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2018-06-15Cycles: change Ambient Occlusion shader to output colors.Lukas Stockner
This means the shader can now be used for procedural texturing. New settings on the node are Samples, Inside, Local Only and Distance. Original patch by Lukas with further changes by Brecht. Differential Revision: https://developer.blender.org/D3479
2018-06-11Cleanup: remove moar ugly G.main usages...Bastien Montagne
BKE_image was an ugly nest, could fix all but the ones from compositor, so moved ugly G.main there, at least we know where the Evil is that way ;)
2018-06-08Cleanup: trailing spaceCampbell Barton
Remove from blender/nodes, collada, blenfont & render.
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-05-27Cycles: Add Support for IES files as textures for light strengthLukas Stockner
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources. The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp. Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried. Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file. The user interface of the node is similar to the script node, the user can either select an internal Text or load a file. Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot. The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light, rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport. Reviewers: #cycles, dingto, sergey, brecht Reviewed By: #cycles, dingto, brecht Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey Differential Revision: https://developer.blender.org/D1543
2018-05-24Cycles/Compositor: Add arctan2 operation to the Math nodeLukas Stockner
The Math node currently has the normal atan() function, but for actual angles this is fairly useless without additional nodes to handle the signs. Since the node has two inputs anyways, it only makes sense to add an arctan2 option. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D3430
2018-05-09Color: Combine/Separate YCbCrA node default to rec. 709Aaron Carlisle
This commit is part of T54798 Differential Revision: https://developer.blender.org/D3183
2018-04-11fix T54549: Vector Transform node in wrong nodeclassPhilipp Oeser
the Vector Transform node was added to the "Vector" category in nodeitems_builtins.py but was using the "NODE_CLASS_CONVERTOR" internally (thus using e.g. the 'wrong' theme color) thanx @dingto for review Differential Revision: https://developer.blender.org/D3138
2018-04-06Cleanup: style, doxy headersCampbell Barton
2018-03-19Fix T54240: automatic node link moving should take into account type.Matthias Ellerbeck
Without this a "Clearcoat" link could be moved to "Clearcoat Normal" for example, which doesn't make much sense. Differential Revision: https://developer.blender.org/D3105
2018-03-10Cycles: switch to squared roughness convention for all nodes.Brecht Van Lommel
This was already done for the Principled BSDF to be compatible with typical baked roughness maps in PBR workflows.
2018-02-28Cycles: change principled BSDF default distribution and SSS.Brecht Van Lommel
* Use a subsurface color equal to the base color, and give the subsurface radius skin like values by default. This is how the parameter should typically be used. * Use GGX by default, multiscatter GGX is still quite noisy and has some fireflies so let's keep it optional for now.
2018-02-23Cycles: add Principled Volume shader.Brecht Van Lommel
Similar to the Principled BSDF, this should make it easier to set up volume materials. Smoke and fire can be rendererd with just a single principled volume node, the appropriate attributes will be used when available. The node also works for simpler homogeneous volumes like water or mist. Differential Revision: https://developer.blender.org/D3033
2018-02-22Cycles: make principled BSDF node wider in the node editor by default.Brecht Van Lommel
2018-02-15Cleanup: rename BLI_thread.h APICampbell Barton
- Use BLI_threadpool_ prefix for (deprecated) thread/listbase API. - Use BLI_thread as prefix for other functions. See P614 to apply instead of manually resolving conflicts.
2018-02-15Cleanup: styleCampbell Barton
2018-02-14Cycles: restore Particle Info Index for now, keep it next to Random.Brecht Van Lommel
It seems to be useful still in cases where the particle are distributed in a particular order or pattern, to colorize them along with that. This isn't really well defined, but might as well avoid breaking backwards compatibility for now.
2018-02-14Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.Brecht Van Lommel
These are used for randomization, so it's convenient if the index is already hashed and consistent with the Object Info node.
2018-02-13Cycles: Implement index output for hair nodeSergey Sharybin
This is like the only way to add variety to hair which is created using simple children. Used here for the hair. Maybe not ideal, but the time will show.
2018-02-13(Nodes) Display image name if any in the Cycles Image and Environment ↵Ines Almeida
Texture node title
2018-02-09Cycles: add random walk subsurface scattering to Principled BSDF.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3054
2018-02-03Cycles: add Vector Displacement node and extend Displacement node.Brecht Van Lommel
This adds midlevel and object/world space for displacement, and a vector displacement node with tangent/object/world space, midlevel and scale. Note that tangent space vector displacement still is not exactly compatible with maps created by other software, this will require changes to the tangent computation. Differential Revision: https://developer.blender.org/D1734
2018-01-24Fix Cycles GLSL bump not matching final render after recent changes.Brecht Van Lommel
2018-01-23Cycles: change material output displacement to vector.Brecht Van Lommel
Previously only scalar displacement along the normal was supported, now displacement can go in any direction. For backwards compatibility, a Displacement node will be automatically inserted in existing files. This will make it possible to support vector displacement maps in the future. It's already possible to use them to some extent, but requires a manual shader node setup. For tangent space maps the right tangent may also not be available yet, depends on the map. Differential Revision: https://developer.blender.org/D3015
2018-01-23Cycles: add Displacement node.Brecht Van Lommel
This converts object space height to world space displacement, to be linked to the new vector displacement material output. Differential Revision: https://developer.blender.org/D3015
2018-01-21Fix old files with changed node socket type not loading correctly.Brecht Van Lommel
This would lead to sock.default_value pointing to the wrong data type, possibly causing crashes. Unfortunately, this bug will still exist for older Blender versions that try to load newer files, which makes changing the type of a node socket problematic.
