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2017-03-29Cycles: Make all #include statements relative to cycles source directorySergey Sharybin
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
2016-06-11Cycles: nodify shader nodesBrecht Van Lommel
Differential Revision: https://developer.blender.org/D2038
2016-05-29Code refactor: centralize OSL node creation in shader manager.Brecht Van Lommel
2016-05-17Code refactor: use dynamic shader node array lengths now that OSL supports them.Brecht Van Lommel
2016-01-07Cycles: Update some types used form OSLSergey Sharybin
Some types were deprecated back in 2013, better to be prepared earlier for those types being removed from upstream.
2015-11-25Cycles: Ensure order of shader nodes in the dependnecies setSergey Sharybin
The issue was than nodes dependencies were stored as set<ShaderNode*> which is actually a so called "strict weak ordered", meaning order of nodes in the set is strictly defined, but based on the ShaderNode pointer. This means that between different render invokations order of original nodes could be different due to different pointers allocated for ShaderNode. This commit makes it so dependencies and maps used for ShaderNodes are based on the node->id which has much more predictable order. It's still possible to trick the system by doing some crazy edits during viewport rendfer and cause difference between viewport and final render stacks. Reviewers: brecht Reviewed By: brecht Subscribers: LazyDodo Differential Revision: https://developer.blender.org/D1630
2015-11-20Cycles: Fix filter glossy being broken after recent changesSergey Sharybin
Basically we can not use sharp closure as a substitude when filter glossy is used. This is because we can not blur sharp reflection/refraction. This is quite quick and not really clean implementation. Not really happy with manual handling of original settings, but this is as good as we can do in the quick patch. It's a good acknowledgment and we now can re-consider some aspects of graph simplification to make such cases more natively supported. P.S. This failure would have been shown by our regression tests, so please, bother a bit to run Cycles's test sweep before doing such optimizations.
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2013-12-09Fix build error when building without OSL support.Brecht Van Lommel
2013-12-08Cycles OSL: update to build with latest OSL master shader group changes.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!
2013-04-22Attempt 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
2013-02-14Fix #34121: OSL + persistent images option was not freeing shader memory ↵Brecht Van Lommel
properly, causing memory to increase continuously during animation render.
2013-02-12Attempted fix for issue with latest CUDA kernel for 32 bit windows/linux/mac,Brecht Van Lommel
there seems to be some sort of compiler bug in CUDA toolkit 4.2, uninlining a few functions seems to avoid it.
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.
2012-12-04Fix #33405: preview render getting stuck in a particular .blend file, ObjectKeyBrecht Van Lommel
operator< had wrong brackets, changed it now to be more clear. Fix #33404: crash GPU rendering with OSL option still enabled. There was a check to disable OSL in this case, but it shouldn't have modified scene->params because this is used for comparison in scene->modified().
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.
2012-11-20Fix 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.
2012-11-03Cycles 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.
2012-09-15Generate 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.
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