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2017-04-03Merge branch 'master' into cycles_disney_brdfcycles_disney_brdfSchoen
2017-03-31Cycles: Solve threading conflict in shader synchronizationSergey Sharybin
Update tag might access links (when checking for attributes) and the links might be in the middle of rebuild in simplification logic.
2017-03-29Cycles: Make all #include statements relative to cycles source directorySergey Sharybin
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
2017-03-29Cycles: Bring back preview AA samples when using BPTSergey Sharybin
This was removed in 93426cb. Please be more accurate when changing interface.
2017-03-28Fix T51068: Place props in their own rowAaron Carlisle
This allows the props to extend into the blank space that is to the right.
2017-03-27Cycles UI: Avoid abreviation for Hair Extension.Thomas Dinges
Since 2.5x we should try to avoid such abreviations in the UI, except for common terms like Min / Max as much as possible.
2017-03-27Cycles: Move Shadow Catcher UI option next to Ray Visibility.Thomas Dinges
Previously it was beneath the Performance UI label, which was incorrect. It's better suited next to Ray Visibility.
2017-03-27Cycles: First implementation of shadow catcherSergey Sharybin
It uses an idea of accumulating all possible light reachable across the light path (without taking shadow blocked into account) and accumulating total shaded light across the path. Dividing second figure by first one seems to be giving good estimate of the shadow. In fact, to my knowledge, it's something really similar to what is happening in the denoising branch, so we are aligned here which is good. The workflow is following: - Create an object which matches real-life object on which shadow is to be catched. - Create approximate similar material on that object. This is needed to make indirect light properly affecting CG objects in the scene. - Mark object as Shadow Catcher in the Object properties. Ideally, after doing that it will be possible to render the image and simply alpha-over it on top of real footage.
2017-03-27Cycles: Optimize shaders earlier to skip unneccessary attributes for ↵Lukas Stockner
noninteractive rendering Before, Cycles would first sync the shader exactly as shown in the UI, then determine and sync the used attributes and later optimize the shader. Therefore, even completely unconnected nodes would cause unneccessary attributes to be synced. The reason for this is to avoid frequent resyncs when editing shaders interactively, but it can still be avoided for noninteractive renders - which is what this commit does. Reviewed by: sergey Differential Revision: https://developer.blender.org/D2285
2017-03-21Cycles: Fix wrong vector allocation in the mesh sync codeLukas Stockner
2017-03-20Cycles: Update remaining time once per second without waiting for a tile changeLukas Stockner
Previously, the code would only update the status string if the main status changed. However, the main status did not include the remaining time, and therefore it wasn't updated until the amount of rendered tiles (which is part of the main status) changed. This commit therefore makes the BlenderSession remember the time of the last status update and forces a status update if the last one was more than a second ago. Reviewers: sergey Differential Revision: https://developer.blender.org/D2465
2017-03-20Remove register_module use in CyclesCampbell Barton
2017-03-15Cycles: Allow rendering a range of resumable chunksSergey Sharybin
The range is controlled using the following command line arguments: --cycles-resumable-start-chunk --cycles-resumable-end-chunk Those are 1-based index of range for rendering.
2017-03-15Cycles: Use argument parser for resumable render featureSergey Sharybin
Currently there is no functional changes, but we will be adding couple more of options here soon.
2017-03-12Fix T50628: gray out cycles device menu when no device configured only for ↵Brecht Van Lommel
GPU Compute.
2017-03-10Cycles: Cleanup, extra semicolon and spaceSergey Sharybin
2017-03-09Cycles: add single program debug option for split kernelHristo Gueorguiev
Single program generally compiles kernels faster (2-3 times), loads faster, takes less drive space (2-3 times), and reduces the number of cached kernels.
2017-03-08Cycles: CUDA implementation of split kernelMai Lavelle
2017-03-08Cycles: CPU implementation of split kernelMai Lavelle
2017-02-27Fix T50634: Hair Primitive as Triangles + Hair shader with a texture = crashSergey Sharybin
Attributes were not resized after pushing new triangles to the mesh.
2017-02-27Fix part of T50634: Hair Primitive as Triangles + Hair shader with a texture ↵Sergey Sharybin
= crash Wrong formula was used to calculate needed verts and tris to be reserved.
2017-02-27Cycles: Make it more clear values never changes by using const qualifierSergey Sharybin
2017-02-22Cycles: Fix shading with autosmooth and custom normalsSergey Sharybin
New logic of split_faces was leaving mesh in a proper state from Blender's point of view, but Cycles wanted loop normals to be "flushed" to vertex normals. Now we do such a flush from Cycles side again, so we don't leave bad meshes behind. Thanks Bastien for assistance here!
