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2013-04-16Cycles Hair: Strand Minimum Pixel SizeStuart Broadfoot
Code is added to restrict the pixel size of strands in cycles. It works best with ribbon primitives and a preset for these is included. It uses distance dependent expansion of the strands and then stochastic strand removal to give a fading. To prevent a slowdown for triangle mesh objects in the BVH an extra visibility flag has been added. It is also only applied for camera rays. The strand width settings are also changed, so that the particle size is not included in the width calculation. Instead there is a separate particle system parameter for width scaling.
2013-04-15Fix compilation with current FFmpeg trunkSergey Sharybin
AVCODEC_MAX_AUDIO_FRAME_SIZE was deprecated and finally removed from current trunk. Initial patch by Lawrence D'Oliveiro (ldo) with own modification, Thanks!
2013-04-14Cycles / Non-Progressive integrator:Thomas Dinges
* Subsurface samples were not taken into account for the Sobol directions table.
2013-04-14== FFMPEG / Canon DSLR footage workaround ==Peter Schlaile
The latest ffmpeg versions include a workaround to deal with a certain pecularity in Canon DSLR footage: instead of decoding pictures with the proper resolution of 1920x1080 they decode it with 1920x1088 and add a black bar at the bottom. Needless to say, that this screws up things in a lot of areas within blender (proxy indices, mask animations etc.) Since all blender versions besides Linux x86 32bit seem still to include older ffmpeg versions which still contain this bug, this patch adds a workaround for older versions until we have all versions on all platforms up to date. See also: http://git.libav.org/?p=libav.git;a=commit;h=30f515091c323da59c0f1b533703dedca2f4b95d
2013-04-13Fix some compilation errors for MinGW. Thanks to vildas on irc forAntony Riakiotakis
bringing this to attention.
2013-04-13Fix for [#34968] Cross compiling from linux for windows is brokenThomas Dinges
* Patch by Martijn Berger (juicyfruit).
2013-04-11Fix for material icon rendering with cyclesSergey Sharybin
Materials icons used to miss transparent background and were using world environment which didn't give so nice results. Reviewed by Brecht, thanks!
2013-04-11Fix #34948, bug in Cycles node groups. The proxy node maps used to identify ↵Lukas Toenne
external connections of node group nodes were having name clashes with input/output sockets of the same name, leading to invalid cyclic connections in the cycles shader graph that were subsequently removed (prints warnings in terminal). Solution is to use two separate maps for inputs and outputs so group node sockets can safely use the same identifier.
2013-04-11code cleanup: unused defines, remove unused scanfill success value from ↵Campbell Barton
BLI_scanfill_begin().
2013-04-11Fluid threads: re-add an erratically forgotten line, fix typo, set default ↵Jens Verwiebe
threadcount to logical threadcount of machine
2013-04-11Fluid threads: add a restore to former omp threadcount when baking is done, ↵Jens Verwiebe
todo: default should be logical corecount
2013-04-11code cleanup: unused vars, make other vars static.Campbell Barton
2013-04-11The fluid threads setting is still WIP, for now fix compiling without openMP ↵Jens Verwiebe
enabled
2013-04-10Add a gui control for setting omp threads in fluidsJens Verwiebe
2013-04-10Fix 34764: cycles issue rendering instanced mesh with NaN coordinates.Brecht Van Lommel
2013-04-09Fix scons compile after GHOST_Sizer commitJens Verwiebe
2013-04-09Live window resizing on WindowsAlexander Kuznetsov
Custom implementation for resizing (GHOST_SizerWin32) Some things still don't work: * esc cancel * max windows size * aero (sizing) snap on win7 hbrBackground = 0 to disable clear screen. Thanks to dfelinto for help in finding of root cause.
2013-04-09Fix #34740: cycles rendering issue mixing glossy/glass BSDF's with zero or veryBrecht Van Lommel
low roughness and same index of refraction. Problem was bad float precision due to low roughness, which caused the pdf for the different closures to not match properly.
2013-04-09Fix #34921: cycles rendered a specific scene with a small high poly objectBrecht Van Lommel
contained in a large low poly object very slow, due to failure case of fast multithread BVH binning. Tweaked parameter now to avoid this.
2013-04-08fix [#34900] Building blender as a python module is broken in trunkCampbell Barton
patch provided by reporter - Martijn Berger (juicyfruit) also quiet warnings for headless mode.
2013-04-07Cycles UI:Thomas Dinges
* Revert ui.py changes from r55868, I merged that over manually with tweaks in r55858.
2013-04-07Missing updates in the doc/ and intern/ folders during the merger in ↵Tamito Kajiyama
revision 55847.
2013-04-07freestyle lineset `tag` attribute was defined but not used, also some code ↵Campbell Barton
cleanup.
2013-04-07Properties Editor / Render Layers:Thomas Dinges
* Cycles Render layers UI was broken after freestyle merge (changes were not merged). Did manual edits now with some tweaks. * Some layout fixes for Mask Layer.
