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2014-09-05Cycles: Initial support for volume ray visibility.Thomas Dinges
This adds a new "Volume Scatter" option to the "Ray Visibility" panels and can be used to e.g. exclude lamps from having an influence on the volume. See release logs for an example: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles Differential revision: https://developer.blender.org/D771
2014-08-21Fix T41267: Wrong light distribution with when having objects with motion blurSergey Sharybin
2014-06-06Fix T40370: cycles CUDA baking timeout with high number of AA samples.Brecht Van Lommel
Now baking does one AA sample at a time, just like final render. There is also some code for shader antialiasing that solves T40369 but it is disabled for now because there may be unpredictable side effects.
2014-05-26Fix T40306: cycles baking not distributing work among CPU cores well.Brecht van Lommel
2014-05-12Cleanup: Some else if for attribute code.Thomas Dinges
2014-05-03Cycles BakeDalai Felinto
Expand Cycles to use the new baking API in Blender. It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal). It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode. Remember to save your images after the baking is complete. Note: Bake currently only works in the CPU Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles). Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake Supported Passes: ----------------- Data Passes * Normal * UV * Diffuse/Glossy/Transmission/Subsurface/Emit Color Light Passes * AO * Combined * Shadow * Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect * Environment Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
2014-05-02Cleanup: Remove unused variables.Thomas Dinges
2014-03-29Cycles: add support for mesh deformation motion blur.Brecht Van Lommel
2014-03-29Cycles code refactor: move more geometry code into per primitive files.Brecht Van Lommel
2013-08-18Cycles: relicense GNU GPL source code to Apache version 2.0.Brecht Van Lommel
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
2013-08-05Fix #36380: cycles render error with sun lamp that has object scale 0,0,0.Brecht Van Lommel
2013-07-14Fix a few issues found by coverity code scan in cycles code, nothing that causedBrecht Van Lommel
an actual bug as far as I can tell.
2013-07-03Fix cycles world ray visibility not working correct with multiple importanceBrecht Van Lommel
sampling.
2013-06-21Cycles OpenCL: make displacement and world importance sampling work.Brecht Van Lommel
2013-06-18Cycles: add "Transparent Shadow" option for materials, to disable them per ↵Brecht Van Lommel
material.
2013-06-08Fix #35672: missing update when changing light ray visibility during ↵Brecht Van Lommel
viewport render.
2013-06-07Cycles: ray visibility options now work for lamps and mesh lights, with and ↵Brecht Van Lommel
without multiple importance sampling, so you can disable them for diffuse/glossy/transmission. The Light Path node here is still weak and does not give this info. To make that work we'd need to evaluate the shader multiple times which is slow and we can't detect well enough when it is actually needed.
2013-06-04Cycles:Thomas Dinges
* 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].
2013-06-03Cycles / Math functions:Thomas Dinges
* 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.
2013-05-12Cycles / Math:Thomas Dinges
* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
2013-03-23Cycles:Thomas Dinges
* Avoid an unnecessary condition in light.cpp, (totarea > 0.0f) is always true inside the "if(kintegrator->use_direct_light)" branch.
2013-02-20Fix shadow pass issue with non-progressive render shadow pass with emittingBrecht Van Lommel
meshes and world MIS.
2013-02-13Fix #34226: cycles shadow pass got incorrectly influenced by world multipleBrecht Van Lommel
importance sampleing.
2013-01-30Cycles: make multiple importance sampling for lamps an option per lamp now,Brecht Van Lommel
disabled by default for backwards compatibility. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator
2013-01-25Fix cycles crash that happened with mesh emission and diffuse/glossy rayBrecht Van Lommel
visibility disabled on some objects.
2013-01-10Cycles: multiple importance sampling for lamps, which helps reduce noise forBrecht Van Lommel
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
2013-01-03Cycles Hair: refactoring to store curves with the index of the first key and theBrecht Van Lommel
number of keys in the curve, rather than curve segments with the indices of two keys. ShaderData.segment now stores the segment number in the curve.
