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2012-11-29Fix #32900: object motion blur not working on the GPU. To make this work I ↵Brecht Van Lommel
disabled motion blurring of scale animation, probably not a big loss in practice since it's not so common to animate this, can be added back later.
2012-11-21Fix #33158: motion vector pass wrong in cycles in some scenes, wrong vectorsBrecht Van Lommel
due to float precision problem in matrix inverse.
2012-11-11Cycles: panorama camera in viewport camera view now shows the render mappedBrecht Van Lommel
to the camera border rather than the entire viewport.
2012-10-18More fixes related to #32900, motion blur with cuda sm 2.0 still disabled.Brecht Van Lommel
2012-10-17Cycles: motion blur is now curved and passes exactly through the midpoint.Brecht Van Lommel
Previously it would only interpolate between the previous and next frame, which meant it might not hit the current frame position.
2012-10-16Cycles: fix some update issues with camera motion blur, and do some more workBrecht Van Lommel
for getting object motion blur ready.
2012-10-09Cycles: camera motion blur enabled.Brecht Van Lommel
Still more work needed to get object motion blur ready.
2012-09-20style cleanupCampbell Barton
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: assignment & indentation.Campbell Barton
2012-06-07Cycles: border render now works in the viewport, when looking through theBrecht Van Lommel
camera, same as in render. It draws objects in solid draw mode outside of the border.
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.
2012-05-04Fisheye 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 #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.
2012-04-16Fix #30966: cycles nan mesh vertices got set to (0, 0, 0), now remove them ↵Brecht Van Lommel
instead.
2012-02-28Cycles: support for camera rendering an environment map with equirectangularBrecht Van Lommel
environment map, by enabling the Panorama option in the camera. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera#Panorama The focal length or sensor settings are not used, the UI can be tweaked still to communicate this, also panorama should probably become a proper camera type like perspective or ortho.
2011-12-20Cycles: avoid using float3 in kernel constant memory, just so we're sure ↵Brecht Van Lommel
alignment is working compatible between cpu and gpu.
2011-12-20Cycles: border rendering support, includes some refactoring in how pixels areBrecht Van Lommel
accessed on devices.
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.
2011-04-27Cycles 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