Age | Commit message (Collapse) | Author |
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Conflicts:
source/blender/editors/object/object_ops.c
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for Cycles UI
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Conflicts:
source/blender/windowmanager/intern/wm_playanim.c
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Conflicts:
source/blender/editors/animation/anim_draw.c
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For animations, you often want an animated render seed (noise pattern).
This could be done by e.g. setting a driver on the seed value.
Now it's a little checkbox, that can be enabled.
The animated seed is based on the current Blender frame and
the seed value itself. Simply enabling it, will already result in an animated
seed (different on each Blender frame), but it can be randomized further
by setting a different seed value.
Disabled per default, so no backward compatibility break.
Differential Revision: https://developer.blender.org/D1285
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Conflicts:
build_files/scons/tools/Blender.py
source/blender/blenkernel/intern/mesh.c
source/blender/blenkernel/intern/object.c
source/blender/blenkernel/intern/particle_system.c
source/blender/editors/interface/interface_handlers.c
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Branched Path is not supported, neither in the Split nor Megakernel.
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Conflicts:
source/blender/editors/space_sequencer/sequencer_draw.c
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This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.
Reviewers: lukastoenne, campbellbarton, dingto
Reviewed By: campbellbarton, dingto
Subscribers: dingto, nutel, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1273
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Conflicts:
intern/cycles/blender/blender_object.cpp
intern/cycles/blender/blender_sync.h
source/blender/editors/interface/interface_utils.c
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This patch adds support for light portals: objects that help sampling the
environment light, therefore improving convergence. Using them tor other
lights in a unidirectional pathtracer is virtually useless.
The sampling is done with the area-preserving code already used for area lamps.
MIS is used both for combination of different portals and for combining portal-
and envmap-sampling.
The direction of portals is considered, they aren't used if the sampling point
is behind them.
Reviewers: sergey, dingto, #cycles
Reviewed By: dingto, #cycles
Subscribers: Lapineige, nutel, jtheninja, dsisco11, januz, vitorbalbio, candreacchio, TARDISMaker, lichtwerk, ace_dragon, marcog, mib2berlin, Tunge, lopataasdf, lordodin, sergey, dingto
Differential Revision: https://developer.blender.org/D1133
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This option makes it so BVH does not use pre-aligned storage for triangle vertex
coordinates which was originally needed for faster coordinate lookup when doing
triangle intersection test. This array gives up to 10% performance comparing to
fetching individual coordinates but it also used 12 floats per BVH primitive,
which might translate to quite huge array in a complex scene.
Intention of this option is to investigate if this is a right direction to make
gooseberry files being able to render on local farm which is not totally great
in memory.
Current approach is not totally cheap, meaning even the case with the storage
enabled might be slower, but currently it's within 1%.
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Conflicts:
intern/cycles/blender/blender_sync.h
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The idea is to give artists a simplier way to control memory usage in such
scenes as grass fields by doing automatic object culling based on whether
they're visible in the frame or not.
This is controlled on per-object level. In order to use this option few
steps are required:
- Allow renderer to use camera culling (Performance panel of render settings)
- Set camera cull margin (measured in relative value to the render resolution)
- Enable Camera Cull for objects which are desired to be culled
(object culling option could be found in Option panel in object buttons).
Interface decisions are not final for sure and to be refined if this
option is considered good enough for production.
Reviewers: juicyfruit, brecht, campbellbarton
Subscribers: venomgfx, eyecandy
Differential Revision: https://developer.blender.org/D1230
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Conflicts:
source/blender/blenkernel/intern/image.c
source/blender/blenkernel/intern/object_dupli.c
source/blender/blenkernel/intern/sequencer.c
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/space_view3d/view3d_ops.c
source/blender/makesdna/DNA_sequence_types.h
source/blender/makesdna/DNA_view3d_types.h
source/blender/windowmanager/CMakeLists.txt
source/blender/windowmanager/intern/wm_operators.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
OSL is not currently supported. There's no actual stoppers for support
it, but so far it's not really a priority at this point.
Reviewers: campbellbarton, juicyfruit, brecht
Subscribers: campbellbarton, dingto, eyecandy
Differential Revision: https://developer.blender.org/D1208
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NudelZ on irc, thanks!
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A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.
People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.
Technical details:
This uses geometry shaders + instancing and is an adaptation of
techniques gathered from
http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-
http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt
TODOs:
* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
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Conflicts:
release/scripts/startup/bl_ui/space_view3d.py
source/blender/blenkernel/BKE_camera.h
source/blender/blenkernel/BKE_screen.h
source/blender/blenkernel/intern/camera.c
source/blender/blenkernel/intern/screen.c
source/blender/blenloader/intern/readfile.c
source/blender/blenloader/intern/versioning_270.c
source/blender/blenloader/intern/writefile.c
source/blender/editors/include/ED_view3d.h
source/blender/editors/render/render_opengl.c
source/blender/editors/space_view3d/space_view3d.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/gpu/CMakeLists.txt
source/blender/gpu/GPU_compositing.h
source/blender/gpu/GPU_extensions.h
source/blender/gpu/intern/gpu_compositing.c
source/blender/gpu/intern/gpu_extensions.c
source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
source/blender/gpu/shaders/gpu_shader_fx_vert.glsl
source/blender/makesdna/DNA_camera_types.h
source/blender/makesdna/DNA_gpu_types.h
source/blender/makesdna/DNA_view3d_types.h
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/intern/rna_camera.c
source/blender/makesrna/intern/rna_scene.c
source/blender/makesrna/intern/rna_space.c
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set as focused
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also remove empty class parenthesis
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Conflicts:
release/scripts/startup/bl_ui/properties_particle.py
source/blender/blenkernel/BKE_cloth.h
source/blender/blenkernel/intern/cloth.c
source/blender/blenkernel/intern/collision.c
source/blender/blenkernel/intern/particle.c
source/blender/blenkernel/intern/particle_system.c
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/physics/particle_edit.c
source/blender/makesdna/DNA_particle_types.h
source/blender/physics/BPH_mass_spring.h
source/blender/physics/intern/BPH_mass_spring.cpp
source/blender/physics/intern/implicit_blender.c
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Also adds safe-area presets.
D325 by Diego Gangl with own edits.
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/makesrna/intern/rna_modifier.c
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This was already mixed a bit, but the dot belongs there.
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We might remove this again in the future, but for testing purposes
during the release cycle, this will be useful.
The setting defaults to QBVH, and can be found in the Performance panel.
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* Alpha Property was removed (Fix T42690)
* Some tweaks to make the panel look better again.
* Use abreviated form "Multiple Importance" everywhere, for consistency.
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the material panel.
Patch by Phillipp Oeser (D62) with some minor modifications, thanks!
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With this setting, we can limit the influence of a lamp to a certain amount of bounces.
0 = Only direct light contribution
1 = 1 light bounce
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Differential revision: https://developer.blender.org/D860
You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
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It is per-material setting which could be found under the Volume settings
in the material and world context buttons.
There could still be some code-wise improvements, like using variable-size
macro for interp3d instead of having interp3d_ex to which you can pass the
interpolation method.
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