Age | Commit message (Collapse) | Author |
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Not sure what happened here. Will have only effected Cycles standalone with
linear subdivision in use.
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There basically are two issues here: in smooth mode (and all non-tangent
normal map types) it doesn't invert the normal for backfacing polys;
on the other hand for flat shaded tangent type it is inverted too soon.
This fix does a brute force correction by checking the backfacing flag.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D2181
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regular objects.
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Meshes with Cycles subdivision were being transformed to world space leading to
normals to sometimes be calculated in that space, while they should be in
object space. Also caused dicing to happen at the wrong rate for scaled meshes.
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Users have been getting a bit confused by the way things are worded/arranged in
the UI. This patch makes a few changes to the UI to make it more clear how to
use subdivision:
- make Subdivide UVs option inactive when adaptive subdivision is enabled as UV
subdivision is currently unsupported
- add "px" to dicing rates in the Geometry Panel
- display the final dicing rate in the modifier
- reworded "Dicing Rate" in the modifier to "Dicing Scale" to make more clear
that this is a multiplier for the scene dicing rate and added a note the the
tooltip pointing the user to that setting in the Geometry Panel
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2174
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Was happening when object only had curves (doe example, object with hair
particle system and emitter rendering disabled).
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for QBVH
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camera is in volume
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OpenSubdiv doesn't like empty meshes, so we need to be careful not to
subdivide when the mesh is empty.
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Changes from microdisplacement work broke previous support for subdivision
meshes, sometimes leading to crashes; this makes things work again. Files
that contain "patch" nodes will need to be updated to use meshes instead, as
specifying patches was both inefficient and completely unsupported by the new
subdivision code.
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AMD platform
Reviewers: sergey
Differential Revision: https://developer.blender.org/D2172
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Fixes part of the performance regressions compared to 2.76b, see T49046, T48876.
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The if branches were reordered when the original patch was
committed, which broke the implicit non-NULL guarantee on link.
To prevent re-occurrence, add a couple of unit tests.
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(Now without the build errors)
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This reverts commit 40b367479c6fe23d6f2b6d822f2d5266485619f3.
Didn't build or solve any known issue. Please don't push changes without
testing them first.
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These latter can cause MSVC debug asserts if the array is empty. With C++11
we'll be able to do this for std::vector later. This hopefully fixes an assert
in the Cycles subdivision code.
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Kernels can now be built without patch evaluation when not needed by the
scene (Catmull-Clark subdivision not in use), giving a performance boost
for some devices.
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kernel_textures.h is included in device_opencl.cpp, so we can't check
__KERNEL_OPENCL__ there.
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After discussion in IRC, 16bit int should not be converted to half, too much precision loss.
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Note: This only works for textures loaded from disk via OIIO, not packed textures. That's still a ToDo.
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By calling `tessellate()` from the mesh manager in Cycles we can do pre/post
processing or even threaded tessellation without concerning client side code
with the details.
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This way OpenCL devices can also benefit from a smaller memory footprint, when using e.g. bumpmaps (greyscale, 1 channel).
Additional target for my GSoC 2016.
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their own stdosl.h.
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Atm OpenEXR half files benefit from this and will use only 1/2 of the memory now. More space for HDRs!
Part of my GSoC 2016.
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Now we have the 4 component ones first (float4, byte4, half4) followed by the 1 component ones (float, byte, half).
Makes code a bit more consistent and also reduces code a bit when enabling half support on GPU in next commit.
This also exposed a typo in half CPU images for 3D textures, which wasn't used yet, but good to have that one fixed anyway.
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This was causing Cycles standalone to fail to build from Blender repo.
Hopefully nothing breaks from removing this.
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structs"
Using unit tests is a wrong way to control static behavior of the
application. They should only be used for checking dynamic behavior,
all the rest is easily controllable at compile time.
Doing tests at ocmpile time are actually more robust approach since
we don't have strict policy of runnign unit tests before accepting
any change.
Proper alignment control is coming shortly.
This reverts commit 7c3a06c34918567e6b0ab67bded60725ff63073b.
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Since the optimal values depend on the device used, this option doesn't make much sense in the XML.
Therefore, it's now specified via the command line, just like the device itself.
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Commit c96ae81160ad added three data textures and therefore removed three image texture slots, but the value in util_textures.h wasn't updated.
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Since inputs are user controlled, the node can't assume they aren't zero.
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To recreate, just delete default cube and render.
Simple fix, but @maiself or @sergey may want to double-check ;)
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changes.
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