Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2015-09-02Cleanup: styleCampbell Barton
2015-08-24Fix T45737: Vertex colors show washed-outCampbell Barton
Blender-Internal and GLSL-nodes missed converting sRGB to linear color.
2015-08-18Refactor translation code out of blenfontCampbell Barton
- Add blentranslation `BLT_*` module. - moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`). - moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-04SCons: Fix for really nasty bug with polluting configuration environmentSergey Sharybin
The issue was caused by the following construction: def = env['SOMETHING'] defs.append('SOMETHING_MORE') Since first assignment was actually referencing environment option it was totally polluted hawing weird and wonderful side effects on all other areas of Blender.
2015-07-28Fix T45590: Some more missing glsl functionsSergey Sharybin
Also SSS node was using wrong Normal input index.
2015-07-25Compositor: Fixes for the debug passSergey Sharybin
This commit fixes issues with wrong socket type being added to the Cycles debug pass compositor operation, which lead to crashes with non-value pass types. This commit also reverts socket renaming thing because while it's was behaving ok on runtime file reload might have loose the links which is annoying.
2015-07-24Experiment with setting proper socket name for debug passSergey Sharybin
2015-07-24Compositor: Make it work for debug passes other than floatSergey Sharybin
2015-07-24Compositor: Allow using debug pass output in the compositorSergey Sharybin
Currently only works correct with single float output, RGBA and vector are not supported so if one need to use this passes he'll need to wait a bit still. It is coming, don't worry.
2015-07-18Cycles: Point density texture supportSergey Sharybin
This commit implements point density texture for Cycles shading nodes. It's done via creating voxel texture at shader compilation time, Not totally memory efficient, but avoids adding sampling code to kernel (which keeps render time as low as possible), In the future this will be compensated by using OpenVDB for more efficient storage of sparse volume data. Sampling of the voxel texture is happening at blender side and the same code is used as for Blender Internal's renderer. This texture is controlled by only object, particle system and radius. Linear falloff is used and there's no turbulence. This is because falloff is expected to happen using Curve Mapping node. Turbulence will be done as a distortion on the input coordinate. It's already possible to fake it using nose textures and in the future we can add more proper turbulence distortion node, which then could also be used for 2D texture mapping. Particle color support is done by Lukas, thanks!
2015-07-14Particle Info node support for GLSL mode and the internal render.Alexander Romanov
With this patch "Particle Info" node from Cycles works in GLSL and BI Alexander (Blend4Web Team) Reviewers: psy-fi Note: moved particle info to object render instance instead of shadeinput during review - Antony. Differential Revision: https://developer.blender.org/D1313
2015-06-17Cleanup: duplicate includesCampbell Barton
2015-06-08Fix T44979: Crash when rendering with more threads than the system onesSergey Sharybin
Revert "Nodes: Remove hardcoded BLENDER_MAX_THREADS number of threads" This reverts commit fdc653e8ce77a188138dc707207139c3d1e6b166. The threads override is not affected by the scene, and hence the limit of the threads was not giving correct result. Need to re-consider some things here.
2015-05-06Shader node: support native render capabilitiesCampbell Barton
D1188 by @a.romanov
2015-05-06Patch D1283 by Alexander Romanov fixes reroute node type update notAntony Riakiotakis
correct when root reroute node is plugged in a different type of input
2015-05-03Fix T41893: inconsistent color management on sculpt texture nodes previews.Brecht Van Lommel
2015-04-29Fix T44132: Crash after open EXR formatSergey Sharybin
Was own mistake on adding Alpha socket for Combined pass.
2015-04-21Cleanup: styleCampbell Barton
2015-04-13Nodes: Remove hardcoded BLENDER_MAX_THREADS number of threadsSergey Sharybin
Use actual available number of threads now, which will make it easier to increase max number of threads, without having some sloppy memory usage and without doing some redundant checks on thread data which was never used.
2015-04-08Fix memory leak in bump GLSL nodeAntony Riakiotakis
2015-04-08Attempt GLSL compile fix in opensuse linux basically, we passed a vec3Antony Riakiotakis
as a float.
