Age | Commit message (Collapse) | Author |
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Note: the branch currently crashes in blender_camera_nodes.cpp:
BL::NodeTree b_ntree = b_data.node_groups[nodes_tree_name];
The crash was introduced in:
cb7cf523e5c000609f32a382e2c0fcc57f635a42
Conflicts:
intern/cycles/SConscript
intern/cycles/blender/addon/__init__.py
intern/cycles/blender/addon/properties.py
intern/cycles/blender/blender_camera.cpp
intern/cycles/kernel/kernel_types.h
intern/cycles/kernel/svm/svm.h
intern/cycles/kernel/svm/svm_types.h
intern/cycles/render/camera.cpp
intern/cycles/render/camera.h
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Notes:
- There is still some bvh cache code, but that is from the engines initial commit, we might clean this up further or keep it.
- Changes in util_cache.h/.c are kept, this might be re-used in the future.
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This removes the BVH cache feature from the UI, underlying code will be removed in a separate commit.
The BVH cache was added before we had a multi-threaded BVH build, and a lot of other optimizations were done since then, which makes this not useful anymore.
Fix T46162.
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So now the following OSL versions are supported (at least for compilation):
- 1.5 with closure alignment patch applied
- 1.6.8 release
- 1.7 development version from latest git
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subsurf code with crease edges
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Added some extra seed to the hash, so it's now less likely to give repetitive
patters at values around zero.
This will change distribution of bricks for existing files. but it's something
inevitable.
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Matches change from BKE_camera
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Epsilon was quite arbitrary for GPU, replaced with checking for zero-sized faces.
It should solve both original report and the new one. After the release we can check
why GPU doesn't produce accurate math here and go to the root of the issue.
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Disable Intel cards for until we'll go to the root of the issue of the crash.
This will take a bit, so being so close to the release we go safe and disable
unstable GPU, so blender at least doesn't crash.
This could be bypassed by setting OPENSUBDIV_ALLOW_INTEL environment variable.
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Spotted by Campbell, thanks!
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Found a way to make AVX2 CPUs happy by reshuffling instructions a bit,
so now there's no weird precision errors happening in there.
This solves some render speed regressions on CPU, but unfortunately
this doesn't help for GPU rendering.
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Only affects standalone part.
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Issue was caused by wrong viewplane used for standalone camera.
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It was possible that deleting transparent BSDF from shader wouldn't
disable transparent shadows in integrator when doing viewport render.
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Simply expanded expression, so no float4->float3 conversion happens.
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It can't be simply removed in cases when it's connected to input which is
different from Normal. This is because the input wouldn't be connected to
default Normal geometry input, possibly breaking shading setup.
The fix is not really ideal, but should work at least.
This fixes skin having too much glossy reflection in the file from T46013.
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Initial idea was to optimize calculation a bit by skipping calculation of actual
triangle edges and use vector from ray origin to triangles. In practice this
optimization didn't quite work in cases when origin point is too close to the
triangle.
Let's do 2.76 with a bit more complicated calculation, still looking into exact
reasons why watertight intersections fails in certain cases, but actual fix might
bit be ready so soon.
This fixes wrong eyes on the lady from T46013.
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The issue was caused by wrong detection whether number of verticies
changed or not. Basically, it wasn't working correct in cases when
number of verticies is increasing compared to the current frame.
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We had too many warnings lately... was awaiting that someone would kill them - didn't happen -> goes to my commit ratio! :P
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This isn't really complete fix, complete fix would require calculating
derivatives via OIIO API, but supporting this will either end up with
some code duplication or will require some non really safe changes at
this release cycle.
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Coordinate clamping was done in the wrong order.
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This might confuse closure merger.
Spotted by Campbell Barton, thanks!
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Old value likely was a copy / paste error.
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Gives barely measurable speedup of Spatial Split BVH build.
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Removed duplicated code.
CMake so far built only the now removed version and scons tried to build both.
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