2013-01-03Cycles Hair: refactoring to support generic attributes for hair curves. ThereBrecht Van Lommel
should be no functional changes yet. UV, tangent and intercept are now stored as attributes, with the intention to add more like multiple uv's, vertex colors, generated coordinates and motion vectors later. Things got a bit messy due to having both triangle and curve data in the same mesh data structure, which also gives us two sets of attributes. This will get cleaned up when we split the mesh class.
2012-12-28New featureStuart Broadfoot
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only) This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with. The UI appears under the particle tab and there is a new hair info node available. It is only available under the experimental feature set and for cpu rendering.
2012-11-10Fix #33131: more useful cycles behavior for layers that are both marked excludedBrecht Van Lommel
and as mask layer. Now it will still use the mask, and have no further influence rather than just being excluded entirely.
2012-10-08Fix #32815: cycles environment render as lamp crash with resolution >= 1024.Brecht Van Lommel
2012-10-01Fix/workaround #31987: sample as lamp for environment textures not workingBrecht Van Lommel
with multi GPU when resolution > 128.
2012-09-03Fix #32088: cycles crash removing a lamp with non-progressive sampling.Brecht Van Lommel
2012-07-31Fix cycles issue with wrong texture coordinates on a second render layer withBrecht Van Lommel
a mask layer enabled.
2012-06-13Cycles: first step for implementation of non-progressive sampler that handlesBrecht Van Lommel
direct and indirect lighting differently. Rather than picking one light for each point on the path, it now loops over all lights for direct lighting. For indirect lighting it still picks a random light each time. It gives control over the number of AA samples, and the number of Diffuse, Glossy, Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample. This helps tuning render performance/noise and tends to give less noise for renders dominated by direct lighting. This sampling mode only works on the CPU, and still needs proper tile rendering to show progress (will follow tommorrow or so), because each AA sample can be quite slow now and so the delay between each update wil be too long.
2012-06-09style cleanup: block commentsCampbell Barton
2012-06-04Cycles: spot lamp support.Brecht Van Lommel
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.
2012-04-16Fix #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.
2012-01-26Cycles: disable environment importance sampling code for CUDA cards withBrecht Van Lommel
compute model < 2.x, to avoid running out of memory in the compiler.
2012-01-22Fix missing shadows with cycles world sample as lamp option, my mistake inBrecht Van Lommel
tweaking patch.
2012-01-20Sample as Lamp option for world shaders, to enable multiple importance sampling.Brecht Van Lommel
By default lighting from the world is computed solely with indirect light sampling. However for more complex environment maps this can be too noisy, as sampling the BSDF may not easily find the highlights in the environment map image. By enabling this option, the world background will be sampled as a lamp, with lighter parts automatically given more samples. Map Resolution specifies the size of the importance map (res x res). Before rendering starts, an importance map is generated by "baking" a grayscale image from the world shader. This will then be used to determine which parts of the background are light and so should receive more samples than darker parts. Higher resolutions will result in more accurate sampling but take more setup time and memory. Patch by Mike Farnsworth, thanks!
2012-01-19Fix small code issue pointed out by nico_ga, was doing negation on unsigned ↵Brecht Van Lommel
type, didn't seem to break anything though.
2011-09-28Cycles: internal changes that should have no effect on user level yet, addedBrecht Van Lommel
shader flags for various purposes, and some code for light types other than points.
2011-09-12Cycles:Brecht Van Lommel
* Fix missing update when editing objects with emission materials. * Fix preview pass rendering set to 1 not showing full resolution. * Fix CUDA runtime compiling failing due to missing cache directory. * Use settings from first render layer for visibility and material override. And a bunch of incomplete and still disabled code mostly related to closure sampling.
2011-09-02Cycles: optimizations for instances in scene updates before render starts,Brecht Van Lommel
should load a non-trivial mesh instanced many times quite a bit faster now.
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