2018-01-08(Nodes) Display image name if any in the Image and Texture Image node titleInes Almeida
2018-01-05Fix T53696: Compositor HSV limits changedCampbell Barton
2017-12-07Cleanup: Use BKE_colorband prefixCampbell Barton
2017-12-07Cleanup: extract BKE_colorband from BKE_textureCampbell Barton
2017-11-23Fix T53360: crash with GLSL bump mapping and missing group output node.Brecht Van Lommel
2017-11-18Cleanup: styleCampbell Barton
2017-11-08Fix incorrect bevel shader in GLSL (should work as if there is no bevel node).Brecht Van Lommel
2017-11-08Cycles: add bevel shader, for raytrace based rounded edges.Brecht Van Lommel
The algorithm averages normals from nearby surfaces. It uses the same sampling strategy as BSSRDFs, casting rays along the normal and two orthogonal axes, and combining the samples with MIS. The main concern here is that we are introducing raytracing inside shader evaluation, which could be quite bad for GPU performance and stack memory usage. In practice it doesn't seem so bad though. Note that using this feature can easily slow down renders 20%, and that if you care about performance then it's better to use a bevel modifier. Mainly this is useful for baking, and for cases where the mesh topology makes it difficult for the bevel modifier to work well. Differential Revision: https://developer.blender.org/D2803
2017-10-20Fix compositor node links getting lost on file load for custom render passes.Brecht Van Lommel
2017-09-20Revert "Fix T52792: Typo in UI label of a HairInfo node socket."Brecht Van Lommel
This reverts commit 8ad479a3227e36b201f740a127c08e29950bb219.
2017-09-20Fix T52792: Typo in UI label of a HairInfo node socket.Bastien Montagne
2017-08-21Fix T52473: blender internal Fresnel and Layer Weight only work with linked ↵Brecht Van Lommel
normal. Please backport this to 2.79.
2017-08-09Fix T52280: The Image node in Compositing can't read Z buffer of openEXR in 2.79Lukas Stockner
As part of the fix for T51587, I removed the Depth output for non-Multilayer images since it seemed weird that PNGs etc. that don't have a Z pass still get a socket for it. However, I forgot about non-multilayer EXRs, which are a special case that can actually have a Z pass. Therefore, this commit brings back the Depth output for non-multilayer images just like it was in 2.78.
2017-06-22Fix T51863: CompositorNodeSwitchView have the wrong rna APIDalai Felinto
Although the original report was about the docs, the real issue was in the API. My original commit started from a copy-paste from the Switch Node. However I don't use custom1 for thew Switch View node. The docs is slightly incomplete since it would be nice to mention the views here. Or maybe even expose them via Python. But honestly they are generated depending on the scene multi-view settings.
2017-06-21Fix T51849: change Cycles clearcoat gloss to roughness.Brecht Van Lommel
This is compatible with UE4 and more consistent with specular and transmission roughness, even if it deviates from the original Disney BRDF.
2017-06-12Cleanup: indentation, long linesCampbell Barton
2017-06-08Cleanup: cmake indentation, missing includeCampbell Barton
2017-06-04Fix T51587: Blender fails to interpret a specific layer in OpenEXR ↵Lukas Stockner
multilayer file
2017-06-01Fix T51687: GPUmat evaluation of shader tree would crash uppon ↵Bastien Montagne
unknown/unsupported socket types. Made this resilient to unknown types, for now. Supporting specific INT sockets (through implicit conversion to GPU_FLOAT ones) is considered nice TODO.
2017-05-22Fix T51308: Bright/Contrast Doesn't respect Pre-multiplied AlphaSergey Sharybin
Brightness/contrast node was changing color but did not modify alpha or ensured colors are premultiplied on the output. This was giving artifacts later on unless alpha was manually converted. Compositor is supposed to work in premultiplied alpha (except of some really corner cases) so it makes sense to ensure premultiplied alpha after brightness/contrast node. This is now done as an option enabled by default, so we: (a) Keep compatibility with old files. (b) Have correct behavior for newly created files. Later on we can get rid of this option.
2017-05-18Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as ↵Pascal Schoen
expected Renamed the "Transparency" input of the Principled BSDF to "Transmission" and "Refraction Roughness" to "Transmission Roughness".
2017-05-15Cleanup: warnings, styleCampbell Barton
2017-05-03Fix error in node flag checkCampbell Barton
2017-05-03Render API/Cycles: Identify Render Passes by their name instead of a type flagLukas Stockner
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago. However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images. Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification. Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes. To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available. To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers. To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated. From a user perspective, nothing should change with this commit. Differential Revision: https://developer.blender.org/D2443 Differential Revision: https://developer.blender.org/D2444