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2013-06-03Cycles / Math functions:Thomas Dinges
* Rename some math functions: len -> length len_squared -> length_squared normalize_len -> normalize_length * This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency. * Tested CPU, CUDA and OpenCL compile, should be no functional changes.
2013-05-28move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)Campbell Barton
remove MEM_sys_types.h which was a duplicate.
2013-05-28Cycles OpenCL: disable requirement of enabling Experimental, environment ↵Brecht Van Lommel
varibale already adds an extra step. Also list all features for OpenCL AMD to make testing easier.
2013-05-23Cycles / Toon BSDF:Thomas Dinges
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. * There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon Example render & blend file: http://www.pasteall.org/pic/show.php?id=51970 http://www.pasteall.org/blend/21579
2013-05-20Cycles / Wireframe node:Thomas Dinges
* Added a wireframe node (Input category) to get access to Mesh wireframe data. The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. * Only the triangulated mesh is available now, quads is for later. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe Render and Example file: http://www.pasteall.org/pic/show.php?id=51731 http://www.pasteall.org/blend/21510
2013-05-18Code cleanup / Cycles:Thomas Dinges
* Simplify shaperadius() function a bit to avoid castings. * Style cleanup 1.f -> 1.0f, to follow rest of Cycles code.
2013-05-17This commit addresses the somewhat weak handling of stackless textures in ↵Bastien Montagne
Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine. So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures... I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene). This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles). Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too. Thanks to Brecht for reviewing.
2013-05-17Code cleanup / Cycles:Thomas Dinges
* Put render resolution x/y into a function.
2013-05-16code cleanup: double promotion warnings.Campbell Barton
2013-05-12Cycles / Math:Thomas Dinges
* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
2013-05-11Fix #35306: cycles normal mapping not working with flat shading.Brecht Van Lommel
2013-05-10Cycles: bump node changes to add a Distance input that controls the overall ↵Brecht Van Lommel
displacement distance, and an Invert option to invert the bump effect.
2013-05-10Cycles: add Use Surfaces and Use Hair option to render layers, to disable ↵Brecht Van Lommel
rendering of hair and surfaces, similar to blender internal options.
2013-05-10Code cleanup / Cycles:Thomas Dinges
* Change some more if / else if conditions to switch / case. * Avoid an unneeded variable casting in phong_ramp closure.
2013-05-10Fix #35282: cycles color ramp set to constant interpolation did not work well.Brecht Van Lommel
2013-05-08Cycles / Hair rendering:Thomas Dinges
* Enable hair rendering on the GPU. Patch by Stuart Broadfoot, with small tweaks by me, to only enable it on sm_20 and above.
2013-05-05Fix #35209: cycles generated texture coordinates did not stick to deforming ↵Brecht Van Lommel
meshes.
2013-05-01Fix for bug reported by Thomas Dinges on IRC: OSL script node was not ↵Lukas Toenne
initializing the data_type variable for shader sockets and so tried to set a non-existing float RNA property, leading to failed assert.
2013-04-28Fix for "new" Cycles handling of textures, UI code assumed all texture users ↵Bastien Montagne
use "texture" as prop name, but at least WeightVG modifiers do not. Fixed by adding a "texture_user_property" member to spacebuts' context, and using it to get the prop identifier in ui script. Thanks to Brecht for its advice!
2013-04-28Fix #35121: cycles 3D viewport render pause button not working during render.Brecht Van Lommel
2013-04-25Fix #35077: cycles incorrectly rendered an empty with dupligroup that wasBrecht Van Lommel
dupliverted by its parent.
2013-04-25Fix #34714: cycles viewport render would restart when minimizing and ↵Brecht Van Lommel
unminimizing a maximized Blender window in Ubuntu Unity. The window size would slightly change as part of the unminimize effect. Now cycles waits 0.2 seconds before restarting rendering after a viewport resize, also a bit less flickery when changing the 3d view size in Blender itself.
2013-04-16Cycles: when render layers have per layer number of samples set, the SamplingBrecht Van Lommel
panel now has an option to specify how to use them. There's three options: * Use: render layer samples override scene samples * Bounded: bound render layer samples by scene samples * Ignore: ignore render layer sample settings
2013-04-16Fix #34966: cycles packed PNG images were showing alpha fringe, packed imagesBrecht Van Lommel
were not properly premultiplied.
2013-04-16update uncrustify config, use floats for FloatProperty() min/maxCampbell Barton
2013-04-16Cycles Hair: Strand Minimum Pixel SizeStuart Broadfoot
Code is added to restrict the pixel size of strands in cycles. It works best with ribbon primitives and a preset for these is included. It uses distance dependent expansion of the strands and then stochastic strand removal to give a fading. To prevent a slowdown for triangle mesh objects in the BVH an extra visibility flag has been added. It is also only applied for camera rays. The strand width settings are also changed, so that the particle size is not included in the width calculation. Instead there is a separate particle system parameter for width scaling.
