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Same as last commit, code is unused and this one actually would have required some fixes,
as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
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Let's finally delete this code, after 4 years of being unused,
there really is no excuse anymore.
If we decide to extend the procedural textures in SVM, we can do this anytime in the future.
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This inconsistency drove me totally crazy, it's really confusing
when it's inconsistent especially when you work on both Cycles and
Blender sides.
Shouldn;t cause merge PITA, it's whitespace changes only, Git should
be able to merge it nicely.
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This was already mixed a bit, but the dot belongs there.
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This makes the code a bit easier to understand, and might come in handy
if we want to reuse more Embree code.
Differential Revision: https://developer.blender.org/D482
Code by Brecht, with fixes by Lockal, Sergey and myself.
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Gives 5-6% speedup for Caterpillar_PatazStudio.blend.
Reviewed By: brecht, dingto
Differential Revision: https://developer.blender.org/D419
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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.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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* Remove unused "PathThroughput" variable.
* Don't compile unused voronoi code, we only use Distance Squared atm.
* Various typo and comment fixes.
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* Remove code for the unused Wave texture variations.
We have quite some unused code in the texture area, I guess it doesn't harm to clean a bit up here.
We can always get the code back from SVN if we need something.
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* Style cleanup for M_PI constants.
* Move Wireframe node into __EXTRA_NODES__ define
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conversion.
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* Revert r57203 (len() renaming)
There seems to be a problem with nVidia OpenCL after this and I haven't figured out the real cause yet.
Better to selectively enable native length() later, after figuring out what's wrong.
This fixes [#35612].
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* Rename some math functions:
len -> length
len_squared -> length_squared
normalize_len -> normalize_length
* This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency.
* Tested CPU, CUDA and OpenCL compile, should be no functional changes.
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and brick code so that it can be uninlined.
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the type or explicitly casting).
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* Some code cleanup, removed old enums, which are not used anymore.
* Some renaming for consistency and to match new texture names.
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using them, but rather do it now that I have the chance still. Highlights:
* Wood and Marble merged into a single Wave texture
* Clouds + Distorted Noise merged into new Noise node
* Blend renamed to Gradient
* Stucci removed, was mostly useful for old bump
* Noise removed, will come back later, didn't actually work yet
* Depth setting is now Detail socket, which accepts float values
* Scale socket instead of Size socket
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
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* 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
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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
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