Age | Commit message (Collapse) | Author |
|
after the Edge Split Modifier added.
Dirty normals flag has to be passed to new dm...
|
|
painting.
|
|
This was a little difficult to track down, basically it was a missing
escape sequence that only manifested itself when GPU did not support
bicubic filtering.
Extra:
* Fix memory leaks when an error occurs in shader compilation
* Display full shader when a compilation error occurs. Makes it easier
to diagnose if problem is caused by a syntax or compatibility error.
|
|
|
|
|
|
There were several issues involved into triangle ribbons hair:
- Even for the viewport rendering the blender scene camera was
used for orientation. This made hair triangles oriented to
the scene camera, not to the viewport camera.
- Triangle orientation was actually supposing the camera is
perspective. Triangles weren't oriented properly for the
orthographic camera resulting in different hair width across
it's length.
This issues are solved now, but there are some related TODOs:
- Rotating viewport doesn't re-orient the triangles, so after
viewport navigation hair might not look correct. However,
with this fix toggling viewport render (to force hair sync)
makes viewport render correct.
This isn't so much trivial fix, would require making BVH
aware of the dynamic triangle orientation, so they get
properly oriented without full hair re-sync.
- Panorama camera behavior didn't change but looks like it
should, however not really sure atm what's the right thing
to do here.
|
|
Color ramps with no handles caused issues.
|
|
We had complete/cancel, but no matching init for rendering,
render_pre/post callbacks aren't always usable.
|
|
|
|
|
|
|
|
|
|
|
|
Missed that part of the report somehow, thought it's all about world..
|
|
Include explicit control for texturing:
This commit introduces a painting mode option, available in
the slots panel. The default value "Material" will create slots from the
blender material, same as just merged from the paint branch.
The new option "Image", will use an explicit image field that artists can use
to select the image to paint on. This will should allow painting regardless
of the renderer used or for use in modifiers.
|
|
* Add ability to choose blend type and enable/disable toggle for each
slot for blender internal.
|
|
|
|
The issue was caused by the changed defaults from the Cycles side.
Because of those properties being saved as an IDProp and not being
saved to the file, every change to the defaults would ruin someone's
day updating the values.
Added a bpy.app.handler.version_update which is run after the regular
do_versions() are done and could be sued by the scripts to apply
versioning code on their settings.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D761
|
|
|
|
generation.
|
|
|
|
The issue was caused by the world localization setting the ID_WORLD
type update tag. Now using a function which doesn't pollute the library
and which doesn't set update flags.
|
|
Issue was caused by the precision issues which made sdivm by 1 under
it's actual value. We can try to do some eps magic, but from the tests
on laptop and desktop doing integer division is not slower than using
floats here.
|
|
tangent handles...
Added an extra option to `insert_bezt_fcurve()`, to allow full override of existing
keyframes when pasting (in this case, we do not want to inherit handles from existing
curve!).
|
|
Also avoid looping over all objects for texture paint checks when a
material changes, only check active object.
|
|
Not reported, I wonder why, this should be easy to reproduce. I guess
people really like their textures square ;)
|
|
|
|
internal.
|
|
(holding down shift key) by using the new dial functionality.
|
|
|
|
initial position. The system supports arbitrarily big angles.
|
|
|
|
|
|
internal.
This should eliminate some confusion when people use external render
engines.
|
|
Disallow kernels bigger than 2x2 for blur/sharpen in projective painting
due to performance considerations.
|
|
This reverts commit 7c7cb01aa5641414d9f0c39ab81df0f57205f362.
The smoothing weights will cause shifting in the image if not calculated
as they were in the branch. Solution for better performance will be to force-clip
kernel to a square of size two for projective painting.
|
|
Any mfaces using those materials will cause a crash.
|
|
avoid software fallback.
|
|
|
|
Thanks for Aldo Zang for the help with the fix for the panorama/fisheye
depth of field calculation and the overall math.
Reviewed By: sergey, dingto
Subscribers: juicyfruit, gregzaal, #cycles, dingto, matray
Differential Revision: https://developer.blender.org/D753
|
|
Also move this to a generic place in SConstruct instead of having this
defines in 6 different configurations.
Should not be functional changes, but please verify all the platforms.
|
|
|
|
|
|
|
|
Scripts should be updated.
|
|
|
|
|
|
|
|
Now we build 2 .cubins per architecture (e.g. kernel_sm_21.cubin, kernel_experimental_sm_21.cubin).
The experimental kernel can be used by switching to the Experimental Feature Set: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Experimental_Features
This enables Subsurface Scattering and Correlated Multi Jitter Sampling on GPU, while keeping the stability and performance of the regular kernel.
Differential Revision: https://developer.blender.org/D762
Patch by Sergey and myself.
Developer / Builder Note:
CUDA Toolkit 6.5 is highly recommended for this, also note that building the experimental kernel requires a lot of system memory (~7-8GB).
|
|
|