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2014-11-20Cleanup: Remove SD_BSDF_GLOSSY flag, unused.Thomas Dinges
2014-10-29Cleanup: Style fixes for closures, mainly bitflags and conditions.Thomas Dinges
2014-10-29Cleanup: Remove unused function in Translucent BSDF.Thomas Dinges
2014-10-10Fix typo breaking compilation with rather strict flags (does not like ↵Bastien Montagne
implicit double to float conversion).
2014-10-10Cycles: Use a bit better approach for erfinv()Sergey Sharybin
Also reduce number of branching and multiplications a bit by inlining the branches. This gives an unmeasurable speedup, which is in case of BMW is about 2% here.
2014-10-03Cycles: Remove Westin closure.Thomas Dinges
Was hooked up last year for testing purposes, as we already had some code for it, but the closure itself is not really good nor really useful, so let's remove it.
2014-10-03Cleanup: Spelling.Thomas Dinges
2014-10-03Cycles: Use more accurate implementation of erf() and erfinv()Sergey Sharybin
This functions are orders of magnitude more accurate than the old ones, and they're around the same complexity to compute.
2014-09-07Comment out SVM fresnel_conductor() function for now, still unused.Thomas Dinges
2014-09-07Cycles / OSL: Add a conductive fresnel shader template.Thomas Dinges
This adds a fresnel conductive OSL preset to the Text Editor. Based on a patch by Lukas Stockner. Differential revision: https://developer.blender.org/D145 See the differential for details.
2014-08-21Cleanup: Remove __ANISOTROPIC__ define.Thomas Dinges
That was only needed in the beginning, when we did not had support for tangents. It's time to clean some of the defines up, it's getting a bit too much.
2014-08-19Fix T40962: Ashikhmen Shirley shader firefliesSergey Sharybin
2014-08-02SpellingCampbell Barton
2014-07-15Fix T40964: Massive shading failures with glass node mixing, whiteouts and ↵Sergey Sharybin
blackouts
2014-07-06Fix part of T40964: Glass shader was giving wrong results with OSL.Thomas Dinges
2014-06-22Cycles: improved Beckmann sampling using precomputed dataBrecht Van Lommel
It turns out that the new Beckmann sampling function doesn't work well with Quasi Monte Carlo sampling, mainly near normal incidence where it can be worse than the previous sampler. In the new sampler the random number pattern gets split in two, warped and overlapped, which hurts the stratification, see the visualization in the differential revision. Now we use a precomputed table, which is much better behaved. GGX does not seem to benefit from using a precomputed table. Disadvantage is that this table adds 1MB of memory usage and 0.03s startup time to every render (on my quad core CPU). Differential Revision: https://developer.blender.org/D614
2014-06-14Cycles: glossy and anisotropic BSDF changesBrecht Van Lommel
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been removed because other distributions are superior. * GGX is now the default distribution for all glossy and anisotropic nodes, since it looks good, has low noise and is fast to evaluate. * Ashikhmin-Shirley is now available in the Glossy BSDF.
2014-06-14Cycles: internal code support for anisotropic Beckmann and GGX reflectionBrecht Van Lommel
Based on: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs E. Heitz, Research Report 2014
2014-06-14Cycles: Ashikhmin-Shirley anisotropic BSDFKarsten Schwenk
* Ashikhmin-Shirley anisotropic BSDF was added as closure * Anisotropic BSDF node now has two distributions Reviewers: brecht, dingto Differential Revision: https://developer.blender.org/D549
2014-06-14Cycles: improved importance sampling for Beckmann and GGX glossyBrecht Van Lommel
Samples render slower than before, but hopefully this is made up for with reduced noise in most cases. The main slowdown comes from samples that would previously be wasted and turn out black, which are now continued. GGX sampling is about the same speed as before, while for Beckmann it is slower still. Perhaps optimizations are still possible there, but didn't find anything easy. Code from this paper, which comes with sample code: Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals. E. Heitz and E. d'Eon, EGSR 2014 Differential Revision: https://developer.blender.org/D572
2014-05-04Style cleanup: indentation, bracesCampbell Barton
2014-05-03Code cleanup: Add -Werror=float-conversion to CyclesCampbell Barton
2014-02-13Fix T38615: cycles rendering beckmann/GGX refraction wrong with IOR equal to 1.Brecht Van Lommel
2014-02-06Cycles: add pass alpha threshold value to render layers.Brecht Van Lommel
Z, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this threshold. With value 0.0 the first surface hit will always write to these passes, regardless of transparency. With higher values surfaces that are mostly transparent can be skipped until an opaque surface is encountered.
