Age | Commit message (Collapse) | Author |
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calculation in object mode.
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avoid
unnecessary memory allocations.
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object was actually selected, so e.g. baking shadows cast from non-selected
objects did not work.
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- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
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=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
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slight modifications.
Thanks!
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PVS-Studio
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* Made Smoke building optional, added WITH_BF_SMOKE.
* Enabled per default in btools.py
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* Remove some remaining (already commented) radiosity cruft.
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its no longer needed.
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always use if (...) even if the macros dont require it (confuses parsers)
define macros without the ';'s included.
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function.
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--debug
--debug-ffmpeg
--debug-python
--debug-events
--debug-wm
This makes debug output easier to read - event debug prints would flood output too much before.
For convenience:
--debug-all turns all debug flags on (works as --debug did before).
also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
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render results would be displayed on loading new files if the scene names matches, now free render-results so as not to display stale data - also saves some memory.
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parsers that done expand macros.
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else if's
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Issue was caused by negative scale of camera. Metabolls are using procedural
normals and in case of negative scaled camera normals for them shall be flipped.
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Not all file formats/calls are supported yet. It will be expended.
Please from now on use BLI_fopen, BLI_* for file manipulations.
For non-windows systems BLI_fopen just calls fopen.
For Windows, the utf-8 string is translated to utf-16 string in order to call UTF version of the function.
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* replace 2D vector copy with copy_v2_v2().
* use puts rather then printf for single strings.
* style cleanup for drawobject.c indentation.
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from Jason van Gumster (thefallenweeble)
adds render_complete and render_cancel callbacks to bpy.app.handlers
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funcs.
added copy float/double funcs: copy_v3fl_v3db(), copy_v3db_v3fl(). 2d & 4d too.
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also remove large, duplicate comments from sunsky.h
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- disable BVH edge visibility test (ifdef'd out. dont think its really needed)
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In fact, most "UI special cases" are not well translated, currently. :/ This affects especially the "Properties" panels. This commit should address problems in Graph editors, and 3D View (but probably not yet all of them). Yet it already adds more than 100 new messages (and fixes translated drawing of more).
Also done some style edits…
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- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
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