Age | Commit message (Collapse) | Author |
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A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
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does not have the UV pass enabled as well.
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Render Pass and AO closure as well.
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* Refactor PathState struct and functions into its own file.
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* Fix some compile errors, when building without Branched Path.
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* Some cleanup for disabled Volume code.
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- add missing headers from cmake (own omission)
- quiet rna_test.c unused define warnings.
- minor style edits
- spelling corrections and ignore all uppercase words with spell checking script.
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* Removed unused member of the device_memory template.
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* Avoid special code, when Subsurface is enabled.
Ideally we should only use the function, and get rid of the extra duplicate, but this is slower on CUDA.
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* 'T' is now also used for the Subsurface closure.
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give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
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* Document the members of the Ray struct.
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Instead of having ifdef __GNUC__ all over the headers
to use special compiler's hints use a special file where
all things like this are concentrated.
Makes code easier to follow and allows to manage special
attributes in more efficient way.
Thanks Campbell for review!
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correlation in
the random numbers.
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* World background samples (Branched Path) were missing after integrator rename.
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* Silence /arch:SSE2 warning on msvc x64.
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* More build fixes, 2 link errors remain. http://www.pasteall.org/45279
Note: Probably those paths should only be added for Windows and Linux, as "OPENIMAGEIO_LIBPATH" already inherit them for Mac OS. Also "OPENIMAGEIO_LIBRARIES" inherits the libs for Linux already. Is that intended or a lack of consistency?
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* Fix some link errors on Windows, still missing png, zlib, jpeg and tiff.
I couldn't yet figure out the correct flags to pass on here, and the 2300 lines huge main CMakeLists file doesn't help with it...
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except for curves, that's still missing from the OpenColorIO GLSL shader.
The pixels are stored in a half float texture, converterd from full float with
native GPU instructions and SIMD on the CPU, so it should be pretty quick.
Using a GLSL shader is useful for GPU render because it avoids a copy through
CPU memory.
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than the number of CPU threads
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added to cycles standalone too.
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* Clamp theta sky coordinates, to prevent a negative solarElevation.
Note: This means that you cannot get absolute night with the new model, but this is not supported anyway. So when you reach the maximum sunset, use the World Strength to further decrease the light.
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* Standalone can now be compiled without the GUI, making the glut dependency optional.
Added WITH_CYCLES_STANDALONE_GUI cmake flag.
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* Fix compiler warning, == / = mismatch.
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the Cubic falloff, see here for details.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering
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* Some fixes for OpenCL, was broken after recent changes.
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* Added a new sky model by Hosek and Wilkie: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/
Example render:
http://archive.dingto.org/2013/blender/code/new_sky_model.png
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Sky_Texture
Details:
* User can choose between the older Preetham and the new Hosek / Wilkie model via a dropdown. For older files, backwards compatibility is preserved. When we add a new Sky texture, it defaults to the new model though.
* For the new model, you can specify the ground albedo (see documentation for details).
* Turbidity now has a UI soft range between 1 and 10, higher values (up to 30) are still possible, but can result in weird colors or black.
* Removed the limitation of 1 sky texture per SVM stack. (Patch by Lukas Tönne, thanks!)
Thanks to Brecht for code review and some help!
This is part of my GSoC 2013 project, SVN merge of r59214, r59220, r59251 and r59601.
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* Rename test to standalone.
Note: New CMAKE flag is WITH_CYCLES_STANDALONE.
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rendering too bright.
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new cubic and gaussian falloff. Like the branched path tracer, this will now
shade all intersection points instead of using one at random.
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* Fix Cycles using wrong AA sample values, after integrator renaming.
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sampling and subsurface scattering.
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Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
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property name back so we keep compatibility.
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and "Branched Path Tracing", to try to make it more clear that this is not
related to progressive refinement, non-progressive was always a bad name anyway.
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* Some style tweaks for hair code.
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* Do not show Total Samples print for Progressive, when Square Samples are disabled. In this case it's obvious even without the print. :)
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* Add a "Total Samples" info at the bottom of the panel.
This makes understanding the Non-Progressive integrator easier, as it displays how many samples are used for the different ray types.
* Rename Squared Samples to Square samples, to indicate that the action is not already done. The new Total Samples info should make this easier to understand now as well. Also added back for Progressive integrator, for consistency.
Screenshot:
http://www.pasteall.org/pic/show.php?id=57980
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