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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: RGB and Vector Curves nodes now supported, with the limitation that theBrecht Van Lommel
range must be left to the default (0..1 and -1..1).
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.
2012-12-06Fix mapping node min/max not working OSL.Brecht Van Lommel
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.
2012-11-30Fix #33364: cycles tile rendering artifacts.Brecht Van Lommel
2012-11-30Fix #33351: cycles OSL not loading grayscale images as RGB correctly.Brecht Van Lommel
2012-11-30Fix #33347: cycles OSL crash connecting string to vector socket.Brecht Van Lommel
2012-11-29Fix #32900: object motion blur not working on the GPU. To make this work I ↵Brecht Van Lommel
disabled motion blurring of scale animation, probably not a big loss in practice since it's not so common to animate this, can be added back later.
2012-11-28Fix #33337: cycles crash with progressive refine and multiple render layers.Brecht Van Lommel
2012-11-28Fix #33335: cycles SVM closure issue in recent bugfix, incorrectly taggingBrecht Van Lommel
node as done.
2012-11-27Fix cycles OSL shader loading warnings after recent bugfix.Brecht Van Lommel
2012-11-27Fix #32907: failure rendering a complex node setup, hitting fixed max numberBrecht Van Lommel
of closures limit. Optimized the code now so it can handle more. Change SVM mix/add closure handling, now we transform the node graph so that the mix weights are fed into the closure nodes directly.
2012-11-24Fix #33152: cycles SVM crash with certain shader nodes setups where closures ↵Brecht Van Lommel
would appear multiple times after flattening the mix/add shader part of the graph into a tree structure.
2012-11-21Fix #32796: cycles did not support image auto refresh option.Brecht Van Lommel
2012-11-21Fix #33158: motion vector pass wrong in cycles in some scenes, wrong vectorsBrecht Van Lommel
due to float precision problem in matrix inverse.
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.
2012-11-20Fix [#33239] Cycles OSL : Environment Texture Rotation Incorrect:Thomas Dinges
* Projection mappings were not implemented yet.
2012-11-15Fix #33183: cycles bump mapping was not executed with only an AO node in a ↵Brecht Van Lommel
material.
2012-11-13avoid divide by zero in cycles progress calculationCampbell Barton
2012-11-11Cycles: panorama camera in viewport camera view now shows the render mappedBrecht Van Lommel
to the camera border rather than the entire viewport.
2012-11-10Fix #33131: more useful cycles behavior for layers that are both marked excludedBrecht Van Lommel
and as mask layer. Now it will still use the mask, and have no further influence rather than just being excluded entirely.
2012-11-10Fix #32972: cycles crash changing to GPU render with OSL enabled.Brecht Van Lommel
2012-11-09Cycles: persistent images optionSergey Sharybin
This option enables keeping loaded images in the memory in-between of rendering. Implemented by keeping render engine alive for until Render structure is being freed. Cycles will free all data when render finishes, optionally keeping image manager untouched. All shaders, meshes, objects will be re-allocated next time rendering happens. Cycles cession and scene will be re-created from scratch if render/ scene parameters were changed. This will also allow to keep compiled OSL shaders in memory without need to re-compile them again. P.S. Performance panel could be cleaned up a bit, not so much happy with it's vertical alignment currently but not sure how to make it look better. P.P.S. Currently the only way to free images from the device is to disable Persistent Images option and start rendering.
2012-11-09Fix #33125: cycles OSL crash with multiple render sessions running at the ↵Brecht Van Lommel
same time.
2012-11-08Fix #33113: cycles not rendering motion blur correct with dying particles.Brecht Van Lommel
There were a bunch of other issues with dupli motion blur and syncing, the problem being that there was no proper way to detect corresponding duplis between frames or updates. As a solution, a persistent_id was added to the DupliObject. It's an extension of the previous index value, with one index for each dupli level. This can be used to reliably find matching dupli objects between frames. Works with nested duplis, multiple particle systems, etc.
2012-11-08Cycles: add strength input for normal map node.Brecht Van Lommel
2012-11-08code cleanup: quiet double promotion warningsCampbell Barton
2012-11-08Fix #33107: cycles fixed threads 1 was still having two cores do work,Brecht Van Lommel
because main thread works as well.
