Age | Commit message (Collapse) | Author |
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This commit adds the Blackman-Harris windows function as a pixel filter to Cycles. On some cases, such as wireframes or high-frequency textures,
Blackman-Harris can give subtle but noticable improvements over the Gaussian window.
Also, the gaussian window was truncated too early, which degraded quality a bit, therefore the evaluation region is now three times as wide.
To avoid artifacts caused by the wider curve, the filter table size is increased to 1024.
Reviewers: #cycles
Differential Revision: https://developer.blender.org/D1453
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We fallback to Sharp closures for Glossy, Glass and Refraction nodes now, in case the Roughness input is disconnected and 0 (< 1e-4f to be exact).
This way we gain a few percentages of performance, in case the user did not manually set the closure type to "Sharp" in the UI.
Sharp will probably be removed from the UI as a followup, not needed anymore with this internal optimization.
Original idea by Lukas Stockner(Differential Revision: https://developer.blender.org/D1439), code implementation by myself.
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We may use these for Wayland or SDL back-ends.
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Built into OpenGL 4.3, or 4.2 plus ARB_compute_shader extension.
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Once we adopt GL 3.2 across Blender, the check will be:
return GLEW_VERSION_4_0 || GLEW_ARB_gpu_shader5;
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Fixed extension check.
This feature requires ARB_texture_buffer_object which was subsumed into
OpenGL 3.0. Intel driver on Windows doesn't claim to support this
extension, but GL version is > 3 so it actually does work.
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Tested working on Haswell i5-4670 running Windows 10.
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There was a bug in OpenSubdiv library which is now fixed by updating library in
the build environments.
Still requires testing, but now being at the beginning of release cycle is
should be safe to simply enable option and let everyone to test :)
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This reverts commit ff3cf93405e63fa367f64412bcfe96b382b24b38.
Turns out distros only a year old still use CMake 2.8x
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This allows us to use newer features of CMake, and less hassles having to test & support older versions.
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The bug header is wrong, the file contains the high pitched sound, but the bug that existed was that animation rendering did not use the high quality resampler, while audio mixdown does.
Blender uses the low quality resampler to be as little CPU consuming as possible.
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With current formulation of cmj_fast_div_pow2() it should always return 0
in the case of first argument is zero and no assert really needed anymore.
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Apparently removing kernel arguments broke NVidia OpenCL.
Needs more investigation, for the time being revering changes which caused problem.
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Should be no functional changes, just simplifies operation with kernels.
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Shadow blocked kernel was using wrong array for storing intersection.
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This way it's possible to test mega kernel on various hardware.
That being said mega kernel seems to work on Fiji card here in the studio.
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Ideally we shouldn't use char* at all, but for now we have to, so at least
let's assume common .h files are free from pointer magic.
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Shutter curve now can be controlled using curve mapping widget in the motion
blur panel in Render buttons. Only mapping from 0..1 by x axis are allowed,
Y values will be normalized to fill in 0..1 space as well automatically.
Y values of 0 means fully closed shutter, Y values of 1 means fully opened
shutter.
Default mapping is set to old behavior when shutter opens and closes instantly.
This shutter mapping curve could easily be used by any other render engine by
accessing scene.render.motion_blur_shutter_curve.
Reviewers: #cycles, brecht, juicyfruit, campbellbarton
Differential Revision: https://developer.blender.org/D1585
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Previously shutter was instantly opening, staying opened for the shutter time
period of time and then instantly closing. This isn't quite how real cameras
are working, where shutter is opening with some curve. Now it is possible to
define user curve for how much shutter is opened across the sampling period
of time.
This could be used for example to make motion blur trails softer.
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Filter table should stay exactly the same, no changes in the render
results are expected at all.
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I don't see how this could conflict, madd() in util_ssef.h has a different function signature.
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Load driver dynamically at runtime instead of weak-linking the
3Dconnexion framework. Driver no longer needed at build time!
Works with really old drivers (as in PowerMac old), more recent
versions, and the latest which allows us to process events on a
separate thread.
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Same as previous commit, just was missing in there.
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It was possible to miss some intersection caused by wrong barycentric
coordinates sign.
Cases when one of the coordinate is zero and other are negative was not
handled correct.
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This adds an option to control at what time relative to the current frame
the shutter is fully opened. Supported options are:
- Shutter is starting to open at the current frame
- Shutter is fully opened at the current frame
- Shutter is fully closed at the current frame
Custom shutter time offset is possible, same as custom curve for shutter
openness but those are considered nice things to have rather than something
crucial.
Reviewers: juicyfruit, dingto
Subscribers: venomgfx, hjalti
Differential Revision: https://developer.blender.org/D1380
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It turns out libGL from Intel crashes when calling glxewInit (where mesa, nvidia work fine),
unfortunately the only option without making larger changes to glew,
is to inline the parts of glew we're using - before the glx context is created.
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Initialize glxew before glew,
so we can check whats supported before creating the context.
This also removes need for mxIgnoreNoVersion.
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Title says it all, based on feedback of artists from gooseberry team.
This mainly affects cases when going to a local view from layers setup
when some lamps were on invisible layers. Those lights are no longer
becoming visible to the object in local view.
Reviewers: brecht, juicyfruit, dingto
Reviewed By: juicyfruit, dingto
Subscribers: maxon, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1326
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The issue was caused by non-continuous tangent space calculated for triangles.
This commit adds a Tangent input to Hair BSDF node which can be used to hook up
Tangent calculated form UV as an input to the node in order to make sure the
tangent space is continuous.
Doing this as an input instead of using default tangent layer from UV because of
several reasons:
- This way it's really easy to preserve compatibility with existing setups.
- Default UV map is not necessarily giving continuous space, one might want to
use other tangent space sources or distort the space for some artistic
decision.
Reviewers: juicyfruit, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D1428
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Currently only image loading benefits of this and will give magenta color
when image manager detects it's running out of memory.
This isn't ideal solution and can't handle all cases. For example, OOM
killer might kill process before it realized it run out of memory, but
in other cases this could prevent some crashes.
Reviewers: juicyfruit, dingto
Differential Revision: https://developer.blender.org/D1502
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Currently OpenCL devices are packing images into a single texture,
which means technically number of textures is not limited here.
Now OpenCL will use same number of textures as CPU. If we want
to bump number of textures further, this values are to be modified
in sync.
NOTE OpenCL still does not support float textures.
Original patch from a guy called bliblubli in the tracker with
some own modifications.
Reviewers: brecht, dingto, sergey
Differential Revision: https://developer.blender.org/D1530
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group socket"
Fixes T46442.
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Differential Revision: https://developer.blender.org/D1539
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