2017-02-20Fix T50718: Regression: Split Normals Render Problem with CyclesSergey Sharybin
The issue seems to be caused by vertex normal being re-calculated to something else than loop normal, which also caused wrong loop normals after re-calculation. For now issue is solved by preserving CD_NORMAL for loops after split_faces() is finished, so render engine can access original proper value.
2017-02-16Faces split: Don't leave CD_NORMAL after splitSergey Sharybin
This is supposed to be a temporary layer. If someone needs loop normals after split it should explicitly ask for that.
2017-02-15Cycles: Cleanup, styleSergey Sharybin
2017-02-15Cycles: Fix wrong pointiness caused by precision issuesSergey Sharybin
2017-02-13Fix T50655: Pointiness is too slow to calculateSergey Sharybin
Optimize vertex de-duplication the same way as we do doe Remove Doubles.
2017-02-13Cycles: Use Cycles-side mesh instead of C++ RNASergey Sharybin
Those are now matching and it's faster to skip C++ RNA to calculate pointiness.
2017-02-12Cycles: Don't use built-in API for image sequences in preview modeSergey Sharybin
Our Python API is not ready for such things at all. Better be slower but more correct for until we improve our API.
2017-02-10Cycles: Cleanup, move EdgeMap to blender_utilSergey Sharybin
it's better place for such an utility structure. Still not fully ideal tho.
2017-02-10Cycles: Make an utility class for edge mapSergey Sharybin
Simplifies some logic.
2017-02-10Cycles: Fix pointiness attribute giving wrong results with autosplitSergey Sharybin
Basically made the algorithm to handle vertices with the same coordinate as a single vertex.
2017-02-10Cycles: Cleanup: Use less indentation by inverting conditionSergey Sharybin
2017-02-10Cycles: Calculate all vertex attribute after faces generationSergey Sharybin
This way the calculation is not spread over multiple places.
2017-02-10Cycles: Cleanup: use vector instead of bare mallocSergey Sharybin
This way memory is more "manageable" and easier to follow.
2017-02-06Merge branch 'master' into cycles_disney_brdfPascal Schoen
2017-02-01Cycles: Fix rng_state initialization when using resumable renderingLukas Stockner
2017-01-31Cycles: Fix spelling in commentSergey Sharybin
2017-01-27Cycles: Add option to replace GI with AO approximation after certain amount ↵Sergey Sharybin
of bounces This is a speed up option which is mainly useful for viewport. Gives nice speedup in the barbershop scene of 2x when replacing GI with AO after 2nd bounce without loosing too much details. Reviewers: brecht Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D2383
2017-01-25Fix T50032: Wrong render result when same image is used with and without alphaSergey Sharybin
2017-01-25Fix T49405: Crash when baking with adaptive subdivisionMai Lavelle
Blenders baking system currently doesn't support the topology used by adaptive subdivision and primitive ids will be wrong or out of range leading to crashes. Updating the baking system to support other topologies would be a bit involved, so for now we simply disable subdivision while baking to avoid crashes.
2017-01-24Merge branch 'master' into cycles_disney_brdfPascal Schoen
2017-01-24Renamed the Disney BSDF to Principled BSDF.Pascal Schoen
2017-01-24Use new manual URLAaron Carlisle
2017-01-23Cycles: Fix typo in the panel nameSergey Sharybin
No user visible changes, it was a typo in the name of the class. Spotted by povmaniac in IRC, thanks!
2017-01-22Fix T50491: Cycles UI breaks when pushing F8.Bastien Montagne
Cycles add-on did not actually support reloading correctly. When you want to correctly reload sub-modules (i.e. modules of an add-on which is a package), you need to use importlib, a mere import will do nothing with already loaded modules (RNA classes are sort of pre-registered when they are evaluated, through the meta-class system).
2017-01-20Cycles: Add option to split triangle motion primitives by time stepsSergey Sharybin
Similar to the previous commit, the statistics goes as: BVH Steps Render time (sec) Memory usage (MB) 0 46 260 1 27 373 2 18 598 3 15 826 Scene used for the tests is the agent's body from one of the barber shop scenes (no textures or anything, just a diffuse material). Once again this is limited to regular (non-spatial split) BVH, Support of spatial split to this feature will come later.
2017-01-20Cycles: Add option to split curve motion primitives by time stepsSergey Sharybin
The idea is to create several smaller BVH nodes for each of the motion curve primitives. This acts as a forced spatial split for the single primitive. This gives up render time speedup of motion blurred hair in the cost of extra memory usage. The numbers goes as: BVH Steps Render time (sec) Memory usage (MB) 0 258 191 1 123 278 2 69 453 3 43 627 Scene used for the tests is the agent's hair from one of the barber shop scenes. Currently it's only limited to scenes without spatial split enabled, since the spatial split builder requires some changes to work properly with motion steps coordinates.
2017-01-20Fix T50460. Greying out issue with Cycles culling options.Thomas Dinges