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2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-12-05Cycles: Add dedicated Progress::set_error() callSergey Sharybin
Currently it acts the same as set_cancel(), but this way we're able to distinguish situations when rendering was aborted by user demand (for example pressing Esc in standalone renderer) or if something went horribly wrong (for example out of VRAM error).
2014-07-25Cycles Bake: show progress bar during bakeDalai Felinto
Baking progress preview is not possible, in parts due to the way the API was designed. But at least you get to see the progress bar while baking. Reviewers: sergey Differential Revision: https://developer.blender.org/D656
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!
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.
2012-09-28Fix cycles "synchronizing object" status being shown when it was already ↵Brecht Van Lommel
finished.
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.
2012-05-08Fix 31370: light falloff node linear output not working code.Brecht Van Lommel
Fix part of thread safety issue, there's still something else wrong.
2012-01-26Fix #29966: cycles elapsed time not resetting in viewport after changes.Brecht Van Lommel
2012-01-09Cycles: show elapsed time for F12/background render.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.
2011-06-17Cycles: compile error fix for ICC.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