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)
2012-11-06Cycles OSL: support for the trace(point pos, vector dir, ...) function, to traceBrecht Van Lommel
rays from the OSL shader. The "shade" parameter is not supported currently, but attributes can be retrieved from the object that was hit using the getmessage("trace", ..) function. As mentioned in the OSL specification, this function can't be used instead of lighting, the main purpose is to allow shaders to "probe" nearby geometry, for example to apply a projected texture that can be blocked by geometry, apply more “wear” to exposed geometry, or make other ambient occlusion-like effects. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL#Trace Example .blend and render: http://www.pasteall.org/blend/17347 http://www.pasteall.org/pic/show.php?id=40066
2012-11-06Cycles: 4 new nodes.Brecht Van Lommel
* Tangent: generate a tangent direction for anisotropic shading. Can be either radial around X/Y/Z axis, or from a UV map. The default tangent for the anisotropic BSDF and geometry node is now always radial Z, for UV tangent use this node now. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent * Normal Map: generate a perturbed normal from an RGB normal map image. This is usually chained with an Image Texture node in the color input, to specify the normal map image. For tangent space normal maps, the UV coordinates for the image must match, and the image texture should be set to Non-Color mode to give correct results. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map * Refraction BSDF: for best results this node should be considered as a building block and not be used on its own, but rather mixed with a glossy node using a fresnel type factor. Otherwise it will give quite dark results at the edges for glossy refraction. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction * Ambient Occlusion: controls the amount of AO a surface receives, rather than having just a global factor in the world. Note that this outputs a shader and not a color, that's for another time. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
2012-11-05Stupid copy-paste typo in tiles commit.Sergey Sharybin
That was an example how you should not code :)
2012-11-05Cycles: fix crash rendering textured objects in OpenCLSergey Sharybin
Issue was caused by changed order of texture slots -- float textures have got lower slots indices than byte textures. OpenCL was still assuming byte textures goes before float.
2012-11-05Render engines: replace number of x/y tiles with tile sizeSergey Sharybin
Now tile size is setting up explicitly instead of using number of tiles. This allows better control over GPU performance, where having tiles aligned to specific size makes lots of sense. Still to come: need to update startup.blend to make tiles size 64x64.
2012-11-05Cycles: memory usage reportSergey Sharybin
This commit adds memory usage information while rendering. It reports memory used by device, meaning: - For CPU it'll report real memory consumption - For GPU rendering it'll report GPU memory consumption, but it'll also mean the same memory is used from host side. This information displays information about memory requested by Cycles, not memory really allocated on a device. Real memory usage might be higher because of memory fragmentation or optimistic memory allocator. There's really nothing we can do against this. Also in contrast with blender internal's render cycles memory usage does not include memory used by scene, only memory needed by cycles itself will be displayed. So don't freak out if memory usage reported by cycles would be much lower than blender internal's. This commit also adds RenderEngine.update_memory_stats callback which is used to tell memory consumption from external engine to blender. This information is used to generate information line after rendering is finished.
2012-11-05Cycles: multi-gpu rendering doesn't know for sure which sample is being sampled,Sergey Sharybin
so only report tile number is being processed
2012-11-05Cycles: improve Anisotropic BSDF node, changing the Roughness U/V inputs toBrecht Van Lommel
Roughness, Anisotropy and Rotation. Also a fix for automatic tangents and OSL attribute handling. Meaning of new sockets explained in the documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Anisotropic
2012-11-03Cycles: use mikktspace now for computing tangents from UV maps. This avoids uglyBrecht Van Lommel
averaged tangents at UV seams but instead now the seams will show as discontinuities in the tangent.
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.
2012-11-03Cycles OSL: refactoring and fixesBrecht Van Lommel
* Moved kernel/osl/nodes to kernel/shaders * Renamed standard attributes to use geom:, particle:, object: prefixes * Update stdosl.h to properly reflect the closures we support * Fix the wrong stdosl.h being used for building shaders * Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
2012-10-30Cycles: optimization to not compile shaders and load images that are notBrecht Van Lommel
used by any mesh/lamp/world.
2012-10-26Fix #32972: cycles crash switching OSL to SVM in viewport render.Brecht Van Lommel
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.
2012-10-23Cycles: update buffers only once in a while when progressive refine is usedSergey Sharybin
It'll mimic the same behavior as regular tile rendering update and it should give pretty noticeable boost on simpler scenes.
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.
2012-10-22Fix #32947: cycles color to float conversion issue after integer socket commit.Brecht Van Lommel