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2014-03-31Cycles: fix 3-5% performance regression in msvc builds caused by a typo in ↵Sv. Lockal
stackchecking flags.
2014-03-31Fix T39525: branched path + no lights + disabled use all lights option crash.Brecht Van Lommel
2014-03-31Fix T39510, Fix T39523: camera motion blur not working correct after recent ↵Brecht Van Lommel
changes.
2014-03-31Code cleanup: fixes for function prototypesSergey Sharybin
2014-03-31Cycles: Deformation Motionblur works on GPU, so remove the checks in the UI.Thomas Dinges
2014-03-30Cycles UI: Do not grey out Object Motion Blur buttons, when we use CPU ↵Thomas Dinges
fallback (User Preferences set to None).
2014-03-29Fix scons CUDA build and compile error with more strict compilers.Brecht Van Lommel
2014-03-29Cycles volume: change heterogeneous volume sampling in branched path first hit.Brecht Van Lommel
This now uses decoupled ray marching, and removes the probalistic scattering. What this means is that each AA sample will be slower but contain less noise, hopefully giving less render time to reach the same noise levels. For those following along, there's still a bunch of volume sampling improvements to do: all-light sampling, multiple importance sampling, transmittance threshold, better indirect light handling, multiple scatter approximation.
2014-03-29Cycles code internals: add initial implementation of decoupled ray marching.Brecht Van Lommel
This basically records all volumes steps, which can then later be used multiple time to take scattering samples, without having to step through the volume again. From the paper: "Importance Sampling Techniques for Path Tracing in Participating Media" This works only on the CPU, due to usage of malloc/free.
2014-03-29Cycles code refactor: minor refactoring and comments for volume code.Brecht Van Lommel
2014-03-29Cycles volume: change homogeneous volume sampling in branched path first hit.Brecht Van Lommel
Similar to surfaces, this will now always scatter rather than probabilistically scattering or not depending on the transmittance. This also makes calculation of branched path throughput non-probalistic, which makes thing slower too. That's to be solved by decoupled ray marching later.
2014-03-29Cycles code refactor: shuffle homogeneous volume code to factor out hit/miss ↵Brecht Van Lommel
decision. This removes a few optimizations to avoid exp() calls and division, they will be added back later, at the moment it's more important to make the code easier to understand and refactor.
2014-03-29Cycles code refactor: move some more volume code into separate functions.Brecht Van Lommel
2014-03-29Cycles volumes: don't average coefficients over volume step.Brecht Van Lommel
Rather use random point in each step instead of giving the steps random sizes. Gives a bit more accurate results with large step sizes, but also convenient convention for later changes.
2014-03-29Fix cycles error for heterogenous volumes, causing double step size to be used.Brecht Van Lommel
This gives longer render times due to smaller step size, double it to get something more like the previous behavior.
2014-03-29Cycles code refactor: move some volume code to separate functions.Brecht Van Lommel
2014-03-29Cycles: add "density", "flame" and "color" attributes for smoke domains.Brecht Van Lommel
These can currently be accessed by adding an Attribute node and specifying one of those three names. A Smoke/Fire node should be added at some point to make this more convenient. These values might change still before the release, in particular for flame the meaning seems unclear, it's just values in the 0..1 range. This is useful for color ramps, but it might be good if this was also available as temperature in kelvin so it can be plugged into the blackbody node. But I couldn't figure out from the smoke code if or how this corresponds to a physical unit. Here's a (quite poor) example file for a fire + smoke setup: http://www.pasteall.org/blend/27990
2014-03-29Cycles code internals: add support for mesh voxel grid attributes.Brecht Van Lommel
These are internally stored as a 3D image textures, but accessible like e.g. UV coordinates though the attribute node and getattribute(). This is convenient for rendering e.g. smoke objects where data like density is really a property of the mesh, and it avoids having to specify the smoke object in a texture node, instead the material will work with any smoke domain.
2014-03-29Cycles code refactor: move more code to geom folder, add some comments.Brecht Van Lommel
2014-03-29Fix: cycles volume emission incorrectly enabling surface importance sampling.Brecht Van Lommel
2014-03-29Cycles code internals: add CPU kernel support for 3D image textures.Brecht Van Lommel
2014-03-29Cycles code refactor: replace magic ~0 values in the code with defines.Brecht Van Lommel
2014-03-29Cycles: add per object options to disable motion blur and set deformation ↵Brecht Van Lommel
motion steps. Notes: * The motion steps only affect deformation motion blur. * The actual number of steps is 2^(steps - 1). This avoids having to sample at many different times for object with more/fewer steps, now the times overlap. * Deformation motion blur is enabled by default in existing files that have motion blur enabled. If the object is not deforming, this will be detected at export time, so raytracing performance will not be affected. Part of the code is from the summer of code project by Gavin Howard.
