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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!
2013-08-18Cycles: Subsurface ScatteringBrecht Van Lommel
New features: * Bump mapping now works with SSS * Texture Blur factor for SSS, see the documentation for details: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering Work in progress for feedback: Initial implementation of the "BSSRDF Importance Sampling" paper, which uses a different importance sampling method. It gives better quality results in many ways, with the availability of both Cubic and Gaussian falloff functions, but also tends to be more noisy when using the progressive integrator and does not give great results with some geometry. It works quite well for the non-progressive integrator and is often less noisy there. This code may still change a lot, so unless you're testing it may be best to stick to the Compatible falloff function. Skin test render and file that takes advantage of the gaussian falloff: http://www.pasteall.org/pic/show.php?id=57661 http://www.pasteall.org/pic/show.php?id=57662 http://www.pasteall.org/blend/23501
2013-06-28Fix #35896: cycles crash with OSL image textures and viewport + preview renderBrecht Van Lommel
running at the same time.
2013-06-22Cycles OSL: don't set optimize=2 option in OSL shading system, this is alreadyBrecht Van Lommel
the default, and by not setting it the user can override it with an environmnet variable, for example: export OSL_OPTIONS="optimize=0"
2013-06-18Cycles: add "Transparent Shadow" option for materials, to disable them per ↵Brecht Van Lommel
material.
2013-05-09Cycles / OSL:Thomas Dinges
* Remove custom template from r52885, not needed anymore as OSL 1.3 is a requirement and we do not use a custom branch anymore.
2013-04-22Attempt to fix #35041 and #34725: cycles crash with OSL and both a 3D viewportBrecht Van Lommel
and preview running at the same time. It seems there's something in OSL/LLVM that's not thread safe, but I couldn't figure out what exactly. Now all renders share the same OSL ShadingSystem which should avoid the problem.
2013-04-05Fix #34601: cycles OSL crash when using preview render and viewport render atBrecht Van Lommel
the same time, due to shared texture cache system.
2013-04-02Cycles: initial subsurface multiple scattering support. It's not working asBrecht Van Lommel
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-03-18Hopefully blender will compile with strict flags again.Sergey Sharybin
2013-02-14Fix #34121: OSL + persistent images option was not freeing shader memory ↵Brecht Van Lommel
properly, causing memory to increase continuously during animation render.
2012-12-12Fix #33485: cycles OSL now autodetects the presence of emission and transparentBrecht Van Lommel
closures to enable multiple importance sampling and transparent shadows.
2012-12-11Cycles: trick to make building with OSL trunk work as well, it has a differentBrecht Van Lommel
name for LoadMemoryShader so we make it call the right name depending on which is available.
2012-12-01Fix #33375: OSL geom:trianglevertices gave wrong coordinates for static BVH.Brecht Van Lommel
Also some simple OSL optimization, passing thread data pointer directly instead of via thread local storage, and creating ustrings for attribute lookup.
2012-11-30Fix #33351: cycles OSL not loading grayscale images as RGB correctly.Brecht Van Lommel
2012-11-27Fix cycles OSL shader loading warnings after recent bugfix.Brecht Van Lommel
2012-11-20Fix #33177: OSL render difference with missing textures and HSV nodes.Brecht Van Lommel
2012-11-20Fix cycles OSL missing support for texture mapping paramaters found in textureBrecht Van Lommel
properties tab.
2012-11-09Fix #33125: cycles OSL crash with multiple render sessions running at the ↵Brecht Van Lommel
same time.
2012-11-07support for string parameters in OSL nodesDalai Felinto
for now subtype is not defined, but once we start parsing the metadata we can set texture inputs as FILEPATH also, it takes relative strings and convert to absolute for all strings (which is arguably a good solution, but should work for now)
2012-11-03Cycles OSL: shader script nodeBrecht Van Lommel
Documentation here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles These changes require an OSL build from this repository: https://github.com/DingTo/OpenShadingLanguage The lib/ OSL has not been updated yet, so you might want to keep OSL disabled until that is done. Still todo: * Auto update for external .osl files not working currently, press update manually * Node could indicate better when a refresh is needed * Attributes like UV or generated coordinates may be missing when requested from an OSL shader, need a way to request them to be loaded by cycles * Expose string, enum and other non-socket parameters * Scons build support Thanks to Thomas, Lukas and Dalai for the implementation.
2012-10-30Cycles: optimization to not compile shaders and load images that are notBrecht Van Lommel
used by any mesh/lamp/world.
2012-10-20Cycles OSL: light path, texture coordinate, bump and blended box mapping now upBrecht Van Lommel
to date and working.
2012-10-20Integer socket support in Cycles. Int values are already supported natively ↵Lukas Toenne
in OSL, but were not used as actual ints on the SVM stack. This patch implements all the necessary functionality to support reading input values from RNA properties and convert between SHADER_SOCKET_INT and other types.
2012-10-20Cycles OSL: most closure code is now shared between OSL and SVM. Also fixBrecht Van Lommel
transmission pass and filter glossy option. The BSDF closure class is now more similar to the SVM closures, and includes some flags and labels that are needed to properly categorize the BSDF's for render passes. Phong closure is gone for the moment, needs to be adapated to the new structure still.
2012-09-15Yet another OSL fix: Some functions are missing stubs that were not used in ↵Lukas Toenne
old OSL implementation yet.
2012-09-15Fix for OSL 'Normal' node: the Direction parameter is of 'normal' type ↵Lukas Toenne
instead of generic 'vector'.
2012-09-15Generate compatible OSL shader parameter names in cases where the node has ↵Lukas Toenne
and input and output with the same name. In that case the convention is to add suffixes "In" and "Out" respectively. Example: Blender node has one input "Color" and one output "Color" -> OSL parameter names should be "ColorIn" and "ColorOut"
2012-09-15OSL implementation of RGB ramp node.Lukas Toenne
The sampled color ramp data is passed to OSL as a color array. This has to be done as actual float[3] array though, since the Cycles float3 type actually contains 4 floats, leading to shifting color components in the array. Additional parameter set functions for arrays have been added to the Cycles OSL interface for this purpose.
2012-09-04Fix for OSL input parameter name mapping. When assigning input constants to ↵Lukas Toenne
shader parameters, use the compatible_name function to strip whitespace.
2012-09-03Fix for Cycles OSL: The RenderServices pointer in ShadingSystem is no longer ↵Lukas Toenne
accessible from the interface class (presumably because it is just the base class pointer anyway and would have to be casted). The OSLRenderServices pointer to our own implementation is now stored alongside the ShadingSystem in the kernel globals, so it can be accessed in thread_init.
2012-09-03The shader id generated by the manager contains some special flags in high ↵Lukas Toenne
bits, leading to out-of-range index if used directly. This must use the SHADER_MASK to get actual array index.
2012-06-09style cleanup: block commentsCampbell Barton
2011-10-13Cycles: revert commit that joined surface/volume socket into a single shader ↵Brecht Van Lommel
socket, on second thought this makes it a bit too difficult to understand what's going on.
2011-10-12Cycles: replace surface/volume sockets in output nodes with a single shader ↵Brecht Van Lommel
socket, decided it's better to render objects as either surface or volume. This may break the volume rendering patch, but shaders with volume closures still get tagged as having volume closures, so it should be fixable without too many changes.
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.
2011-05-31Cycles: OSL build & image manager fixes.Brecht Van Lommel
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