Age | Commit message (Collapse) | Author |
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low roughness and same index of refraction.
Problem was bad float precision due to low roughness, which caused the pdf for
the different closures to not match properly.
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float3 operators (on windows?)
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output
will not give straight RGB values if the alpha output is used, so that mixing with
a transparent BSDF gives the correct result.
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non-progressive integrator.
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a bit too much work.
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merging code.
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well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
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id's
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* Use already calculated theta^2 for theta^3 calculation.
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* Remove unused variable from noise_wave().
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* More small improvements: return immediately, and use "else if".
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* Avoid some conditional branches for the Noise texture and return immediately.
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* Cycles: Removed leftover include of "kernel_qbvh.h", which was removed in r51352.
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importance sampleing.
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there seems to be some sort of compiler bug in CUDA toolkit 4.2, uninlining a
few functions seems to avoid it.
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* Enable Lamp MIS again, it works on a GTX 570 (which is sm_20) with latest SVN. Tested by vitos1k in IRC:.
Feedback from GTX 580 users would be appreciated on this.
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after
recent fix.
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* Some more variable cleanup for old texture output.
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without SSE3 support, due to 80 bit precision float register being used for one
bounding box but not the one next to it.
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* Fix for r53689, there are two noise types, signed and unsigned.
Caused Musgrave Texture to render differently compared to SVM backend.
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integrator
with > 1 samples for a lamp.
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multiple lamps.
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* Added missing define into SConscript file. This also makes r54232 obsolete, so removing this again.
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disabled by default for backwards compatibility.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator
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had some cases where there were artifacts. Also fix rendering error with shutter
time set to 0.
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* Disable Lamp MIS on sm_20. Still enabled for CPU and sm_21 and above.
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Fixed some of my own mistakes in the cardinal curve intersection routine.
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earlier on.
Also some minor formatting.
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The curve segment primitive has been added. This includes an intersection function and changes to the BVH.
A few small errors in the line segment intersection routine are also fixed.
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* CUDA: Make it more clear that sm_12 and below is not supported.
* OpenCL: __KERNEL_SHADING__ was declared twice for nvidia opencl device.
* Some reshuffle of defines in kernel_types.h. No functional changes.
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respecting the assumption that normal and tangent are interpolated without
normalization.
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working ok with sm_20 and sm_21.
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makes CPU kernel compilation much faster when using MSVC.
Sideeffect of this change is that CPU rendering is few percent
faster now. CUDA rendering is the same speed.
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correct intensity on the GPU.
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termination,
leading to too much noise when the min bounce setting was lower than max bounce.
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for area lights.
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the result to be finite afterwards which is a bit faster and works for OSL
too without needing to slow down OSL itself.
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big lamps and sharp glossy reflections. This was already supported for mesh
lights and the background, so lamps should do it too.
This is not for free and it's a bit slower than I hoped even though there is
no extra BVH ray intersection. I'll try to optimize it more later.
* Area lights look a bit different now, they had the wrong shape before.
* Also fixes a sampling issue in the non-progressive integrator.
* Only enabled for the CPU, will test on the GPU later.
* An option to disable this will be added for situations where it does not help.
Same time comparison before/after:
http://www.pasteall.org/pic/show.php?id=43313
http://www.pasteall.org/pic/show.php?id=43314
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for triangle mesh hair.
I have also included a small speedup for the intersection test.
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