Age | Commit message (Collapse) | Author |
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* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
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This adds BF_RAYOPTIMIZATION_SSE_FLAGS through which one can manage
what SSE flags are best for the platform built for.
Note that the ray optimizations coded by jaguarandi are SSE-intrinsics only.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
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* some cleanup of render module SConscript
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for real :)
Until now only SSE switches were defined, but to really enjoy the SIMD structures, the
__SSE__ define needs to be given. This can now be done with setting in your user-config.py
WITH_BF_RAYOPTIMIZATION=True
(or WITH_BF_RAYOPTIMIZATION=1 on command-line)
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Plisson, thanks!
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Don't use passes anymore for indirect lighting, people were using this
probably thinking it would do bounces, but that's not the intention of
this feature, it is to reduce problems with light bleeding. I want to
remove this option for AO as well, but will leave it in for now until
there is a better alternative.
Added bounces option for indirect, could be implemented much better,
but perhaps useful for testing now. Existing files need to set this to
1 to get the same results again.
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After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
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actually a metaball
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This brings back the single bounce indirect diffuse lighting for AAO,
it's not integrated well but that will be tackled later as part of
shading system refactor and subdivision changes. The caveats are the
same as AAO, with one extra thing, the diffuse lighting is sampled once
per face, so it will not be accurate unless faces are subdivided.
I'm committing this now so we can start testing it for Durian, and
since changes need to make it work properly are planned.
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uncomment it after doublecheck testing, hmm...
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meta-objects with volume materials.
When metaballs were added to the render, if they weren't the basis ball, they'd be skipped, leaving a render object with no geometry. Now it doesn't add an object in the first place.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24483:24889
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Use user flags instead.
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when setting project x/y/z to none with a procedural texture.
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refresh.
- added a function id_data_find_fcurve() to get the fcurve without RNA vars. Aligorith: this could be made to use a path rather then a property name.
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-r24330:24483
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variables and functions.
* Added missing lib-linking code for Grease Pencil in nodetrees
* Uncommented some code for curve shapekeys
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Add support for OPTION WITH_OPENCOLLADA for Windows
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there.
Would also be good to wrap the input/output sockets, too, will check on it.
This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
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blending was only in place for nodes, not for general texture blending. This updates texture blending to reflect the fix. Now results don't trend toward black on Darken anymore as factor approaches 0.
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- scons update to build with openCollada
- scons & cmake update for render optimization cflags
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Caused by very evil AO subtractive mode going negative once again...
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-r24257:24330
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is no modifier, saving some memory.
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Non-ID pointers in DNA can only point to data from own ID block, so
now instead it uses an index into the particle system list, but still
exposed as a pointer through RNA.
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Use derivedmesh functions to get object vertices, rather than objectren verts (which can not exist if object is non-renderable)
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in recent commit.
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using for example a text object scaled down to size zero. This was due
to nan's generated through division by zero.
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Error log:
/usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::ceil(float)':
/usr/include/gcc/darwin/3.3/c++/cmath:175: error: parse error before `(' token
/usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::floor(float)':
/usr/include/gcc/darwin/3.3/c++/cmath:249: error: parse error before `(' token
/usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::fmod(float,
float)':
/usr/include/gcc/darwin/3.3/c++/cmath:267: error: parse error before `(' token
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so disable SSE in that case now.
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* Nested write lock on render results.
* RayHits pass was always enabled, commented it out now.
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is invalid if it cancels during build, so don't use it then.
Also fixes some use of unitialized variables in raytracing code.
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not work correct without OSA.
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correct, my mistake in merging the patch.
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(some bugs may show on other places if some of the code isnt prepared to handle non-normalized is->vec)
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Since the deep shadow buffer summer of code project is not actively under
development anymore, I decided to build my own DSM implementation from
scratch, based on reusing as much existing shadow buffer code as possible.
It's not very advanced, but implements the basic algorithm. Just enough so
we can do shading tests with it, optimizations and other improvements can
be done later.
Supported:
* Classical shadow buffer options: filter, soft, bias, ..
* Multiple sample buffers, merged into one.
* Halfway trick to support lower bias.
* Compression with user defined threshold.
* Non-textured alpha transparency, using Casting Alpha value.
* Strand render.
Not Supported:
* Tiling disk cache, so can use a lot of memory.
* Per part rendering for lower memory usage during creation.
* Colored shadow.
* Textured color/alpha shadow.
* Mipmaps for faster filtering.
* Volume shadows.
Usage Hints:
* Use sample buffers + smaller size rather than large size.
* For example 512 size x 9 sample buffers instead of 2048 x 1.
* Compression threshold 0.05 works, but is on the conservative side.
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Added missing callbacks. Was leading to crashs when the raytree was empty.
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variables, giving incorrect results.
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