Age | Commit message (Collapse) | Author |
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degenerated case can be obtained by having a single bone in the IK chain and locking all 3 axis. This case was causing an assert in the KDL library. The bug is fixed by simply not creating the IK scene in this case.
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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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myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor
note - mask editing tools need continued development, feather option is not working 100%
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* Update the Oren Nayar shader to incorporate updates / fixes from r41968 and r44330.
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solver operates in world reference, therefore armature scale is used to build the ik scene. But the scaling was not taken out when applying the pose at the end of the simulation.
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SSE2 is enabled. The source of unaligned array were: matrix passing by value in std::make_pair() and offset of matrix member in structure.
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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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a) Another boundary fix. Resulted in smoke getting "sucked" back into the domain
b) Disabling substeps (internal thing). Fixes arbitrary explosions/instabilities.
Part of my Blender Smoke Development.
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with ';' like normal function.
... without this some editors dont parse the source so well.
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positive and negative axises.
+ Some code cleanup.
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starting from version 2.64. Unless you have a special system setup, this means the
will be in ~/.config/blender rather than ~/.blender.
When the version number is changed to 2.64, the "Copy Previous Settings" operator
in the splash will copy the settings to the new location.
XDG base directory specification:
http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html
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Detail: Smoke solver and Blender side of smoke now share the same cell length.
First reported by the Sintel artists long ago, again reported by MiikaH.
Part of my Smoke Development Project Phase III.
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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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- remove duplicate includes
- blender builds with -Werror in C++ for fluids/smoke
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