Age | Commit message (Collapse) | Author |
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such as motion/uv/normal but they should have been excluded from them.
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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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* Avoid 2 int castings in hair code and fix some comments.
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* Cycles Mix closure could render strange effects, when the user entered a value out of the 0...1 range. This was already clamped for OSL, clamp for SVM as well.
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* Move some hair width related code into a dedicated branch.
* Don't calculate time/lens RNG when Motion Blur or Depth of Field are disabled
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varibale
already adds an extra step. Also list all features for OpenCL AMD to make testing
easier.
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a separate Blender Object/World Space that is compatible with Blender render
baking and uses the YZ flipping convention.
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Now it uses the same (strange) YZ flipping convention.
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* Use advanced shading for nvidia as well, works fine on my Geforce 540M with sm_21.
I tested the files from regression suite.
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* Support using devices from all OpenCL platforms, so that you can use e.g. both
Intel and NVidia OpenCL implementations if you have them installed.
* Fix compile error due to missing fmodf after recent math node change.
* Enable advanced shading for Intel OpenCL.
* CYCLES_OPENCL_DEBUG environment variable for generating debug symbols so you
can debug with gdb. This crashes the compiler with Intel OpenCL on Linux though.
To make this work the preprocessed kernel source code is written out, as gdb
needs this.
* Show OpenCL compiler warnings even if the build succeeded.
* Some small fixes to initialize cdDevice to NULL, add missing NULL check when
creating buffer and add missing space at end of build options for Apple OpenCL.
* Fix crash with multi device + opencl, now e.g. CPU + GPU render should work.
I did a few tweaks to the code and also:
* Fix viewport render failing sometimes with Apple CPU OpenCL, was not taking
workgroup size limits into account properly.
* Add compile error when advanced shading in the Blender binary and OpenCL kernel
are not in sync.
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* Some closures (Toon, Diffuse Ramp) were not assigned to a CLOSURE_IS_* define, which made them invisible on render passes.
* Westin closures had wrong type, Sheen is Diffuse, Backscatter is Glossy.
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* Avoid redundant assignment and use correct Normal for Ray Differentials.
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* Fix a condition in the hair BVH code.
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* Rename fresnel_dielectric() to fresnel_dielectric_cos() to match SVM, easier when searching code.
* Also remove an old code comment in bsdf_reflection.h from Cycles branch days.
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* Make sure we have valid geometry data, fixes a crash with Lamp objects.
Reported by lichtwerk in IRC, thanks!
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* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering.
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon
Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
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* Use M_2PI_F in more places and do multiplication instead of division in gradient texture.
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* Re-use already defined Westin closure class.
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* Added a wireframe node (Input category) to get access to Mesh wireframe data.
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size.
* Only the triangulated mesh is available now, quads is for later.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe
Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
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* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
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* Remove an unused parameter from Checker texture and correct a typo in license header.
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* Fix OSL compilation for scene_intersect(), when __Hair__ was disabled.
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* Added Westin Sheen and Westin Backscatter closures for testing, useful for Cloth like effects.
Only available via OSL, added an example OSL shader to the Templates (Text Editor).
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* Simplify shaperadius() function a bit to avoid castings.
* Style cleanup 1.f -> 1.0f, to follow rest of Cycles code.
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* Avoid one max() call for the bssrdf radius, the if condition already checks for values < BSSRDF_MIN_RADIUS.
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* Revert part of r56832, if code gets more complicated, it's better to keep it more logical here.
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* Some simplification of closure code (Velvet and Toon).
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OpenCL fixes.
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* Code cleanup, remove unused "resolution" variable from the DeviceTask class, was never used.
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* Use is_zero(a) rather than dot(a, a) == 0, saves some calculations.
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* Avoid one unneeded division by 1.0f and save one variable assignment.
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* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
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* Avoid some unnecessary re-declarations of closure data and simplify *_setup() functions a bit.
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displacement
distance, and an Invert option to invert the bump effect.
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* Change some more if / else if conditions to switch / case.
* Avoid an unneeded variable casting in phong_ramp closure.
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for Apple OpenCL on OS X 10.8 and simple AO render.
Also environment variable CYCLES_OPENCL_TEST can now be set to CPU, GPU,
ACCELERATOR, DEFAULT or ALL values to test particuler devices.
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give results that were either too weak or too strong, this makes it give more
predictable results. The downside is that it breaks backwards compatibility but
the previous behavior was almost broken.
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* Enable hair rendering on the GPU.
Patch by Stuart Broadfoot, with small tweaks by me, to only enable it on sm_20 and above.
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the Bump node has a Normal input, so you can chain it after a Normal Map node.
Note that normal mapping always has to be done first because it is tied to the
particular mesh surface and tangents.
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ray differentials for lighting, which could cause bad texture filtering
artifacts or performance.
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importance sampling + OSL.
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after a bugfix for precision issues with low roughness. Now it renders them as
perfectly sharp which avoids the problematic calculations rather than increasing
the roughness.
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* Fast math compiler flag was set for Cycles, but not OSL.
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