels, nla-mapping_get() doesn't do anything, since
we can potentially include keyframes from several different objects!
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Bezier handles getting stretched unreasonably
Patch by Alexander Gavrilov (angavrilov)
Reviewed by Joshua Leung (aligorith)
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but scene is set to CPU
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Please remember to change those each time you update building code and there is no version change.
Otherwise poeple re-running the script won't get the updated builds.
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The value was too high, causing bad Newton iteration step.
Now the value is not so good, but it's still within 9 iterations
and those high number of iterations are only happening in
approx 1% of input values.
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This updates our file to OSL 1.7.1, which comes with some new inbuilt
features:
- linearstep()
- smooth_linearstep()
- hash()
- getchar()
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D1756 by @youle, uses existing texture mapping option.
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Label text editing uses colors from text buttons
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Since we're now on 1.7 we can skip building the OSL testsuite. It was giving various compilation errors on different machines and we don't need them anyway...so just disabling them in the script.
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Use existing text select colors when text matches select color.
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The idea is simply to pre-compute fitting and parameterization
in the bssrdf_setup() function and re-use the values in both
sample() and eval().
The only trick is where to store the pre-calculated values and
the answer is inside of ShaderClosure->custom{1,2,3}. There's
no memory bump here because we now simply re-use padding fields
for the pre-calculated values. Similar trick we can do for other
BSDFs.
Seems to give nice speedup up to 7% here on my desktop with
Core i7 CPU, SSE4.1 kernel.
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Using this paper:
http://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf
This model gives less blurry results than the Cubic and Gaussian
we had implemented:
- Cubic: https://developer.blender.org/F279670
- Burley: https://developer.blender.org/F279671
The model is called "Christensen-Burley" in the interface, which
actually should be read as "Physically based" or "Realistic".
Reviewers: juicyfruit, dingto, lukasstockner97, brecht
Reviewed By: brecht, dingto
Subscribers: robocyte
Differential Revision: https://developer.blender.org/D1759
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Using context overrides means stdout/stderr overrides can't be left set by accident.
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