2013-04-11Fix for material icon rendering with cyclesSergey Sharybin
Materials icons used to miss transparent background and were using world environment which didn't give so nice results. Reviewed by Brecht, thanks!
2013-04-11Fix #34948, bug in Cycles node groups. The proxy node maps used to identify ↵Lukas Toenne
external connections of node group nodes were having name clashes with input/output sockets of the same name, leading to invalid cyclic connections in the cycles shader graph that were subsequently removed (prints warnings in terminal). Solution is to use two separate maps for inputs and outputs so group node sockets can safely use the same identifier.
2013-04-07Cycles UI:Thomas Dinges
* Revert ui.py changes from r55868, I merged that over manually with tweaks in r55858.
2013-04-07Missing updates in the doc/ and intern/ folders during the merger in ↵Tamito Kajiyama
revision 55847.
2013-04-07freestyle lineset `tag` attribute was defined but not used, also some code ↵Campbell Barton
cleanup.
2013-04-07Properties Editor / Render Layers:Thomas Dinges
* Cycles Render layers UI was broken after freestyle merge (changes were not merged). Did manual edits now with some tweaks. * Some layout fixes for Mask Layer.
2013-04-05Fix another part of #34877: cycles progress status text not showing correct withBrecht Van Lommel
per render layer samples in addition to the progress bar. Also fixed job progress bar not working at all on high DPI / retina, was so small the actual progress was not visible.
2013-04-05Fix #34877: The render status feedback (progress bar) does not take into ↵Sergey Sharybin
account specific Renderlayer samples
2013-04-02Cycles: initial subsurface multiple scattering support. It's not working asBrecht Van Lommel
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-02Cycles: code refactoring to add generic lookup table memory.Brecht Van Lommel
2013-03-29misc minor edits.Campbell Barton
- pass string size to BLI_timestr() to avoid possible buffer overrun. - quiet warning for mingw. - include guards for windows utf conversion funcs. - fix for mistage in edge-angle-selection check. - some style cleanup.
2013-03-28code cleanup: python/pep8 and double-promotion warnings.Campbell Barton
2013-03-24Fix for [#34747] Rendering invisible tilesThomas Dinges
* reset_session() was not taking render percentage into account in case persistent_data was enabled. * also deprecate old "maximsize" DNA variable.
2013-03-23Fix for cycles group node bug, reported on IRC: Group nodes input proxies ↵Lukas Toenne
did not get their correct default value set. Forgot to add this during r55440 ...
2013-03-23Cycles:Thomas Dinges
* Move OpenGL settings out of the film panel into its own. Imho these should go completely elsewhere, but better separated than mixed with Cycles settings.
2013-03-22code cleanup: use booleans and const's for operator vars.Campbell Barton
2013-03-21Fix #34700: cycles depth of field now works with orthographic cameras too.Brecht Van Lommel
2013-03-20Fix for #34708 and #34709, cycles group nodes were not working well with 0 ↵Lukas Toenne
or 2+ group input/output nodes. The issue here was that the proxy nodes created for connecting extern group node sockets to the internal nodes were generated by the input/output nodes themselves. 0 input/output nodes: there would be no proxy that external group node sockets can map to 2+ input/output nodes: additional nodes would overwrite entries from previous nodes, so that only one of the input/output nodes would be used. Solution is to always generate exactly 1 proxy node for every group socket in advance, regardless of whether it is used internally. Internal node sockets can then all map to this proxy node. In the case out output nodes there should only ever be one active node, otherwise the connection to the proxy would be ambiguous. For this purpose the NODE_DO_OUTPUT flag has been exposed to RNA, so that cycles can check it and only use the active output.
2013-03-18Merge of the PyNodes branch (aka "custom nodes") into trunk.Lukas Toenne
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-16Fix for [#34654] Cycles hair particle system modifier obeys viewport ↵Thomas Dinges
visibility as well * Now Show Render and Show Viewport flags work independently and correct.
2013-03-14Border rendering now works for all scenes used in compositor,Sergey Sharybin
before this only active scene would be rendered with border. When do_render_fields_blur_3d() is finished, it'll modify render's display rect so it'll correspond bordered render result placed on black backgrund. Actual border is stored nowhere, which makes it only way to re-calculate disprect for all other renders used in compo based on source. Not so big deal actually. Also needed to modify Cycles a bit, because before this patch it used border settings from scene being rendered. Now made it so render data is passing to external engines. Using a property inside RenderEngine structure for this. Not best ever design for passing render data, but this would prevent API breakage. So now external engines could access engine.render to access active rendering settings. Reviewed by Brecht, thanks!
2013-03-03Fix #34508: particle emitter show/hide option did not work correct afterBrecht Van Lommel
recent bugfix.
2013-03-01Fix #34480: cycles hair render in dupligroup did hide the emitter properly ↵Brecht Van Lommel
in some cases.
2013-03-01Fix related to #34481: show units for camera aperature radius.Brecht Van Lommel