Age | Commit message (Collapse) | Author |
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blackouts
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This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.
With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.
Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.
The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).
Test file is here: {F97623}
I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:
{F91992} {F91990}
Reviewers: moguri, dfelinto
Reviewed By: moguri
CC: Genome36
Differential Revision: https://developer.blender.org/D565
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Differential Revision: https://developer.blender.org/D639
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Issue was caused by too much aggressive optimization, which skipped execution
of some nodes leading to an uninitialized memory read in SVM stack.
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This is for those who'll be reading code and trying to improve it.
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Fix T41013: OSL and Crash
Fix T40989: Intermittent crash clicking material color selector
Issue was caused by not enough precision for inversion threshold.
Use double precision for this threshold now. We might want to
investigate this code a bit more further, stock implementation
uses doubles for all computation. Using floats might be a reason
of bad rows distribution in theory.
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proper value.
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material is applied to multiple Dupli instances of an object.
One of the random_id initialization lines for cycles objects slipped
into the basic update part in this commit:
rBb98ff5cb5b2c14c33b16e3b129e1e08810e90a6c
This would constantly re-shuffle the random_id ...
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viewport preview.
Fix T39286: Display percentage ignored in Cycles viewport.
The threaded depsgraph update changes included a cleanup of the global
is_rendering flag, which was replaced by a general EvalContext being
passed to dupli functions.
Problem is that the global flag was true for viewport duplis before
(ugly hack), which was used as a check for generating dupli orco/UV from
mesh data layers. The new flag is stricter and only true for actual
renders, which disables these attributes and breaks the Cycles
Texture Coordinates and UVMap nodes.
The solution is to extend the simple for_render boolean to an enum:
* VIEWPORT: OpenGL viewport drawing (dupli tex coords omitted)
* PREVIEW: Viewport preview render (simplified modifiers)
* RENDER: Full render with all details and attributes
There are still some areas that need to be examined, in particular
modifiers seem to totally ignore the EvaluationContext!
Instead they generally execute without render params from the depsgraph
(BKE_object_handle_update_ex) and are built with render settings
explicitly.
Differential Revision: https://developer.blender.org/D613
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* malloc() is used now, which is supported since sm_20: http://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#dynamic-global-memory-allocation-and-operations The performance of this needs to be tested on various cards still.
* This also works for Heterogeneous Decoupled Ray Marching, but in this case I get sporadic "Illegal Address" errors on my Geforce 540, therefore I did not remove the GPU check in kernel_volume_use_decoupled() yet.
I would appreciate some tests from people who compile themselves, enable Volumetrics in kernel_types.h.
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* Put Normal Settings beneath the other ones, wild button jumping should be avoided.
* Remove Cage prefix for Object and Extrusion, it's clear from the button placement, the former UI was too squeezed...
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* CUDA can be compiled with Volume support again, change line 78 kernel_types.h for that.
Volumes are still fragile on GPU though, got some Memory/Address CUDA errors in tests.. needs to be investigated more deeply.
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* Removed deprecated erros, and added some new ones, which might help to figure out problems in the future.
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main window.
The problem is that the render window keeps keybord input focus even after it has been
lowered. Windows maintains the Z-order of windows, so the present solution is to raise
the window that has been just below the render window.
Differential revision: https://developer.blender.org/D594
Reviewed by: campbellbarton
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Handbook example what happens when you've got loads of patches
and not double-check stuff before committing.
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Volume scatter might happen before path termination, so
need to check transparent bounces and consider shadow an
opaque when max transparent bounces are reached.
TODO: CPU code seems to have different branching in conditions
which made me thinking it does different things with volume
attenuation, but from the render results it seems the same
exact things are happening there. Worth looking into making
simplifying code a bit here to improve readability.
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hair' clicked on render layer
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Reviewed by: dingto
Differential Revision: https://developer.blender.org/D620
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This has been fixed before, but somehow got reverted in d644753319b6.
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compiler flags don't allow implicit double -> float casting.
Code was added in rB8fbd71e.
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It turns out that the new Beckmann sampling function doesn't work well with
Quasi Monte Carlo sampling, mainly near normal incidence where it can be worse
than the previous sampler. In the new sampler the random number pattern gets
split in two, warped and overlapped, which hurts the stratification, see the
visualization in the differential revision.
Now we use a precomputed table, which is much better behaved. GGX does not seem
to benefit from using a precomputed table.
Disadvantage is that this table adds 1MB of memory usage and 0.03s startup time
to every render (on my quad core CPU).
Differential Revision: https://developer.blender.org/D614
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This appears to be a wrong interpretation of the OSL docs, and it's more
convenient to have it off.
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It might still have a derivation on larger scales (10k or more), but we need some offset to avoid precision issues on unit coordinates.
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produces less noise.
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T40415 by Lawrence D'Oliveiro
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This way util_simd.cpp would not require modifications
if/when SSE2 is suddenly supported on 32bit platforms.
This also allowed to unleash some issues with util_simd.h
related on the fact that there size_t and int are actually
the same types.
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All this code blocks commented out with UNUSED comment are
really useless.
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