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-03-28Cleanup: use BKE_texture_ prefixCampbell Barton
2015-03-25minor cleanup: alignmentMike Erwin
2015-03-17Part 2 of D1082 by Troy Sobotka, remove our functions that do lumaAntony Riakiotakis
calculations and use the OCIO one instead.
2015-03-06Fix typo in "Add" and "Subtract" mode of Vector Math node.Kevin Dietrich
Differential Revision: https://developer.blender.org/D1003
2015-02-24Patch D843 by Alexander Romanov, fixes to the naming of the materialAntony Riakiotakis
node so it's more similar to the names in the material properties
2015-02-11Compositor: Expose Alpha socket for multilayer EXR nodeSergey Sharybin
This way re-mapping scene nodes to EXR files becomes much easier, no extra trickery with separate RGBA setups is needed. Plus makes it more consistent with regular EXR files. This uses EGBA pass to get alpha from.
2015-02-10Cycles: implement pointiness geometry attributeSergey Sharybin
This attribute means how "pointy" the geometry surface is, which allows to do effects like dirt maps and wear-off effects on render geometry. This means the attribute is calculated for the final mesh which means no baking (which implies UV unwrap) is needed. Apart from this the behavior is quite close to how vertex dirty colors works. The new attribute is available as an output socket of Geometry node. There's no penalty for the render time, only some delay on scene preparation (the delay is linear of the mesh complexity). Reviewers: brecht, juicyfruit Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1086
2015-02-04Fix T43450: Texture node tree failed to clampKévin Dietrich
Clamping routine was not implemented. This fixes T43450. Reviewers: #nodes, #rendering, sergey Reviewed By: sergey Maniphest Tasks: T43450 Differential Revision: https://developer.blender.org/D1038
2015-02-03Compositor: Implement sampled motion blur for plane track deform nodeSergey Sharybin
Quite striaghtforward change, and in theory we can even try supporting motion blur for the corner pin node (which is tricky because coordinates actually coming from sockets, but with some black magic should be doable).
2015-02-02Adjust GLSL drawing of window coordinates from camera view (use cameraAntony Riakiotakis
bounds instead of window bounds). Fixes remaining part of T43346
2015-01-31Compiler warning: double-promotionCampbell Barton
2015-01-27Fix T43250, lamp node did not use energy when used with nodes in blenderAntony Riakiotakis
internal. Similar to fix for T42074 we need to multiply with energy -after- texture application.
2015-01-26Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).Bastien Montagne
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)' and 'strcmp(foo, bar) == 0' in several places...
2015-01-07Cycles: Allow negative values in Combine XYZ node.Thomas Dinges
2014-12-31Gamma node support for Blender InternalDotsnov Valentin
Patch by Blend4Web Team, thanks! Reviewers: psy-fi Subscribers: yurikovelenov, AlexKowel, Evgeny_Rodygin Differential Revision: https://developer.blender.org/D899
2014-12-10Fix T42184: Normal not displayed correctly in Material ViewportSergey Sharybin
There was a differences between how Cycles and BI treats Normal shader: - Different normal direction assumption - Different policy about vector normalization Previous idea of trying to use single function and flip the output if needed becomes more tricky, so i've just added new GLSL function which corresponds to how Cycles deals with the Normal shader.
2014-12-10Fix for wrong flip of Normal node Dot output for new shading systemSergey Sharybin
It was wrong to use invert(), we need to multiply by -1 instead.
2014-11-30Cleanup: warnings & spaceCampbell Barton
2014-11-29Cleanup: unused headersCampbell Barton
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>
2014-11-24BLI_utildefines: add UNUSED_VARS() macroCampbell Barton
2014-11-20Fix T42622, environment texture GLSL result different from rendering.Antony Riakiotakis
Also included mirror ball shader, which was missing.
2014-11-16Cleanup: use BLI_listbase_*** prefix for count,sort,sort_rCampbell Barton
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.