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2014-11-28Cleanup: unused headersCampbell Barton
2014-11-26Fix GLSL drawing of math absolute node.Antony Riakiotakis
Patch by Romanov Alexander of blen4web team! Differential: D842 Thanks for the patch!
2014-11-26World background working on cycle nodes.Antony Riakiotakis
This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
2014-11-20Fix T42622, environment texture GLSL result different from rendering.Antony Riakiotakis
Also included mirror ball shader, which was missing.
2014-11-09GLSL: specular transparency support for Blender internal materialsDontsov Valentin
Reviewed By: brecht Differential Revision: https://developer.blender.org/D781
2014-11-07Fix assert failure in GPU codegenSergey Sharybin
Even though GLSL allows to have polymorphic functions our codegen is not aware of this at all. Let's rename the functions for now, but in the future would be handy to make codegen aware of the polymorphic functions.
2014-11-05Code cleanup: Replace magic number with verbose name for math node operationsSergey Sharybin
Should be no functional changes, just much less cryptic code.
2014-11-04Fix T42445: Clamp flag has no effect on result value in Math and MixRGB ↵Sergey Sharybin
shader nodes (Blender Render) Quite striaghtforward implementation, with the only weird thing that for some reason my video driver wasn't happy with calling the function "clamp" giving some weirdo shader compilation error messages. Called the GPU function clamp_val which can handle float and vec3.
2014-10-28Cleanup: de-duplicate engine-id'sCampbell Barton
2014-09-24Cleanup: use float versions of functions when in/output are floatsCampbell Barton
2014-08-12Freestyle: Added new UV Along Stroke shader node.Tamito Kajiyama
2014-08-12Freestyle: removed unnecessary call of node_type_storage() in the definition ↵Tamito Kajiyama
of the Output Line Style node.
2014-08-12Fix for renamed API functions in rB415af0b.Tamito Kajiyama
2014-08-12Freestyle: Changed the default Color value of the Output Line Style node.Tamito Kajiyama
2014-08-12Follow-up to rB647969f9b617: Renamed CTX_data_linestyle_from_scene() to ↵Tamito Kajiyama
BKE_get_linestyle_from_scene().
2014-08-12Added new Output Line Style shader node for defining a node-based line material.Tamito Kajiyama
2014-08-12Implemented a basic framework for node-based shaders.Tamito Kajiyama
Shader nodes will be used to define materials for stroke rendering, so as to allow users to interactively configure textures.
2014-07-29Cycles: Make Glass Shader Color default to 1.0.Thomas Dinges
This came up a few times already, most of the time you want a clear white glass, and not a greyish like one. :)
2014-07-19Fix T40658: UV map node not working for GLSL materials.Brecht Van Lommel
2014-06-30Fix T40795: Dot output is inverted in viewport with CyclesSergey Sharybin
2014-06-20Fix 2 GLSL errors, with Cycles Hair BSDF.Thomas Dinges
2014-06-18Fix T40585, group textures cannot be selected for painting.Antony Riakiotakis
Issue here is that if there's a texture in the tree, chances are it has already been set as active texture so groups are never traversed. Now changed logic so that if a group node is active, its own active texture takes priority over the parent group active texture.
2014-06-14Cycles: glossy and anisotropic BSDF changesBrecht Van Lommel
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been removed because other distributions are superior. * GGX is now the default distribution for all glossy and anisotropic nodes, since it looks good, has low noise and is fast to evaluate. * Ashikhmin-Shirley is now available in the Glossy BSDF.
2014-06-14Implement GLSL code for XYZ nodes.Thomas Dinges
2014-06-13Cycles: Add dedicated nodes to split/combine vectors.Thomas Dinges
This was already possible via the RGB nodes, but that seems weird.
2014-06-13Code cleanup: reorder BKE_scene_use_new_shading_nodes checks lastCampbell Barton
2014-05-09Code cleanup: styleCampbell Barton
2014-05-07Fix some nodes showing up as undefined after the fix in 79c345acc21b.Brecht Van Lommel
A bunch of nodes had invalid storage definitions that don't refer to an actual DNA struct. Ref T40033.
