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2012-01-26Cycles: render passes for CUDA cards with compute model >= 2.x.Brecht Van Lommel
2011-10-16Cycles: enable multi closure sampling and transparent shadows only on CPU andBrecht Van Lommel
CUDA cards with shader model >= 2 for now (GTX 4xx, 5xx, ..). The CUDA compiler can't handle the increased kernel size currently.
2011-10-16Cycles: enable improved closure sampling, this should give less noise for ↵Brecht Van Lommel
mix, add and glass shaders. How well this will work on non-fermi GPU's is unclear still, it's a bit heavy on register usage.
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.
2011-09-21Cycles: another bugfix for mix closure sampling + bump.Brecht Van Lommel
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.
2011-09-16Cycles: fix issue with mix shaders, leading to use of uninitialized memory.Brecht Van Lommel
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.
2011-04-27Cycles 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