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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.
2012-04-16Fix #30966: cycles nan mesh vertices got set to (0, 0, 0), now remove them ↵Brecht Van Lommel
instead.
2011-12-02Cycles:Brecht Van Lommel
* Fix broken compile of test app. * Fix some warnings compiling with gcc for 32 bit. * More tweaks to avoid extended precision issue from #29301.
2011-11-30Another possible fix for #29301: issue with BVH intersection, reorder code aBrecht Van Lommel
bit so that it's more symmetric and resulting float ops are compiled the same way. Otherwise extended float precision being used in one place and not the other can make comparisons fail.
2011-11-21Cycles:Brecht Van Lommel
* Fix #29354: crash on branch file. Note that for best compatibility, you need to save your files with one of the latest branch builds, since not all version patching code was moved to trunk. * Rename "Cycles" to "Cycles Render" in info header menu. * Code tweaks to try to fix #29301. It's not a real solution though, I'm thinking cause is extended precision for floats on some cpu's, used in one case but not in the other, leading to bounding box intersection issue...
2011-10-16Cycles: add transparent shadow support, i.e. shadows through Transparent BSDFBrecht Van Lommel
shaders, enabled by default.
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
2011-04-27Cycles 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