2014-01-07Fix CUDA/OpenCL compile errors in scattering commit.Brecht Van Lommel
2014-01-07Cycles Volume Render: scattering support.Brecht Van Lommel
This is done by adding a Volume Scatter node. In many cases you will want to add together a Volume Absorption and Volume Scatter node with the same color and density to get the expected results. This should work with branched path tracing, mixing closures, overlapping volumes, etc. However there's still various optimizations needed for sampling. The main missing thing from the volume branch is the equiangular sampling for homogeneous volumes. The heterogeneous scattering code was arranged such that we can use a single stratified random number for distance sampling, which gives less noise than pseudo random numbers for each step. For volumes where the color is textured there still seems to be something off, needs to be investigated.
2013-12-30Code refactor: better distinguish scatter and absorption for volume integration.Brecht Van Lommel
2013-12-29Cycles Volume Render: add volume emission support.Brecht Van Lommel
This is done using the existing Emission node and closure (we may add a volume emission node, not clear yet if it will be needed). Volume emission only supports indirect light sampling which means it's not very efficient to make small or far away bright light sources. Using direct light sampling and MIS would be tricky and probably won't be added anytime soon. Other renderers don't support this either as far as I know, lamps and ray visibility tricks may be used instead.
2013-12-28Cycles Volume Render: work on nodes and closures.Brecht Van Lommel
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-11-29Cycles OSL: refactoring to remove all dependencies on builtin OSL closures.Brecht Van Lommel
These were removed in new OSL versions. We only used these as base classes, not using them at all simplifies the code a bit.
2013-11-18Cycles: change __device and similar qualifiers to ccl_device in kernel code.Brecht Van Lommel
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
2013-09-20* Style cleanup / Cycles. Thomas Dinges
2013-09-17Fix #36725: mismatch between viewport and render result when no world is linkedBrecht Van Lommel
to the scene in cycles.
2013-09-16Cycles Hair: Two basic bair shaders addedStuart Broadfoot
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift. Llimitations include: -No glint or fresnel adjustments. -The 'offset' is un-used when triangle primitives are used.
2013-09-04Fix cycles CUDA/OpenCL build error after recent change.Brecht Van Lommel
2013-09-04Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this willBrecht Van Lommel
give a result more similar to the Compatible falloff option. The scale is x2 though to keep the perceived scatter radius roughly the same while changing the sharpness. Difference with compatible will be mainly on non-flat geometry.
2013-08-28Cycles: change Gaussian subsurface scattering falloff to be more similar toBrecht Van Lommel
the Cubic falloff, see here for details. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering
2013-08-18Cycles: relicense GNU GPL source code to Apache version 2.0.Brecht Van Lommel
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
2013-08-18Cycles: Subsurface ScatteringBrecht Van Lommel
New features: * Bump mapping now works with SSS * Texture Blur factor for SSS, see the documentation for details: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering Work in progress for feedback: Initial implementation of the "BSSRDF Importance Sampling" paper, which uses a different importance sampling method. It gives better quality results in many ways, with the availability of both Cubic and Gaussian falloff functions, but also tends to be more noisy when using the progressive integrator and does not give great results with some geometry. It works quite well for the non-progressive integrator and is often less noisy there. This code may still change a lot, so unless you're testing it may be best to stick to the Compatible falloff function. Skin test render and file that takes advantage of the gaussian falloff: http://www.pasteall.org/pic/show.php?id=57661 http://www.pasteall.org/pic/show.php?id=57662 http://www.pasteall.org/blend/23501
2013-08-03Cycles / SSS:Thomas Dinges
* Render Passes are now available for Subsurface Scattering (Direct, Indirect and Color pass). This is part of my GSoC project, SVN merge of r58587, r58828 and r58835.
2013-06-27Cycles / Ramp closures:Thomas Dinges
* Fix crash with negative values in Phong Ramp, and add some checks to survive INF and NAN values. Patch by Brecht and myself.
2013-06-09Cycles:Thomas Dinges
* Use float_to_int() functions in a few more places.
2013-06-07Code cleanup: avoid some warnings due to implicit uint/int/float/double ↵Brecht Van Lommel
conversion.
2013-05-27Cycles / Fresnel:Thomas Dinges
* Avoid redundant assignment and use correct Normal for Ray Differentials.
2013-05-26Cycles / OSL:Thomas Dinges
* Rename fresnel_dielectric() to fresnel_dielectric_cos() to match SVM, easier when searching code. * Also remove an old code comment in bsdf_reflection.h from Cycles branch days.
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
2013-05-21Code cleanup / Cycles:Thomas Dinges
* Re-use already defined Westin closure class.
2013-05-18Cycles / OSL:Thomas Dinges
* Added Westin Sheen and Westin Backscatter closures for testing, useful for Cloth like effects. Only available via OSL, added an example OSL shader to the Templates (Text Editor).
2013-05-16Cycles / BSSRDF:Thomas Dinges
* Avoid one max() call for the bssrdf radius, the if condition already checks for values < BSSRDF_MIN_RADIUS.
2013-05-16* This is embarrassing...Thomas Dinges