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2013-09-04Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this willBrecht Van Lommel
give a result more similar to the Compatible falloff option. The scale is x2 though to keep the perceived scatter radius roughly the same while changing the sharpness. Difference with compatible will be mainly on non-flat geometry.
2013-09-02Related to #36632: cycles textured draw mode now shows the image from an imageBrecht Van Lommel
texture node even if it's not active, in case there is no active texture node.
2013-08-30Fix #36609: glsl materials with reroute nodes not working correct.Brecht Van Lommel
2013-08-28Cycles / Sky Texture:Thomas Dinges
* Added a new sky model by Hosek and Wilkie: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/ Example render: http://archive.dingto.org/2013/blender/code/new_sky_model.png Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Sky_Texture Details: * User can choose between the older Preetham and the new Hosek / Wilkie model via a dropdown. For older files, backwards compatibility is preserved. When we add a new Sky texture, it defaults to the new model though. * For the new model, you can specify the ground albedo (see documentation for details). * Turbidity now has a UI soft range between 1 and 10, higher values (up to 30) are still possible, but can result in weird colors or black. * Removed the limitation of 1 sky texture per SVM stack. (Patch by Lukas Tönne, thanks!) Thanks to Brecht for code review and some help! This is part of my GSoC 2013 project, SVN merge of r59214, r59220, r59251 and r59601.
2013-08-18Cycles: Subsurface ScatteringBrecht Van Lommel
New features: * Bump mapping now works with SSS * Texture Blur factor for SSS, see the documentation for details: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering Work in progress for feedback: Initial implementation of the "BSSRDF Importance Sampling" paper, which uses a different importance sampling method. It gives better quality results in many ways, with the availability of both Cubic and Gaussian falloff functions, but also tends to be more noisy when using the progressive integrator and does not give great results with some geometry. It works quite well for the non-progressive integrator and is often less noisy there. This code may still change a lot, so unless you're testing it may be best to stick to the Compatible falloff function. Skin test render and file that takes advantage of the gaussian falloff: http://www.pasteall.org/pic/show.php?id=57661 http://www.pasteall.org/pic/show.php?id=57662 http://www.pasteall.org/blend/23501
2013-08-17Cycles / Sky Model:Thomas Dinges
* Replaced the Preetham model with the newer Hosek / Wilkie model: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/ * We use the sample code data, which comes with the paper, but removed some unnecessary parts, we only need the xyz version. * New "Albedo" UI paraemeter, to control the ground albedo (between 0 and 1). * Works with SVM only atm (CPU and CUDA). Example render: http://www.pasteall.org/pic/show.php?id=57635 ToDo / Open Questions: * OSL still uses the old model, will be done later. In the meantime it's useful to compare the two models this way. * The new model needs a much weaker Strength value (0.01), otherwise it's white. Can this be fixed? * Code cleanup.
2013-08-09Fix #36146, Cycles SSS Shader Node - Scale Value Input Box - to sensitive. ↵Lukas Toenne
Changed the ui limit from 1,000,000 to 1,000. Not sure if such huge values are needed in some cases, but they can always be entered explicitly, bypassing the ui limit. NOTE: this only applies to newly added nodes. For legacy reasons the limit values are stored directly in each socket, so changing them for existing nodes would require a do_versions, seems unnecessary for such a minor change.
2013-08-01Cycles / HSV Separator and Combine node:Thomas Dinges
* Added nodes to separate and combine hsv colors. Part of my GSoC 2013 project, SVN merge of r57981.
2013-08-01Cycles / Vector Transform node:Thomas Dinges
* Add a note to convert a Vector, Point or Normal between World <=> Camera <=> Object coordinate space. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Vector_Transform Part of my GSoC 2013 project, SVN merge of r57599, r57670, r57918, r57919, r58245 and r58775.
