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2013-09-04Fix a few issues reported by coverity scan.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!
2013-05-08Cycles / Tile Rendering:Thomas Dinges
* Code refactor of tile ordering to simplify the code and avoid some branching. * Changed the Center method, so it really follows center -> corners, instead of the BI method, which was confusing sometimes.
2013-04-05Fix another part of #34877: cycles progress status text not showing correct withBrecht Van Lommel
per render layer samples in addition to the progress bar. Also fixed job progress bar not working at all on high DPI / retina, was so small the actual progress was not visible.
2013-01-08Fix for recent tile_order feature not working properly with persistent dataSergey Sharybin
2013-01-07Cycles / Tile Rendering:Thomas Dinges
* Added new option to chose the tile order. In addition to the "Center" method, 4 new methods are available now, like Top -> Bottom and Right -> Left. Thanks to Sergey for code review and some tweaks!
2012-10-25Cycles: use simplier strategy in next_tile for viewport renderingSergey Sharybin
No need to find tile closest to rendered center in this case, just return first possible tile. Saves some computation power.
2012-10-24Fix #32951: Progressive refine crashing Blender when used with multiple cuda ↵Sergey Sharybin
devices This time issue was caused by Save Buffers enabled and the reason blender crashed was tiles generated by cycles didn't match tiles generated by openexr. Currently solved it in a way that background rendering will allocate tiles in the same way render parts are generated in blender. Viewport rendering will still be using sliced image, but it's more tricky to change and it's no so big deal for now.
2012-10-23Fix #32951: Progressive refine crashing Blender when used with multiple cudaSergey Sharybin
Issue was caused by offline rendering could have been allocated the same tile to different devices and in this case buffers would become invalid. Made it more clear in the code, so now it's flag for tile manager to indicate whether tiles should always be allocated for the same device or not. Also cleaned a way how tile index for progressive refine is calculating, which is now avoids tricky computation based on tile coordinate and it's dimensions.
2012-10-13Cycles: progressive refine optionSergey Sharybin
Just makes progressive refine :) This means the whole image would be refined gradually using as much threads as it's set in performance settings. Having enough tiles is required to have this option working as it's expected. Technically it's implemented by repeatedly computing next sample for all the tiles before switching to next sample. This works around 7-12% slower than regular tile-based rendering, so use this option only if you really need it. This commit also fixes progressive update of image when Save Buffers option is enabled. And one more thing this commit fixes is handling display buffer with Save Buffers option enabled. If this option is enabled image buffer wouldn't have neither byte nor float buffer until image is fully rendered which could backfire in missing image while rendering in cases color management cache became full. This issue solved by allocating byte buffer for image buffer from tile update callback. Patch was reviewed by Brecht. He also made some minor edits to original version to patch. Thanks, man!
2012-09-17Cycles: change preview "resolution divider" that gave the number of lowerBrecht Van Lommel
resolutions to render, to a "start resolution" which gives the resolution to start at. This avoids unnecessary rendering of small resolutions in small viewports, and avoids long waiting on big viewports.
2012-09-04Cycles: merge of changes from tomato branch.Brecht Van Lommel
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
2011-12-21Cycles: some small code refactoring related to buffer parameters.Brecht Van Lommel
2011-12-20Cycles: border rendering support, includes some refactoring in how pixels areBrecht Van Lommel
accessed on devices.
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.
2011-08-28Cycles:Brecht Van Lommel
* Add alpha pass output, to use set Transparent option in Film panel. * Add Holdout closure (OSL terminology), this is like the Sky option in the internal renderer, objects with this closure show the background / zero alpha. * Add option to use Gaussian instead of Box pixel filter in the UI. * Remove camera response curves for now, they don't really belong here in the pipeline, should be moved to compositor. * Output full float values for rendering now, previously was only byte precision. * Add a patch from Thomas to get a preview passes option, but still disabled because it isn't quite working right yet. * CUDA: don't compile shader graph evaluation inline. * Convert tabs to spaces in python files.
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