2014-05-07Nodes: add absolute value operation to all math nodesMatt Heimlich
Reviewed By: dingto, brecht Differential Revision: https://developer.blender.org/D507
2014-04-26Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, ↵Campbell Barton
modifiers, nodes)
2014-04-21Cycles: add Transparent Depth output to Light Path node.Carlo Andreacchio
This can for example be useful if you want to manually terminate the path at some point and use a color other than black. Reviewed By: brecht Differential Revision: https://developer.blender.org/D454
2014-04-20Nodes: make default group nodes slighly wider, to match other node width ↵Brecht Van Lommel
defaults.
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
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-26Code cleanup: style and warningsCampbell Barton
2014-03-07Code cleanup: styleCampbell Barton
2014-03-02Fix for own mistake: arc diff swallowed a commit somehow, breakingLukas Tönne
compilation.
2014-03-02Fix T37334: Better "internal links" function for muting and node disconnect.Lukas Tönne
Implements a more flexible internal connect function for standard nodes (compositor, shader, texture). Allow feasible datatype connections by priority. The priorities for common datatypes in compositor, shader and texture nodes are encoded in a simple function. Certain impossible connections (e.g. color -> cycles shader) are excluded by giving them -1 priority. Priority overrides link status: If a higher priority input can be found, this will be used regardless of link status. Link status only comes into play for inputs with same priority. Reviewers: brecht CC: sebastian_k Differential Revision: https://developer.blender.org/D356
2014-02-26Fix T38831: blender internal enabling shadow pass changes material node diffuse.Brecht Van Lommel
It would include/exclude shadow depending on the pass being disabled/enabled, but that should have no influence on the combined render result. Now it always includes shadow.
2014-02-25Fix T38773: Inconsistent conversion of colors and float values inLukas Tönne
Blender Internal shader nodes. All nodes now use the `nodestack_get_vec` function to convert whatever input values are connected to the desired type, instead of using the stack values directly regardless of what they contain. Note that this might break old node setups that have been adapted to the faulty behavior, but as discussed in the bug report the 2.70 version is the right time to fix this.
2014-02-24Fix T38798: Can get stuck in world nodes when switching from Cycles toLukas Tönne
BI. The shaderfrom setting in the node editor only makes sense for "new" shading nodes (cycles), otherwise it should be ignored and default to SNODE_SHADER_OBJECT.
2014-02-19Code cleanup: styleCampbell Barton
2014-02-14Fix T38633: glsl not working well with mixed cycles/blender material nodes.Brecht Van Lommel
2014-02-03Fix T38439: allow IOR in range [0, inf] instead of [1, inf] in Cycles.Brecht Van Lommel
The same can be achieved by flipping normals on the mesh, but it can be convenient to do this in the shader.
2014-01-27Fix T38355: Crash with Shader Node Group with missing datablock,Lukas Tönne
only in "Material" viewport shading.
2014-01-04Changed percentage and 0-1 number fields to use sliders. This is more ↵William Reynish
consistent. Reviewed by Brecht van Lommel, Thomas Dinges and Jonathan Williamson
2013-12-28Cycles Volume Render: work on nodes and closures.Brecht Van Lommel
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-22Style Cleanup: remove preprocessor indentation (updated wiki style guide too)Campbell Barton
2013-11-25Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire ↵IRIE Shinsuke
information such as light vector from specified Lamp. For now this provides the following outputs: - Color - Light Vector - Distance - Shadow - Visibility Factor Note: Color output is multiplied by the lamp energy. Multiplication of color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor produces the exact same result as the Lambert shader. Many thanks to Brecht for code review and discussion!
2013-11-24Blender Internal: Revert own previous commit for "Camera Data" node, correct ↵IRIE Shinsuke
GLSL code for view vector output of "Geometry" node. Revert 0c7d2de38219. The "Camera Data" node actually gives the location of the point in camera coordinate system. To obtain actual camera data, we can use "Geometry" node instead. Also modify the "Geometry" node, to produce correct view vector output in orthographic GLSL preview.