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2013-06-07Cycles: mist pass added, with start/depth/falloff control. If the pass isBrecht Van Lommel
enabled in a render layer a Mist Pass panel will be shown in the world properties.
2013-02-05Fix non-progressive lamps with multiple samples not giving correct intensity ↵Brecht Van Lommel
after recent fix.
2013-01-16Fix CUDA compile after last commit.Brecht Van Lommel
2013-01-15Fix #33838: light render passes for non-progressive integrator were not correct.Brecht Van Lommel
2012-11-14Cycles OSL: windows build fixes.Brecht Van Lommel
2012-09-06Cycles compiler fixes related to OSL changes:Lukas Toenne
* reverted r50430 * removed 2 util_params.h includes from r50428, these were causing trouble with OIIO in CUDA compilation. The purpose of these was to define the ustring type, but can just use the standard string type from util_string as well.
2012-09-05Quick fix for compiler error. Somehow the isfinite symbol got lost for SVM ↵Lukas Toenne
too now, no idea how this happened or where it actually came from. This will likely also cause trouble with CUDA/OpenCL compilers, will have to be fixed properly later.
2012-09-02Cycles compile fix: only use std::isfinite when OSL is enabled.Lukas Toenne
2012-09-02Fixed remaining syntax errors in OSL files. node_sepcomb_rgb.osl is split ↵Lukas Toenne
into 2 parts, since OSL only allows one shader per file.
2012-06-09style cleanup: block commentsCampbell Barton
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.
2012-04-09Bugfix [#30835]: Cycles doesn't work with AMD Juniper GPU, compiller throws ↵Daniel Genrich
errors. Thanks for reporting! Problem: AMD does not like something like this. float3 *a; flaot b = a->x; You need to circumvent this by using: float3 *a; float b = (*a).x;
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.
2012-03-28Fix #30551: cycles passes combining did not always give identical result ↵Brecht Van Lommel
combined with antialiasing/defocus, now divide out color at the very end instead of for each sample.
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.
2012-03-20Cycles: fix issue reported in IRC, rendering a material that mixes a transparentBrecht Van Lommel
and glass BSDF would give a different result with/without using light passes.
2012-02-28Cycles: ambient occlusion support, with AO factor and distance, and a render ↵Brecht Van Lommel
pass. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/World#Ambient_Occlusion http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Lighting_Passes
2012-01-25Cycles: Render PassesBrecht Van Lommel
Currently supported passes: * Combined, Z, Normal, Object Index, Material Index, Emission, Environment, Diffuse/Glossy/Transmission x Direct/Indirect/Color Not supported yet: * UV, Vector, Mist Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow, also for environment importance sampling. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes