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2014-05-04Style cleanup: indentation, bracesCampbell Barton
2014-03-29Cycles code refactor: replace magic ~0 values in the code with defines.Brecht Van Lommel
2014-03-13Fix cycles texture interpolation mode closest constant offset on some devicesMartijn Berger
2014-03-08Add support for multiple interpolation modes on cycles image texturesMartijn Berger
All textures are sampled bi-linear currently with the exception of OSL there texture sampling is fixed and set to smart bi-cubic. This patch adds user control to this setting. Added: - bits to DNA / RNA in the form of an enum for supporting multiple interpolations types - changes to the image texture node drawing code ( add enum) - to ImageManager (this needs to know to allocate second texture when interpolation type is different) - to node compiler (pass on interpolation type) - to device tex_alloc this also needs to get the concept of multiple interpolation types - implementation for doing non interpolated lookup for cuda and cpu - implementation where we pass this along to osl ( this makes OSL also do linear untill I add smartcubic to the interface / DNA/ RNA) Reviewers: brecht, dingto Reviewed By: brecht CC: dingto, venomgfx Differential Revision: https://developer.blender.org/D317
2014-02-11Better fix for T38501: blender crashes right after adding image texture toSv. Lockal
material in cycles Buggy MSVC 2008 in 32-bit mode ignores stack align attribute for float3. Now it uses reference to __m128, which is always aligned.
2014-02-10Fix T38501: blender crashes right after adding image texture to materialSv. Lockal
in cycles Also fix very similar problem in half-float SSE conversion.
2014-01-13Fix cycles texture crash on win x86-64 + msvc 11Sv. Lockal
Use union for __m128 aliasing; while gcc supports no-strict-aliasing attribute, unions are the most common way to deal with __m128 in msvc.
2014-01-06Cycles: Minor optimization (~1%) for texture access on CPUSv. Lockal
2014-01-06Cycles: SSE optimization for sRGB conversion (gives 7% speedup on CPU for ↵Sv. Lockal
pavillon_barcelone scene) Thanks brecht/dingto/juicyfruit et al. for testing and reviewing this patch in T38034.
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.
2013-08-18Cycles: 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!
2013-06-09Cycles:Thomas Dinges
* Use float_to_int() functions in a few more places.
2013-04-17Fix #35004: fireflies with .tif image in cycles, try to avoid extreme values ↵Brecht Van Lommel
when openimageio can't detect premul/straight alpha correct.
2013-04-05Fix #34679: cycles image texture alpha fringes. New rule is now that color ↵Brecht Van Lommel
output will not give straight RGB values if the alpha output is used, so that mixing with a transparent BSDF gives the correct result.
2012-11-05Cycles: fix crash rendering textured objects in OpenCLSergey Sharybin
Issue was caused by changed order of texture slots -- float textures have got lower slots indices than byte textures. OpenCL was still assuming byte textures goes before float.
2012-10-20Cycles OSL: light path, texture coordinate, bump and blended box mapping now upBrecht Van Lommel
to date and working.
2012-09-04Cycles: merge of changes from tomato branch.Brecht Van Lommel
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
2012-06-09style cleanup: block commentsCampbell Barton
2012-05-13Cycles: OpenCL image texture support, fix an attribute node issue and refactorBrecht Van Lommel
feature enabling #defines a bit.
2012-03-08Cycles: support for environment texture "Mirror Ball" projection mode, next toBrecht Van Lommel
existing "Equirectangular". This projection is useful to create light probes from a chrome ball placed in a real scene. It expects as input a photograph of the chrome ball, cropped so the ball just fits inside the image boundaries. Example setup with panorama camera and mixing two (poor quality) photographs from different viewpoints to avoid stretching and hide the photographer: http://www.pasteall.org/pic/28036
2012-03-07Cycles: float texture support. Due to GPU limitations there are now 95 byte,Brecht Van Lommel
and 5 float image textures. For CPU render this limit will be lifted later on with image cache support. Patch by Mike Farnsworth. Also changed color space option in image/environment texture node, to show options Color and Non-Color Data, instead of sRGB and Linear, this is more descriptive, and it was not really correct to equate Non-Color Data with Linear.
2012-01-20Sample as Lamp option for world shaders, to enable multiple importance sampling.Brecht Van Lommel
By default lighting from the world is computed solely with indirect light sampling. However for more complex environment maps this can be too noisy, as sampling the BSDF may not easily find the highlights in the environment map image. By enabling this option, the world background will be sampled as a lamp, with lighter parts automatically given more samples. Map Resolution specifies the size of the importance map (res x res). Before rendering starts, an importance map is generated by "baking" a grayscale image from the world shader. This will then be used to determine which parts of the background are light and so should receive more samples than darker parts. Higher resolutions will result in more accurate sampling but take more setup time and memory. Patch by Mike Farnsworth, thanks!
2011-09-16Cycles: tweaks to properties and nodesBrecht Van Lommel
* Passes renamed to samples * Camera lens radius renamed to aperature size/blades/rotation * Glass and fresnel nodes input is now index of refraction * Glossy and velvet fresnel socket removed * Mix/add closure node renamed to mix/add shader node * Blend weight node added for shader mixing weights There is some version patching code for reading existing files, but it's not perfect, so shaders may work a bit different.
2011-05-20Cycles: some steps to getting OpenCL backend to compile.Brecht Van Lommel
2011-05-13Cycles: color space control for image/environment texture nodes. Ideally wouldBrecht Van Lommel
be automated but need to think about how to do this, not so simply in a node system. But guideline for now is, for color textures set to sRGB, for things like bump or roughness map, set to Linear.
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