2013-08-01Cycles / Blackbody to RGB node:Thomas Dinges
* Added a node to convert a temperature in Kelvin to an RGB color. This can be used e.g. for lights, to easily find the right color temperature. = Some common temperatures = Candle light: 1500 Kelvin Sunset/Sunrise: 1850 Kelvin Studio lamps: 3200 Kelvin Horizon daylight: 5000 Kelvin Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Blackbody Thanks to Philipp Oeser (lichtwerk), who essentially contributed to this with a patch! :) This is part of my GSoC 2013 project. SVN merge of r57424, r57487, r57507, r57525, r58253 and r58774
2013-08-01Cycles / Ray Depth:Thomas Dinges
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce. This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
2013-07-29Fix #36264, New modulo math node not viewable in GLSL mode. Modulo math ↵Lukas Toenne
operation was simply missing the switch statement for gpu execution.
2013-07-19style cleanup: braces/indentationCampbell Barton
2013-07-19style cleanup: switch statements, include break statements within braces & ↵Campbell Barton
indent. also indent case's within the switch (we already did both of these almost everywhere)
2013-07-04Cycles:Thomas Dinges
* Added 2 new nodes to combine and separate HSV colors. Screenshot: http://www.pasteall.org/pic/show.php?id=54828
2013-06-20Cycles / Vector Transform Node:Thomas Dinges
* First step towards a new vector transform node, to convert Points/Vectors between World/Object/Camera space. This only contains the Blender UI, RNA... code, no Cycles integration yet.
2013-06-16Cycles / Blackbody node:Thomas Dinges
* First (brute force) implementation for SVM. This works and delivers the same result as OSL, but it's slow. * Code inside svm_blackbody.h inspired by a patch by Philipp Oeser (#35698), thanks. Ideas: * Use a lookup table to perform the calculations on render/ level. * Implement it as a RNA property only, and do the calculation like Sun/Sky precompute.
2013-06-13Cycles / Blackbody node:Thomas Dinges
* First step towards a Blackbody to RGB converter. You can specify a color in Kelvin inside the node. * Only implemented for OSL atm, SVM will follow.
2013-06-10Cycles / Wavelength to RGB node:Thomas Dinges
* Added a node to convert wavelength (in nanometer, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier. Example render: http://www.pasteall.org/pic/show.php?id=53202 ToDo: * Move some functions into an util file, maybe a common util_color.h or so. * Test GPU, unfortunately sm_21 doesn't work for me yet.
2013-06-05Cycles: GLSL materials now can use multiple UV maps with the attribute node.Brecht Van Lommel
2013-06-05Fix #35625, crash with NULL pointer after node render. Happens when node ↵Lukas Toenne
group node_tree pointer is NULL, then the group node doesn not produce any execdata and needs to check this accordingly in the freeexec callback.
2013-06-01Extended max size for group node types from 200 to 400, in case users need ↵Lukas Toenne
long socket names visible.
2013-05-29Cleanup: Removed all NODE_OPTIONS flags from C node type definitions, these ↵Lukas Toenne
are no longer required and have no effect. Whether or not a node supports additional options buttons is now determined by the existence of a draw callback (uifunc and/or uifuncbut).
2013-05-28Fix #35547: incomplete tooltips in node editorSergey Sharybin
Descriptions were missing since PyNodes integration. Thanks to lukas for patch review!
2013-05-27style cleanup: nodesCampbell Barton
2013-05-27style cleanup: nodesCampbell Barton
2013-05-23Cycles / Toon BSDF:Thomas Dinges
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. * There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon Example render & blend file: http://www.pasteall.org/pic/show.php?id=51970 http://www.pasteall.org/blend/21579
2013-05-22Shader Nodes:Thomas Dinges
* Use unified node sizes, as already was done with compositor nodes. Only Mapping node uses a custom size. This way we don't have too small nodes on creation anymore. * Don't show Script Category for Blender Internal nodes.
2013-05-20Cycles / Wireframe node:Thomas Dinges
* Added a wireframe node (Input category) to get access to Mesh wireframe data. The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. * Only the triangulated mesh is available now, quads is for later. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe Render and Example file: http://www.pasteall.org/pic/show.php?id=51731 http://www.pasteall.org/blend/21510
2013-05-20Math Node:Thomas Dinges
* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
2013-05-10Cycles: bump node changes to add a Distance input that controls the overall ↵Brecht Van Lommel
displacement distance, and an Invert option to invert the bump effect.
