Age | Commit message (Collapse) | Author |
|
|
|
stripes rather than the expected noise pattern
This problem was introduced in 983cbafd1877f8dbaae60b064a14e27b5b640f18
Basically the issue is that we were not getting a unique index in the
baking routine for the RNG (random number generator).
Reviewers: sergey
Differential Revision: https://developer.blender.org/D749
|
|
|
|
disabled
|
|
|
|
Operators' poll func might be called from anywhere in Blender, so they should
not make any assumption about available context. material, lamp and world
are specific to context from Properties space...
|
|
|
|
treated as error here).
|
|
resolution on GPU
It now uses the tile size to split the job. For CPU this may add
overhead, but for GPU this is highly needed.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D690
|
|
resolution on GPU"
This reverts commit a48b372b04421b00644a0660bfdf42229b5ffceb.
Leaving only the part that fix device_multi.cpp
|
|
check this before the function already.
|
|
Patch by Lukas Tönne and myself.
|
|
* Don't compute expf() for every step, instead sum the intermediate values and calculate it every N (8 for now) steps. This helps a few percent (~5% on a cube with wave texture) in my tests here.
|
|
|
|
|
|
|
|
|
|
|
|
shortcut, also reenabled lion_fs for OSX >= 10.9 again
|
|
Root of the issue goes back to the on-fly normals commit and the
latest fix for it wasn't actually correct. I've mixed two fixes
in there.
So the idea here goes back to storing negative scaled object flag
and flip runtime-calculated normal if this flag is set, which is
pretty much the same as the original fix for the issue from me.
The issue with motion blur wasn't caused by the rumtime normals
patch and it had issues before, because it already did runtime
normals calculation. Now made it so motion triangles takes the
negative scale flag into account.
This actually makes code more clean imo and avoids rather confusing
flipping code in mesh.cpp.
|
|
on a laptop
This is rather workaround solution for now, which seems to
work and it's not that huge to maintain (one liner apart from
the comment).
Idea is to make sure PeekMessage peeks the message when window
proc receives WM_MOUSEWHEEL (some touchpad drivers seems to
swallow the messages making it so PeekMessage doesn't get
anything).
|
|
|
|
|
|
|
|
|
|
|
|
node-based textured strokes.
|
|
|
|
|
|
|
|
|
|
We can't really make CPU and GPU results look the same in all possible
circumstances, but here we can make them look close enough to each other
by making it so sobol pattern for bounce number is the smae for both
CPU and GPU.
This makes CPU and GPU render results look the same with low number of
samples, high number of samples was never an issue.
|
|
This commit merges the code in the pie-menu branch.
As per decisions taken the last few days, there are no pie menus
included and there will be an official add-on including overrides of
some keys with pie menus. However, people will now be able to use the
new code in python.
Full Documentation is in http://wiki.blender.org/index.php/Dev:Ref/
Thanks:
Campbell Barton, Dalai Felinto and Ton Roosendaal for the code review
and design comments
Jonathan Williamson, Pawel Lyczkowski, Pablo Vazquez among others for
suggestions during the development.
Special Thanks to Sean Olson, for his support, suggestions, testing and
merciless bugging so that I would finish the pie menu code. Without him
we wouldn't be here. Also to the rest of the developers of the original
python add-on, Patrick Moore and Dan Eicher and finally to Matt Ebb, who
did the research and first implementation and whose code I used to get
started.
|
|
|
|
- Forgot to handle command line arguments
- Because of the fact we need to be able to
use stdout and stderr we need to use regular
console application for the wrapper.
- Because of using regular application for the
wrapper we need to check forparent PID in the
isStartedFromCommandPrompt().
I really hope it's not gonna to become any more
complicated.
|
|
Goodbye VC2008, it has been a pleasure (more or less) :D SCons / CMake cleaenup will follow.
Differential Revision: https://developer.blender.org/D715
|
|
osl_shaders.cpp
|
|
|
|
|
|
In collaboration with Sergey Sharybin.
Also thanks to Wolfgang Faehnle (mib2berlin) for help testing the
solutions.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D690
|
|
|
|
Now for real, hopefully.
|
|
OSL compiler signature changed with 1.5.
|
|
For now it was mainly about OpenCL wrangler being duplicated
between Cycles and Compositor, but with OpenSubdiv work those
wranglers were gonna to be duplicated just once again.
This commit makes it so Cycles and Compositor uses wranglers
from this repositories:
- https://github.com/CudaWrangler/cuew
- https://github.com/OpenCLWrangler/clew
This repositories are based on the wranglers we used before
and they'll be likely continued maintaining by us plus some
more players in the market.
Pretty much straightforward change with some tricks in the
CMake/SCons to make this libs being passed to the linker
after all other libraries in order to make OpenSubdiv linked
against those wranglers in the future.
For those who're worrying about Cycles being less standalone,
it's not truth, it's rather more flexible now and in the future
different wranglers might be used in Cycles. For now it'll
just mean those libs would need to be put into Cycles repository
together with some other libs from Blender such as mikkspace.
This is mainly platform maintenance commit, should not be any
changes to the user space.
Reviewers: juicyfruit, dingto, campbellbarton
Reviewed By: juicyfruit, dingto, campbellbarton
Differential Revision: https://developer.blender.org/D707
|
|
also replace __typeof -> typeof
|
|
|
|
|
|
rendered viewport
|
|
The issue was caused by the render engine loading edit mesh, which re-allocates
mesh array which might be referenced by other object's derived meshed.
Worst thing about this is that updating render engine happens from the end of
scene update function, after all the objects are updated and so. This is needed
so render engine gets the update objects which is correct.
The only proper way to solve the issue is to make it so viewport engine does not
leave objects in inconsistent state, meaning nobody will reference to freed data.
In order to reach this we do edit mesh loading before running objects update so
all the objects which uses that mesh will have proper references in the derived
mesh.
This also solves old creepyness which happened before when having single object
in edit mode. tweaking it will calculate derived mesh as a part of scene update,
then this derived mesh will be freed by edit mesh loading and viewport will be
creating derived mesh again.
Now render engine is expected to do nothing with meshes which are in edit mode,
but they still need to load edit data for non0meshes. It's not really easy to
do from the BKE level because needed functions are implemented in the editor.
Thanks Campbell for the review!
Differential Revision: https://developer.blender.org/D697
|
|
(original patch by Sergey Sharybin)
Note: RNA API can't use size_t at the moment. Once it does this patch
can be tweaked a bit to fully benefit from size_t larger dimensions.
(right now num_pixels is passed as int)
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D688
|