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AgeCommit message (Collapse)Author
2012-07-04More spell checking.Bastien Montagne
2012-06-25Fix cycles not working in 3d local view, and missing update when toggling hidingBrecht Van Lommel
in the outliner.
2012-06-20Fix #31883: cycles vectors pass rendering crash with some render layers usingBrecht Van Lommel
it and others not.
2012-06-20style cleanupCampbell Barton
2012-06-14Cyles UI:Thomas Dinges
* Alignment fix for the "Samples" panel, this way both columns are aligned nicely.
2012-06-13Cycles:Thomas Dinges
* "preview_aa_samples" minimum should be 0, not 1.
2012-06-13Cycles:Thomas Dinges
* UI Tooltip fix.
2012-06-13Cycles: first step for implementation of non-progressive sampler that handlesBrecht Van Lommel
direct and indirect lighting differently. Rather than picking one light for each point on the path, it now loops over all lights for direct lighting. For indirect lighting it still picks a random light each time. It gives control over the number of AA samples, and the number of Diffuse, Glossy, Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample. This helps tuning render performance/noise and tends to give less noise for renders dominated by direct lighting. This sampling mode only works on the CPU, and still needs proper tile rendering to show progress (will follow tommorrow or so), because each AA sample can be quite slow now and so the delay between each update wil be too long.
2012-06-13Fix cycles crash when viewport camera border goes out of view.Brecht Van Lommel
2012-06-13Fix #31780, cycles nested group rendering broken. Was using the dupli object ↵Lukas Toenne
'index' member to identify dupli objects, but this is not unique and in fact just 0 in most cases. Needs to use a simple dupli list counter instead.
2012-06-12Cycles:Thomas Dinges
* Add back a break, which was deleted in r47773.
2012-06-12Fix #31675 Reroute nodes aren't working for cycles.Lukas Toenne
Note that currently the reroute nodes are hardcoded to color values, which means they will not work for shader type connections (and possibly cause overhead for float and vector conversion). Looking into a solution.
2012-06-10Fix #31747, broken image sequence loading after r47432.Lukas Toenne
The image file name function was updating the iuser->framenr using a supposed cfra parameter. However, the actual cfra is unknown when loading movies or sequences, so the iuser->framenr value itself was passed in its place, leading to incremental addition of the iuser frame offset. Removed the cfra parameter altogether from the image path function. This should instead be done separately if necessary, it's not an inherent part of constructing the image file name.
2012-06-09style cleanup: assignment & indentation.Campbell Barton
2012-06-09code cleanup: removed/renamed shadow & duplicate variable definitions.Campbell Barton
2012-06-09code cleanup: quiet all warnings about double promotion (either by changing ↵Campbell Barton
the type or explicitly casting).
2012-06-09style cleanup: block commentsCampbell Barton
2012-06-08Added a default case in switch to avoid paranoid compiler warnings.Lukas Toenne
2012-06-08Particle Info node for Cycles. This can be used to access particle ↵Lukas Toenne
information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed. The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode). Some simple use cases on the code.blender.org blog: http://code.blender.org/index.php/2012/05/particle-info-node/
2012-06-07Cycles: border render now works in the viewport, when looking through theBrecht Van Lommel
camera, same as in render. It draws objects in solid draw mode outside of the border.
2012-06-04Cycles: support for image sequences in image/environment texture node.Brecht Van Lommel
2012-06-04Cycles: spot lamp support.Brecht Van Lommel
2012-05-29Fix #31556: cycles object info random value was not properly randomized forBrecht Van Lommel
dupligroups.
2012-05-29Fix compilation error of Cycles after recent py node removalSergey Sharybin
2012-05-28Cycles: fixes to make CUDA 4.2 work, compiling gave errors in shadows andBrecht Van Lommel
other places, was mainly due to instancing not working, but also found issues in procedural textures. The problem was with --use_fast_math, this seems to now have way lower precision for some operations. Disabled this flag and selectively use fast math functions. Did not find performance regression on GTX 460 after doing this.
2012-05-27style cleanupCampbell Barton
2012-05-23Fix: cycles not supporting scene background sets.Brecht Van Lommel
2012-05-21Cycles: add Object Info node, with outputs object location, object/materialBrecht Van Lommel
pass index, and a random number unique to the instance of the object. This can be useful to give some variation to a single material assigned to multiple instances, either manually controlled through the object index, based on the object location, or randomized for each instance. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-18Fix #31518: changing cycles exposure did unnecessary rerender in viewport.Brecht Van Lommel
2012-05-08Cycles: add light falloff node, with quadratic/linear/constant falloff and aBrecht Van Lommel
smoothing factor to reduce high values near the light. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff Note that this was already possible to do manually with the Ray Length, but this adds a convenient node for it. This commit also makes the mapping node min/max option work, fixing #31348.
2012-05-07Some misc fixes to UI messages...Bastien Montagne
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-05Fix related to #31317: viewport render layer rendering now uses render ↵Brecht Van Lommel
visibility rather than viewport visibility, is more useful that way.
2012-05-04Fisheye Camera for CyclesDalai Felinto
For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-02Fix #31168: cycles mask layer should only affect objects for camera rays.Brecht Van Lommel
Fix: texture coordinate normal output was not correct, still changed under object transform.
2012-04-30Cycles Addon:Thomas Dinges
* Some tiny updates and cleanups to the Cycles addon entry.
2012-04-30Cycles: support for motion vector and UV passes.Brecht Van Lommel
Most of the changes are related to adding support for motion data throughout the code. There's some code for actual camera/object motion blur raytracing but it's unfinished (it badly slows down the raytracing kernel even when the option is turned off), so that code it disabled still. Motion vector export from Blender tries to avoid computing derived meshes when the mesh does not have a deforming modifier, and it also won't store motion vectors for every vertex if only the object or camera is moving.
2012-04-28Cycles: merging features from tomato branch.Brecht Van Lommel
=== BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-26Fix #31058: missing Simplify panel for cycles.Brecht Van Lommel
2012-04-23Fix #31065: cycles render crash with large node groups, increased the stackBrecht Van Lommel
size now, this seems to work well after some testing. Fix: material override not working on objects without a material assigned.
2012-04-13Fix #30376: cycles ignores camera override from sequencer.Brecht Van Lommel
2012-04-13Cycles: add render layer use environment option to disable world lighting onBrecht Van Lommel
individual render layers.
2012-04-12Fix: cycles not using local 3d view camera when it is decoupled from the scene.Brecht Van Lommel
2012-04-11Fix #30896: cycles mask layer not working for objects without material assigned.Brecht Van Lommel
2012-04-08Tiny fix for console warning, remove period from a description in Cycles.Nicholas Bishop
2012-04-05Cycles: add rejection of inf/nan samples, in principle these should not happenBrecht Van Lommel
but this makes it more reliable for now. Also add an integrator "Clamp" option, to clamp very light samples to a maximum value. This will reduce accuracy but may help reducing noise and speed up convergence.
2012-04-04Fix #30803: shader node Mapping location property conflicted with based classBrecht Van Lommel
location property (for the node editor), now renamed to "translation".
2012-03-28Cycles: shadow pass support. Note that this only takes into account lamps,Brecht Van Lommel
emitting objects or world lighting do not contribute to the shadow pass. Consider this more as a pass useful for some compositing tricks, unlike other lighting passes this pass can't be used to exactly reconstruct the combined pass.
2012-03-28Cycles: add rendered draw mode option in 3d view header to show the activeBrecht Van Lommel
render layer rather than the viewport layers.
2012-03-26Cycles: add ColorRamp node.Brecht Van Lommel