Age | Commit message (Collapse) | Author |
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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!
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Each BSDF node now has a Normal input, which can be used to set a custom normal
for the BSDF, for example if you want to have only bump on one of the layers in
a multilayer material.
The Bump node can be used to generate a normal from a scalar value, the same as
what happens when you connect a scalar value to the displacement output.
Documentation has been updated with the latest changes:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
Patch by Agustin Benavidez, some implementation tweaks by me.
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coordinates map to a sphere.
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UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.
Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
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Still more work needed to get object motion blur ready.
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from this but best to fix anyway as it causes undefined behavior. Pointed out
on irc by dslammu, thanks!
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* OSL UI message did not show up when device type was GPU, but User Preferences were None. Also remove experimental check, more convenient for testing.
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The parameter lists are using OIIO::TypeDesc static standards, which are also static variables. With static OSL libraries these are not initialized when the closure parameter lists are initialized, so OSL rejects the closure types.
Putting static initialization into functions works just as well, but ensures the OIIO::TypeDesc access is delayed until initialization is complete.
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Generated and UV coordinates from the duplicator of instance instead of the
object itself.
This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
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shader nodes.
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with multi GPU when resolution > 128.
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It will
still look a bit strange since the viewport can't actually render such panorama views,
so the opengl drawn scene behind the border render will not match up.
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* Don't disable Progressive option, just grey out.
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materials present, even though it's only taking lamp shadows into account.
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finished.
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threading issue that happens once every X frames.
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There's no CMake symbol names ${OPENEXR} which lead to using /include
as an include directory, which isn't correct.
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* Change Addons Link to point to the manual instead of the dev documentation.
* Add sm_30 to Linux build configuration.
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* Followup for r50550, added checks to the "Samples" Button in World and Lamp Context to properly show the correct options.
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dont get warnings from system headers.
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or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc
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but should not crash either. This fix is more of a workaround, the crash seems
to be in openimageio or one of the libraries it uses.
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when resetting devices."
This commit leads to random freezes in Cycles rendering:
https://projects.blender.org/tracker/index.php?func=detail&aid=32545&group_id=9&atid=498
The goal of this commit was to remove UI lag for OSL, but since that is not officially supported yet, better revert it until a proper fix can be implemented in 2.65.
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Daniel M. Basso, thanks!
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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.
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old OSL implementation yet.
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instead of generic 'vector'.
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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"
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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.
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* Fix Musgrave Texture, used wrong Perlin Noise (0..1) instead of -1..1. Also added comment to noise_basis() to make it clear which noise type is used there.
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* Fixes for Voronoi, Gradient and Magic Textures. SVM and OSL renders excactly the same now.
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* std::particle_index
* std::particle_age
* std::particle_lifetime
* std::particle_location
* std::particle_size
* std::particle_velocity
* std::particle_angular_velocity
Just as with SVM the rotation state attribute is currently disabled due to lack of a proper quaternion or matrix type in Cycles nodes.
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