Age | Commit message (Collapse) | Author |
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camera, same as in render. It draws objects in solid draw mode outside of
the border.
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* Missing header kernel_passes.h, needed for "direction_to_panorama" in kernel_triangle.h
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* Fixes for some silly typos in the checker shader.
* Added missing GPL licence block to node_fresnel.h.
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* Fixes for r46114, object_fetch_transform missed time argument.
* Syntax fixes for Checker texture.
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* Remove oslexec_pvt.h header and some typo fixes.
* This file needs deeper updates for changes done in OSL 0.6.0, see
https://github.com/imageworks/OpenShadingLanguage/commit/11ce51418b45e975ace4d919a4bdd8c2001ba300
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* Fixes for changes in the OSL register_closure() API.
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* Compile fixes, missing ShaderClosure argument for eval functions. (r40163)
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* __OSL__ is now defined for CPU when building with OSL.
* First batch of compile fixes, remove some unneeded std namespace declarations and added missing includes.
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* Update the Oren Nayar shader to incorporate updates / fixes from r41968 and r44330.
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* Ported my checker texture to OSL. :)
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* More fixes, replaced all remaining size variables with scale ones.
* Remove nonzero check in OSL textures, not needed anymore, was there to prevent division by zero for the size variable.
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* More fixes for r41599, removed clouds and distorted noise textures and ported the Noise texture to OSL.
ToDo: Color output is still commented, needs a closer look.
* Some more fixes (comments, uninitialized variables)
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* The random output had a range from -0.5 to 0.5, added an offset of 0.5 to bring it into the 0.0 / 1.0 range, which is in alignment with Shader Node Guidelines.
Patch by Agustin Benavidez, thanks!
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* Forgot to rename Gradient OSL file.
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* More OSL fixes for r41599, removed marble and wood texture and ported Wave Texture to OSL.
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* Found an issue in the shader code, it used the x coordinate twice.
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* OSL textures were never updated after the refactor in november 2011.
* Remove stucci texture and renamed blend to gradient.
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* Added missing GPL licence block to kernel_textures.h
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mix nodes are removed from the cycles graph. In case the inputs are both unconnected it still tried to reconnect them.
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dupligroups.
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* Remove double declaration of cosf.
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* Remove -use_fast_math flag from scons as well.
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other places, was mainly due to instancing not working, but also found
issues in procedural textures.
The problem was with --use_fast_math, this seems to now have way lower
precision for some operations. Disabled this flag and selectively use
fast math functions. Did not find performance regression on GTX 460 after
doing this.
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* SSE/SSE2 is an unknown option for the compiler (Command line warning D9002 : ignoring unknown option '/arch:SSE2'), so it can be left out because on x64 it automatically builds with SSE and SSE2.
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plugged into both sockets.
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pass index, and a random number unique to the instance of the object.
This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
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Note: two remains, in comments in extern/bullet2/src/LinearMath/btVector3.h and extern/libmv/libmv/image/tuple.h.
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feature enabling #defines a bit.
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threading problems.
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space size and location were outdated often, and already computed on demand
by blender internal, now do that through RNA as well.
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Fix part of thread safety issue, there's still something else wrong.
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smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff
Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
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second time I need a scond commit to get the equisolid formula right, shame on me ;)
the formula is:
r = 2 x focallength x sin (theta / 2)
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lens and vector pass problem
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