2013-05-09Cycles bump node: change the Strength value to work better, previously it wouldBrecht Van Lommel
give results that were either too weak or too strong, this makes it give more predictable results. The downside is that it breaks backwards compatibility but the previous behavior was almost broken.
2013-05-08Fix #35246: cycles has no simple way to combine bump and normal mapping. NowBrecht Van Lommel
the Bump node has a Normal input, so you can chain it after a Normal Map node. Note that normal mapping always has to be done first because it is tied to the particular mesh surface and tangents.
2013-04-24Fix material node editor not working when Blender Game is selected as render ↵Brecht Van Lommel
engine.
2013-04-20Removed the group_tree_idname property from node types. This was a bit of a ↵Lukas Toenne
hack to associate node group types to specific tree types for node group operators. Since the node group operators now work independent from this property (see r56183) that property is no longer needed and just pollutes the bNodeType struct.
2013-04-18Fix for #35010, Node Groups don't show up anymore in Material Surface. ↵Lukas Toenne
Fixing the node tree view was a bit of a todo item after pynodes. To make the type-dependent socket linking in this template a bit more manageable, there are now separate functions that generate "items" for a particular node type consisting of the socket index, name and possibly additional properties required (currently only node groups vs. all other types). This is still nowhere near flexible enough to be used as a generic template all node systems, but works for now. In order to make this usable as a generic tool we will have to devise a way of storing, comparing, applying node settings *outside of actual node instances*. Then each node needs to tell how sockets are generated based on these properties. For the current nodes this would be far too complicated ...
2013-04-16Cycles Hair: Strand Minimum Pixel SizeStuart Broadfoot
Code is added to restrict the pixel size of strands in cycles. It works best with ribbon primitives and a preset for these is included. It uses distance dependent expansion of the strands and then stochastic strand removal to give a fading. To prevent a slowdown for triangle mesh objects in the BVH an extra visibility flag has been added. It is also only applied for camera rays. The strand width settings are also changed, so that the particle size is not included in the width calculation. Instead there is a separate particle system parameter for width scaling.
2013-04-06Node UI:Thomas Dinges
* After PyNodes merge, many node sockets had sliders, instead of the arrow buttons (as the PROP_FACTOR subtype now actually was used). Change those back now, after artists feedback.
2013-04-05code cleanup: include orderCampbell Barton
2013-04-04fix for referencing freed memory when rendering materials (could crash ↵Campbell Barton
material preview).
2013-04-03code cleanup: unused functionsCampbell Barton
2013-04-03Fix #33628, Segmentation fault after pasting a closed group of nodes into an ↵Lukas Toenne
open group. Finally now there is a proper check for pasting nodes into groups. It uses the poll_instance callback of node types to determine if a node can be added into a specific node tree. Currently this is only implemented for group nodes and does a recursive check to avoid pasting a node group into itself (on any level, also nested groups).
2013-04-02Cycles: initial subsurface multiple scattering support. It's not working asBrecht Van Lommel
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-03-31style cleanupCampbell Barton
2013-03-24fix for struct definition building with msvc2008 and some style cleanup.Campbell Barton
2013-03-22Node preview merge function now has an additional option "remove_old", which ↵Lukas Toenne
could be used if previous previews should be retained after recalculating (not used currently, old previews are dropped entirely for now, because it could be confusing). Also moved the sync and merge for previews into the respective tree callbacks for consistency. This way the handling of previews can be changed for each tree type individually if necessary.
2013-03-19Cycles / Mix Shader:Thomas Dinges
* Made "Fac" Socket a "PROP_FACTOR", like the other Fac sockets in the compositor.
2013-03-19Fixes for context updates of the node editor:Lukas Toenne
* If the node tree can be updated from context (tree has get_from_context callback defined), reset the pointers first to clear the editor path if no tree can be found. * Stupid mistake: snode->from != snode->from is always false. * Shader nodes context update: set the 'from' pointer to the active object, even if it doesn't have a material or node tree.
2013-03-18code cleanupCampbell Barton
2013-03-18Merge of the PyNodes branch (aka "custom nodes") into trunk.Lukas Toenne
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/