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2014-04-15Fix T39607: Audio not in synch when the blend file loads.Jörg Müller
The problem here was that animation buffers got initialized with zeros in the beginning for unknown parts. Now it gets initialized with the first known value. The bug's result was that the animation of the pitch started with 0 on first playback and thus any seeking while the pitch is zero resulted in seeking to the beginning.
2014-04-15Fix cycles standalone not writing images in background mode properly.Brecht Van Lommel
2014-04-15Fix T39284: clamp cycles volume density to be >= 0, to avoid accidental ↵Brecht Van Lommel
strange shading.
2014-04-15Fix T39742: Crash with Cycles + new autosmooth crashBastien Montagne
Nice little mistake, since the invalid mem access only happened once (the first time), was close to valid mem, and was only used to read, it would not crash often...
2014-04-15Style cleanup: C & pep8Campbell Barton
2014-04-14Fix video FFmpeg nt being able to produce video files due to usage of ↵Sergey Sharybin
deprecated settings
2014-04-14Fix cycles standalone not saving renders in background mode.Brecht Van Lommel
2014-04-14Cycles: Show Auto Smooth and Angle in the UI, after Split Normals are in.Thomas Dinges
2014-04-13Split Normals I (5/5): Add support of split normals to Cycles.Bastien Montagne
Idea and code by Brecht, many thanks! Reviewers: brecht Reviewed By: brecht CC: campbellbarton, dingto Differential Revision: https://developer.blender.org/D369
2014-04-10Fix numpad emulation in non-US keyboardsCampbell Barton
Patch D455 from Benoît Legat with own minor edits.
2014-04-09Cycles / CUDA: Increase sm_2x registers to 40.Thomas Dinges
This fixes the ptaxs "ACCESS_VIOLATION" error and should allow our Linux and Windows build bots to compile again. Unfortunately this comes with a performance penalty on sm_2x cards, so this is only a workaround for now. Branched Path is still globally disabled on GPU.
2014-04-07OpenCL Change opencl_assert to be more like cuda assert where possible.Martijn Berger
added some extra warnings and feedback if things go wrong
2014-04-07OpenCL + AMD adapt kernel to newer driverMartijn Berger
2014-04-06Move LIKELY/UNLIKELY into headerCampbell Barton
2014-04-06Guarded Alloc: use UNLIKELY for debug memsetCampbell Barton
2014-04-06Fix error when enabling Mist pass but there was no world. Can't find mist ↵Pablo Vazquez
settings, so check for World first.
2014-04-05Fix for auto detect homogeneous volume with OSL, forgot to include this file ↵Brecht Van Lommel
in last commit.
2014-04-05Cycles UI: Refactor cpu checks into a use_cpu() function.Thomas Dinges
2014-04-04Cycles: Disable Branched Path on all GPUs for now, until we separate the cubins.Thomas Dinges
SM_20 fails now as well, reported by Zanqdo in IRC.
2014-04-04Cycles volume: detect homogeneous volume automatically in common cases.Brecht Van Lommel
In practice this means that if you don't connect a texture to your volume nodes it will figure that out and render the node faster, rather than you having to specify it manually. Main weakness is custom OSL nodes where we have to assume it is heterogeneous because we don't know what kind of data the node accesses.
2014-04-03Cycles: SSE optimization for Voronoi cells textureSv. Lockal
Gives 5-6% speedup for Caterpillar_PatazStudio.blend. Reviewed By: brecht, dingto Differential Revision: https://developer.blender.org/D419
2014-04-03Cycles: avoid 1.0f/(1.0f/x) divisions, which msvc (only) can't optimize.Sv. Lockal
This makes bmw scene in msvc 12 builds 6% faster. It also gives a minor speedup for SSE hair in all compilers.
2014-04-03Fix T39577: cycles issue mixing anisotropic BSDFs with branched path tracer.Brecht Van Lommel
2014-04-03Code cleanup: styleCampbell Barton
2014-04-02Fix T39525: cycles volume render difference between branched/non-branched path.Brecht Van Lommel
2014-04-02Fix T39523: cycles cache BVH not working correct with deformation motion blur.Brecht Van Lommel
2014-04-02Cycles: add dedicated UV Map node, easier to find and has convenient auto ↵Kevin Dietrich
complete. Fixes T37954. Reviewed By: brecht, dingto Differential Revision: https://developer.blender.org/D230
2014-04-02Fix bpy.so linking on Mac OS XCampbell Barton
D345 from Aleksandr Derbenev
2014-03-31Cycles: fix 3-5% performance regression in msvc builds caused by a typo in ↵Sv. Lockal
stackchecking flags.