2014-03-29Cycles: add support for curve deformation motion blur.Brecht Van Lommel
2014-03-29Cycles: add support for mesh deformation motion blur.Brecht Van Lommel
2014-03-29Cycles code refactor: add motion sampled normals attribute.Brecht Van Lommel
2014-03-29Cycles code refactor: improve vertex motion attribute storage and export.Brecht Van Lommel
This now supports multiple steps and subframe sampling of motion. There is one difference for object and camera transform motion blur. It still only supports two steps there, but the transforms are now sampled at subframe times instead of the previous and next frame and then interpolated/extrapolated. This will give different render results in some cases but it's more accurate. Part of the code is from the summer of code project by Gavin Howard, but it has been significantly rewritten and extended.
2014-03-29Cycles code refactor: change curve key to float4 for easier storage as ↵Brecht Van Lommel
attribute.
2014-03-29Cycles code refactor: changes to make adding new primitive types easier.Brecht Van Lommel
2014-03-29Cycles code refactor: add support for motion vertex attributes.Brecht Van Lommel
2014-03-29Cycles code refactor: move more geometry code into per primitive files.Brecht Van Lommel
2014-03-29Cycles code refactor: move geometry related kernel files into own directory.Brecht Van Lommel
2014-03-27Cycles: Raise a proper error message when using Branched Path on sm_30, this ↵Thomas Dinges
is currently still disabled.
2014-03-27Cycles: fix for building with cmake when gcc refuses sse argsCampbell Barton
2014-03-27CMake: disable SSE flags if gcc/clang don't supportCampbell Barton
2014-03-26Fix for build error in Cycles standalone caused by new DeviceDrawParamsLukas Tönne
added in rB74518b28267e9b18199212fbaa3c689fa018d20c. No special bind/unbind needed for standalone viewer, so can just use a static stub in the display callback.
2014-03-26Fix T39420: Cycles viewport/preview flickers, when moving mouse across editorsSergey Sharybin
Issue was caused by the wrong usage of OCIO GLSL binding API. To make it work properly on pre-GLSL-1.3 drivers shader is to be enabled after the texture is binded to the opengl context. Otherwise it wouldn't know the proper texture size. This is actually a regression in 2.70 and to be ported to 'a'.
2014-03-24Fix for own mistake in rB83f2012300acadafd359307e7a00bd71e67e3fd7: usedLukas Tönne
bool instead of int. Thanks to Campbell Barton for noticing.
2014-03-24Fix T39341: Cycles Rendered view laggy while using particles.Lukas Tönne
There are a couple of bugs that come together here: * Particle hacks: extra modifier stack evaluation just for particles in rna_Object_create_duplilist. This is where the primary issue stems from, the "for_render" setting replaced the G.is_rendering flag in threaded depsgraph. This causes particles to recalculate the entire modifier stack with _render_ settings instead of viewport settings now. Fixed by taking the 'preview' parameter in Cycles into account. * Buggy skin modifier: The skin modifier generates a different amount of vertices and faces **on every execution**. This must be looked at separately, but it could be another reason why cycles constantly restarted the sync process. * Particles get re-distributed randomly every time (changing seed). This could be caused just by the broken skin modifier, but might still be an issue when simply rendering with cycles, since the psys will be evaluated for render settings, if just temporarily.
2014-03-23Cycles Standalone: XML Updates for Branched Path Multi Light.Thomas Dinges
2014-03-23Code cleanup: Move AA Samples variable, this is not exclusive to Branched Path.Thomas Dinges
2014-03-23Cycles: SSE optimization for line segments/ribbons hairSv. Lockal
Gives ~11% speedup for hair.blend, ~10% for koro_final.blend Also extract few common subexpressions in hair calculation. Reviewed By: brecht Differential Revision: https://developer.blender.org/D318
2014-03-22Cleanup: Restrict the debug -gline-tables-only to cxx_debug in cycles and ↵Jens Verwiebe
spelling
2014-03-21Cycles Standalone: Support for relative paths and string OSL parameters.Thomas Dinges
Patch by John Haddon. Differential Revision: https://developer.blender.org/D418
2014-03-20Extend workaround to all OS :avoid link failure with clang 3.4 debugJens Verwiebe
2014-03-19Fix T39247Martijn Berger
Changes to interpolation break texture allocation on sm35 and greater.
2014-03-17Code cleanup: styleCampbell Barton
2014-03-15Cycles: Direct multi light sampling in the Branched Path Integrator is ↵Thomas Dinges
optional now. Disabling this can improve performance, when we need a lot of AA Samples anyway, to clear up the render. Simple example .blend: http://www.pasteall.org/blend/27582 Differential Revision: https://developer.blender.org/D392
2014-03-15UI: Improved layout for Cycles Volume Sampling panel.Thomas Dinges
2014-03-15UI: Move OpenGL Settings (AA and Alpha) into the Info Editor render menu.Thomas Dinges