Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-05-02 | Fix T75995: Cycles render artifacts with overlapping volumes | Brecht Van Lommel | |
This is a workaround, but a proper solution requires significant changes to ray intersection in the kernel. | |||
2020-04-08 | Fix T75290: Cycles crash with out of bounds memory access in volume mesh build | Brecht Van Lommel | |
2020-03-19 | Cleanup: `make format` after SortedIncludes change | Dalai Felinto | |
2020-03-18 | Volumes: add render settings for volume datablock | Brecht Van Lommel | |
* Space: volume density and step size in object or world space * Step Size: override automatic step size * Clipping: values below this are ignored for tighter volume bounds The last two are Cycles only currently. Ref T73201 | |||
2020-03-18 | Cycles: support for different 3D transform per volume grid | Brecht Van Lommel | |
This is not yet fully supported by automatic volume bounds but works fine in most cases that will have mostly matching bounds. Ref T73201 | |||
2020-03-11 | Cleanup: add ImageHandle to centralize image ownership logic | Brecht Van Lommel | |
2020-02-07 | Cleanup: split Cycles Hair and Mesh classes, with Geometry base class | Brecht Van Lommel | |
2019-07-07 | Cleanup: spelling | Campbell Barton | |
2019-04-17 | ClangFormat: apply to source, most of intern | Campbell Barton | |
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat | |||
2018-07-28 | Cycles: speed up mesh volume bounds construction. | Stefan Werner | |
Patch by Stefan, with minor tweaks by Brecht. | |||
2018-03-19 | Fix T54356: volume rendering bug using just color attribute. | Brecht Van Lommel | |
2018-03-10 | Code cleanup: use spaces for aligned indentation. | Brecht Van Lommel | |
2018-03-03 | Fix T54202: Cycles crash rendering empty mesh volume after recent optimization. | Brecht Van Lommel | |
2018-03-01 | Cycles volume: fast empty space optimization by generating a tight mesh | Kévin Dietrich | |
around the volume. We generate a tight mesh around the active voxels of the volume in order to effectively skip empty space, and start volume ray marching as close to interesting volume data as possible. See code comments for details on how the mesh generation algorithm works. This gives up to 2x speedups in some scenes. Reviewed by: brecht, dingto Reviewers: #cycles Subscribers: lvxejay, jtheninja, brecht Differential Revision: https://developer.blender.org/D3038 |