Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2012-06-08Particle Info node for Cycles. This can be used to access particle ↵Lukas Toenne
information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed. The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode). Some simple use cases on the code.blender.org blog: http://code.blender.org/index.php/2012/05/particle-info-node/
2012-06-07Cycles: small code fix for disabled code.Brecht Van Lommel
2012-06-07Revert my own commit r47544, this does not seem to be the correct fix. :/Thomas Dinges
2012-06-07Cycles / OSL:Thomas Dinges
* Missing header kernel_passes.h, needed for "direction_to_panorama" in kernel_triangle.h
2012-06-06Cycles / OSL:Thomas Dinges
* Fixes for some silly typos in the checker shader. * Added missing GPL licence block to node_fresnel.h.
2012-06-05Cycles / OSL:Thomas Dinges
* Fixes for r46114, object_fetch_transform missed time argument. * Syntax fixes for Checker texture.
2012-06-05Cycles / OSL:Thomas Dinges
* Remove oslexec_pvt.h header and some typo fixes. * This file needs deeper updates for changes done in OSL 0.6.0, see https://github.com/imageworks/OpenShadingLanguage/commit/11ce51418b45e975ace4d919a4bdd8c2001ba300
2012-06-05style cleanupCampbell Barton
2012-06-05Cycles / OSL:Thomas Dinges
* Fixes for changes in the OSL register_closure() API.
2012-06-04Cycles / OSL:Thomas Dinges
* Compile fixes, missing ShaderClosure argument for eval functions. (r40163)
2012-06-04Cycles: fix spot lamp emitting light in two directions.Brecht Van Lommel
2012-06-04Cycles / OSL:Thomas Dinges
* __OSL__ is now defined for CPU when building with OSL. * First batch of compile fixes, remove some unneeded std namespace declarations and added missing includes.
2012-06-04Cycles: spot lamp support.Brecht Van Lommel
2012-06-03Cycles / OSL:Thomas Dinges
* Update the Oren Nayar shader to incorporate updates / fixes from r41968 and r44330.
2012-06-03Cycles / OSL Textures:Thomas Dinges
* Ported my checker texture to OSL. :)
2012-06-03Cycles / OSL Textures:Thomas Dinges
* More fixes, replaced all remaining size variables with scale ones. * Remove nonzero check in OSL textures, not needed anymore, was there to prevent division by zero for the size variable.
2012-06-03Cycles / OSL:Thomas Dinges
* More fixes for r41599, removed clouds and distorted noise textures and ported the Noise texture to OSL. ToDo: Color output is still commented, needs a closer look. * Some more fixes (comments, uninitialized variables)
2012-06-02Cycles / OSL:Thomas Dinges
* Forgot to rename Gradient OSL file.
2012-06-02Cycles / OSL:Thomas Dinges
* More OSL fixes for r41599, removed marble and wood texture and ported Wave Texture to OSL.
2012-06-02Cycles / Wave Texture:Thomas Dinges
* Found an issue in the shader code, it used the x coordinate twice.
2012-06-02Cycles / OSL Fixes:Thomas Dinges
* OSL textures were never updated after the refactor in november 2011. * Remove stucci texture and renamed blend to gradient.
2012-06-01Cycles:Thomas Dinges
* Added missing GPL licence block to kernel_textures.h
2012-05-29Cycles / CUDA:Thomas Dinges
* Remove double declaration of cosf.
2012-05-28Cycles / CUDA:Thomas Dinges
* Remove -use_fast_math flag from scons as well.
2012-05-28Cycles: fixes to make CUDA 4.2 work, compiling gave errors in shadows andBrecht Van Lommel
other places, was mainly due to instancing not working, but also found issues in procedural textures. The problem was with --use_fast_math, this seems to now have way lower precision for some operations. Disabled this flag and selectively use fast math functions. Did not find performance regression on GTX 460 after doing this.
2012-05-27style cleanupCampbell Barton
2012-05-21Cycles: add Object Info node, with outputs object location, object/materialBrecht Van Lommel
pass index, and a random number unique to the instance of the object. This can be useful to give some variation to a single material assigned to multiple instances, either manually controlled through the object index, based on the object location, or randomized for each instance. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-18Fix #31486: cycles texture coordinate reflection output has wrong direction.Brecht Van Lommel
2012-05-16Spell check fix (lenght -> length)Bastien Montagne
Note: two remains, in comments in extern/bullet2/src/LinearMath/btVector3.h and extern/libmv/libmv/image/tuple.h.
2012-05-13Cycles: OpenCL image texture support, fix an attribute node issue and refactorBrecht Van Lommel
feature enabling #defines a bit.
2012-05-09Cycles: fix issues with texture coordinates and object scale. Auto textureBrecht Van Lommel
space size and location were outdated often, and already computed on demand by blender internal, now do that through RNA as well.
2012-05-08adding kernel_projection.h in CMakelistsDalai Felinto
2012-05-08Cycles: add light falloff node, with quadratic/linear/constant falloff and aBrecht Van Lommel
smoothing factor to reduce high values near the light. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff Note that this was already possible to do manually with the Ray Length, but this adds a convenient node for it. This commit also makes the mapping node min/max option work, fixing #31348.
2012-05-07cycles-fisheye: fixed formula for dir to equisolidDalai Felinto
second time I need a scond commit to get the equisolid formula right, shame on me ;) the formula is: r = 2 x focallength x sin (theta / 2)
2012-05-07direction to equisolid - final fix for [#31307] Cycles panoramic fisheye ↵Dalai Felinto
lens and vector pass problem
2012-05-07Fix most of #31307: cycles panorama camera not working correct with speedBrecht Van Lommel
vectors and window texture coordinates. Only for Fisheye Equisolid it's still not working correct yet. Patch from Dalai with modifications.
2012-05-06Code cleanup: patch by Thomas to fix PassType values to be consecutive.Brecht Van Lommel
2012-05-05Cycles: minor refactoring of fisheye code to fit code style.Brecht Van Lommel
2012-05-04small fix for equisolid fisheye (cycles)Dalai Felinto
the FOV formular is: R = 2 * lens * sin (theta / 2) in this case theta is fov/2 already, thus the fix
2012-05-04Fisheye Camera for CyclesDalai Felinto
For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-02Fix #31247: cycles crash after recent bugfix.Brecht Van Lommel
2012-05-02Cycles: add Ray Length output to Light Path node. This gives the distance ↵Brecht Van Lommel
travelled by the last light ray. One use case for this might be to do absorption. Patch #31232 by Agustin benavidez, see this blog post for details: http://agus3d.blogspot.com.ar/2012/05/blender-cycles-ray-length-node-output.html
2012-05-02Fixes for recent cycles and python/context commits.Brecht Van Lommel
2012-05-02Fix #31168: cycles mask layer should only affect objects for camera rays.Brecht Van Lommel
Fix: texture coordinate normal output was not correct, still changed under object transform.
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.
2012-04-30Cycles: remove a few usages of double, to fix opencl warnings.Brecht Van Lommel
2012-04-28Cycles: merging features from tomato branch.Brecht Van Lommel
=== BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-23Fix #31065: cycles render crash with large node groups, increased the stackBrecht Van Lommel
size now, this seems to work well after some testing. Fix: material override not working on objects without a material assigned.
2012-04-16Fix #30966: cycles nan mesh vertices got set to (0, 0, 0), now remove them ↵Brecht Van Lommel
instead.
2012-04-15Fix #30955: cycles render issue with lights that have shadow casting disabled.Brecht Van Lommel