2013-04-06fix: #34871 Cycles/CUDA/sm_35: Build problems probably due to issues with ↵Gaia Clary
float3 operators (on windows?)
2013-04-06Fix #34880: cycles motion blur render issue with some compilers. Actually is ↵Brecht Van Lommel
a bigger problem where accessing float4 members with [] stops working due to optimizer, will check that later.
2013-04-05Fix another part of #34877: cycles progress status text not showing correct withBrecht Van Lommel
per render layer samples in addition to the progress bar. Also fixed job progress bar not working at all on high DPI / retina, was so small the actual progress was not visible.
2013-04-05Code cleanup / Cycles / Object Attributes:Thomas Dinges
* Change some long "else if" conditions into switch case.
2013-04-05Fix #34877: The render status feedback (progress bar) does not take into ↵Sergey Sharybin
account specific Renderlayer samples
2013-04-05Fix #34679: cycles image texture alpha fringes. New rule is now that color ↵Brecht Van Lommel
output will not give straight RGB values if the alpha output is used, so that mixing with a transparent BSDF gives the correct result.
2013-04-05Fixed typo in OCIO GLSL module, was using address to a pointer..Sergey Sharybin
2013-04-05Fix #34872: Every images are displayed as black in UV/image editorSergey Sharybin
Issue was caused by some mesa drivers does not support GL_RGBA16F. Now added check around glTexImage2D to verify whether requested internal format is actually supported. If not blender will fall back to non-GLSL image display.
2013-04-05Attempt to fix #34871: random CUDA 3.5 compile failure due to recent change.Brecht Van Lommel
2013-04-05Fix #34601: cycles OSL crash when using preview render and viewport render atBrecht Van Lommel
the same time, due to shared texture cache system.
2013-04-03Fix #34700: orthographic camera DOF was still not working correct.Brecht Van Lommel
2013-04-03Fix #34852: multilayer SSS material rendering different in progressive andBrecht Van Lommel
non-progressive integrator.
2013-04-03Bunch of fixes for GLSL display transformSergey Sharybin
- GLSL shader wasn't aware of alpha predivide option, always assuming alpha is straight. Gave wrong results when displaying transparent float buffers. - GLSL display wasn't aware of float buffers with number of channels different from 4, crashing when trying to display image with different number of channels. This required a bit larger changes, namely now it's possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE) to glaDrawPixelsTex, This also implied adding format to glaDrawPixelsAuto and modifying all places where this functions are called. Now GLSL will handle both 3 and 4 channels buffers, single channel images are handled by CPU. - Replaced hack for render result displaying with a bit different hack. Namely CPU conversion will happen only during render, once render is done GLSL would be used for displaying render result on a screen. This is so because of the way renderer updates parts of the image -- it happens without respect to active render layer in image user. This is harmless because only display buffer is modifying, but this is tricky because we don't have original buffer opened during rendering. One more related fix here was about when rendering multiple layers, wrong image would be displaying when rendering is done. Added a signal to invalidate display buffer once rendering is done (only happens when using multiple layers). This solves issue with wrong buffer stuck on the display when using regular CPU display space transform and if GLSL is available it'll make image displayed with a GLSL shader. - As an additional change, byte buffers now also uses GLSL display transform. So now only dutehr and RGB curves are stoppers for using GLSL for all kind of display transforms.
2013-04-02Fix incorrect OS X warning message in console when using multisample ↵Brecht Van Lommel
antialiasing about number of samples not matching the requested number.
2013-04-02Fixes for recent GLSL display space conversionsSergey Sharybin
- Building without OCIO will give correct results again - If GLSL failed to compile, fallback to glaDrawPixelsAuto will happen.
2013-04-02Cycles: small code cleanup + fix SSS closure mixed with other closures doingBrecht Van Lommel
a bit too much work.
2013-04-02Fix 34831: SSS issue with non-progressive render, due to error in closure ↵Brecht Van Lommel
merging code.
2013-04-02Bugfix for [#34845] FFmpeg: .wav file playback crashes Blender since r55693Joerg Mueller
2013-04-02Fix #34832: SSS render freeze with object instances.Brecht Van Lommel
2013-04-02Fix #34833: crash using SSS node on windows, invalid memory access when ↵Brecht Van Lommel
building lookup table.
2013-04-02Fix build for MinGW without opencollada (updated libs coming soon), MinGW64 ↵Antony Riakiotakis
now builds with opencollada
2013-04-02Fix FFMPEG build error with older versions after planar formats commit.Brecht Van Lommel
2013-04-02Cycles: initial subsurface multiple scattering support. It's not working asBrecht Van Lommel
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-02Cycles: code refactoring to add generic lookup table memory.Brecht Van Lommel
2013-04-01Epic fail in original GLSL display transform commitSergey Sharybin
Apparently C== allowed to have implementations of OCIOImpl::setupGLSLDraw, OCIOImpl::finishGLSLDraw and OCIOImpl::freeGLState in two different files. STUPID!
2013-04-01Hopefully compilation with FFmpeg 0.10 works fine now.Sergey Sharybin