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2011-10-03Cycles: fix a few more msvc issues with empty scenes and ustring setting.Brecht Van Lommel
2011-10-03Cycles: some tweaks to silence msvc assertions in debug mode.Brecht Van Lommel
2011-09-02Cycles:Brecht Van Lommel
* Fix crash in light path node * Fix struct alignment issue for cuda * Fix issue with instances taking up too much memory * Fix issue with ray visibility working incorrect on some objects * Enable OpenCL always and remove option, it has no dependencies so may as well * Refuse to load kernel if OpenCL version < 1.1, recent drivers are needed * Better error handling for OpenCL device * 3D views with rendered draw mode will now revert to wireframe on file load
2011-09-01Cycles:Brecht Van Lommel
* Add max diffuse/glossy/transmission bounces * Add separate min/max for transparent depth * Updated/added some presets that use these options * Add ray visibility options for objects, to hide them from camera/diffuse/glossy/transmission/shadow rays * Is singular ray output for light path node Details here: http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
2011-08-16Cycles:Brecht Van Lommel
* add some (disabled) test code for using OpenImageIO in imbuf * link cycles, openimageio and boost into blender instead of a shared library * some cmakefile changes to simplify the code and follow conventions better * this may solve running cycles problems on windows XP, or give a different and hopefully more useful error message
2011-08-10Cycles: clang build fixes.Brecht Van Lommel
2011-05-03Cycles: first batch of windows build fixes, not quite there yet.Brecht Van Lommel
2011-04-28Cycles: hook up the CMake build system.Brecht Van Lommel
New build instructions for Ubuntu Linux in the wiki: http://wiki.blender.org/index.php/Dev:2.5/Source/Cycles
2011-04-27Cycles render engine, initial commit. This is the engine itself, blender ↵Ton Roosendaal
modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php