2014-03-31Fix T39525: branched path + no lights + disabled use all lights option crash.Brecht Van Lommel
2014-03-31Fix T39510, Fix T39523: camera motion blur not working correct after recent ↵Brecht Van Lommel
changes.
2014-03-31Code cleanup: fixes for function prototypesSergey Sharybin
2014-03-31Cycles: Deformation Motionblur works on GPU, so remove the checks in the UI.Thomas Dinges
2014-03-30Enable GCC pedantic warnings with strict flags,Campbell Barton
also modify MIN/MAX macros to prevent shadowing.
2014-03-30Code cleanup: de-duplicate cotangent weight function & add arg sizesCampbell Barton
2014-03-30Cycles UI: Do not grey out Object Motion Blur buttons, when we use CPU ↵Thomas Dinges
fallback (User Preferences set to None).
2014-03-29Fix scons CUDA build and compile error with more strict compilers.Brecht Van Lommel
2014-03-29Cycles volume: change heterogeneous volume sampling in branched path first hit.Brecht Van Lommel
This now uses decoupled ray marching, and removes the probalistic scattering. What this means is that each AA sample will be slower but contain less noise, hopefully giving less render time to reach the same noise levels. For those following along, there's still a bunch of volume sampling improvements to do: all-light sampling, multiple importance sampling, transmittance threshold, better indirect light handling, multiple scatter approximation.
2014-03-29Cycles code internals: add initial implementation of decoupled ray marching.Brecht Van Lommel
This basically records all volumes steps, which can then later be used multiple time to take scattering samples, without having to step through the volume again. From the paper: "Importance Sampling Techniques for Path Tracing in Participating Media" This works only on the CPU, due to usage of malloc/free.
2014-03-29Cycles code refactor: minor refactoring and comments for volume code.Brecht Van Lommel
2014-03-29Cycles volume: change homogeneous volume sampling in branched path first hit.Brecht Van Lommel
Similar to surfaces, this will now always scatter rather than probabilistically scattering or not depending on the transmittance. This also makes calculation of branched path throughput non-probalistic, which makes thing slower too. That's to be solved by decoupled ray marching later.
2014-03-29Cycles code refactor: shuffle homogeneous volume code to factor out hit/miss ↵Brecht Van Lommel
decision. This removes a few optimizations to avoid exp() calls and division, they will be added back later, at the moment it's more important to make the code easier to understand and refactor.
2014-03-29Cycles code refactor: move some more volume code into separate functions.Brecht Van Lommel
2014-03-29Cycles volumes: don't average coefficients over volume step.Brecht Van Lommel
Rather use random point in each step instead of giving the steps random sizes. Gives a bit more accurate results with large step sizes, but also convenient convention for later changes.
2014-03-29Fix cycles error for heterogenous volumes, causing double step size to be used.Brecht Van Lommel
This gives longer render times due to smaller step size, double it to get something more like the previous behavior.
2014-03-29Cycles code refactor: move some volume code to separate functions.Brecht Van Lommel
2014-03-29Cycles: add "density", "flame" and "color" attributes for smoke domains.Brecht Van Lommel
These can currently be accessed by adding an Attribute node and specifying one of those three names. A Smoke/Fire node should be added at some point to make this more convenient. These values might change still before the release, in particular for flame the meaning seems unclear, it's just values in the 0..1 range. This is useful for color ramps, but it might be good if this was also available as temperature in kelvin so it can be plugged into the blackbody node. But I couldn't figure out from the smoke code if or how this corresponds to a physical unit. Here's a (quite poor) example file for a fire + smoke setup: http://www.pasteall.org/blend/27990
2014-03-29Cycles code internals: add support for mesh voxel grid attributes.Brecht Van Lommel
These are internally stored as a 3D image textures, but accessible like e.g. UV coordinates though the attribute node and getattribute(). This is convenient for rendering e.g. smoke objects where data like density is really a property of the mesh, and it avoids having to specify the smoke object in a texture node, instead the material will work with any smoke domain.
2014-03-29Cycles code refactor: move more code to geom folder, add some comments.Brecht Van Lommel
2014-03-29Fix: cycles volume emission incorrectly enabling surface importance sampling.Brecht Van Lommel