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2017-11-22SceneRenderLayer > SceneLayer: Convert LayDalai Felinto
There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.
2017-11-22Doversion: We should always add the old RenderLayerDalai Felinto
We cannot assume a render layer does not have a setting that was needed for compositing. Even if: ``` (scene->lay & render_layer->lay) != (scene_lay) && (render_layer->lay | render_layer->lay_exclude) == 0)) ``` Which would mean use the scene layers just as they are.
2017-11-22Bitflag tests simplificationDalai Felinto
2017-11-22SceneRenderLayer > SceneLayer: Convert Z-MaskDalai Felinto
Note: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher).
2017-11-22SceneRenderLayer > SceneLayer: Convert samples_overrideDalai Felinto
Note: Cycles still need to handle its own doversion for theses cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.
2017-11-22SceneRenderLayer > SceneLayer: Convert material_overrideDalai Felinto
2017-11-22SceneRenderLayer > SceneLayer: Remove light_overrideDalai Felinto
2017-11-22SceneRenderLayer > SceneLayer: Remove exclude_layerDalai Felinto
Note: It is up to Cycles to still get rid of exclude_layer internally: RenderLayerInfo.exclude_layer
2017-11-22Eevee : SSS : Add Translucency support.Clément Foucault
This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances. To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options). Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion. Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution. Technical notes: This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that. We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture. This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness. We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account. The light is considered constant. If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference. Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects. Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium. Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter. Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-21Depsgraph: Fix warning with Empty objectsSergey Sharybin
2017-11-21Depsgraph: Use evaluation context to get time fromSergey Sharybin
This way we don't modify scene to get current frame from. Will also let us to hopefully get rid of Scene stored in ModifierData. Only did for Wave modifier for now, maybe someone is around to check on another modifiers? :)
2017-11-21Depsgraph: Fix/workaround crash when toggling edit modeSergey Sharybin
2017-11-21Depsgraph: Tag evaluated mesh as suchSergey Sharybin
Helps troubleshooting.
2017-11-21Depsgraph: Report pointer from object evaluation functionsSergey Sharybin
2017-11-21Depsgraph: Fix crash removing object when CoW is enabledSergey Sharybin
Not sure why that check was even done there. Maybe some residue of debug.
2017-11-21Depsgraph: Remove workarounds used for cyclic dependenciesSergey Sharybin
This was dangerous to do such calculations, and now it is solvable by making dependency graph more granular in this case. Removing the workaround also saves us a hassle of passing lots of extra arguments down the evaluation routines. In theory, we can also remove EvaluationCOntext from constraints evaluation as well now. But probably better to wait with such removal for now. This commit effectively reverts 1130c53. Will do a proper fix in dependency graph itself.
2017-11-21Eevee: SSS: Fix error in profile computation.Clément Foucault
2017-11-20Avoid passing context to motion path calculationCampbell Barton
2017-11-20Merge branch 'master' into blender2.8Campbell Barton
2017-11-20UV Cube Project: improve default behaviorCampbell Barton
- initialize the cube-size from the bounding box when it's not set. - no longer wrap faces to keep in 0-1 bounds, other projection methods don't do this and calculating the scale prevents the UV's from being too far outside the view.
2017-11-20Fix T53342: Outliner 'select hierarchy' brokenCampbell Barton
Was using cursor position from within menu, clicking on the same position for every selected item (toggling). Now operate on each selected outliner element, without toggling.
2017-11-20Fix crash accessing line-styleCampbell Barton
2017-11-20Fix crash w/ NULL freestyle configCampbell Barton
2017-11-20Cleanup: line length, right shiftCampbell Barton
2017-11-20Cleanup: BLI headers firstCampbell Barton
Also move descriptions into doxy header
2017-11-19Fix T53343: Custom Normal Data Transfer Crashes when some vertexes have no ↵Bastien Montagne
faces. Odd nobody noticed this earlier, was obvious bug in code logic here... :/ To be backported to 2.79a.
2017-11-19Option not to select with un-hideCampbell Barton
D1518 from @mba105 w/ edits
2017-11-19Cleanup: remove BKE_utildefinesCampbell Barton
This was meant to be used for less general macros but was never used. Rename BKE_BIT_TEST_SET to SET_FLAG_FROM_TEST
2017-11-19Fix: Undo pushes were missing for Add/Remove Driver Variable buttons, and ↵Joshua Leung
Remove Driver button
2017-11-19Cleanup - StyleJoshua Leung
2017-11-19Fix T53300: Bone Extrude via Ctrl + Click is not done from active bone tailJoshua Leung
2017-11-19Fix compiler warningJoshua Leung
--> render_result.c:832 - formal parameter 6 different from declaration
2017-11-19Fix: "Lock Markers" option was not being obeyed by the "Sync Markers (when ↵Joshua Leung
transforming)" option
2017-11-19Tweaks to make it easier to update bone motion paths (without the active ↵Joshua Leung
bone needing to have any paths itself) This commit introduces the following changes: * Modified the poll callback on the "Update Paths" operator for bones so that it only checks if there are bones that have motion paths (instead of checking whether the active bone has paths). This makes it easier to update paths without having to first select one that has them - useful when the paths are all on hidden/hard-to-select bones. * Add a readonly property, "has_motion_paths" to the animviz.motion_path RNA struct, providing easier access to the internal flag used above. This makes it possible for the UI to display the "Update" button without having to check various bones for motion paths. Notes: * The flag being used in these changes already existed, and was only really intended for internal use. However, since it was already used in many places for determining if auto-update of all bone paths was needed (e.g. after certain editing ops), it should be safe to use here too. * The update_paths operator currently bakes all paths when activated, so there's currently no loss of functionality with changing to not checking if the active bone has any paths (e.g. we couldn't only update the active bone only either). That is still listed as a todo in the code.
2017-11-19Pasting poses now updates motion pathsJoshua Leung
2017-11-19Fix T53229: "Sample Keyframes" errors with multiple pairs of keyframes selectedJoshua Leung
There were 2 issues here (first was the one reported): 1) Curve shape changes if multiple consecutive pairs of keyframes are selected. The problem is that after the first pair is handled, subsequent pairs get sampled on the basis of the modified curve. 2) With multiple separate "islands" selected, unselected points in between would get ignored, causing the entire curve to get sampled.
2017-11-19Merge branch 'master' into blender2.8Julian Eisel
2017-11-19Swap priority of system path overrides for dev buildsJulian Eisel
Suggested by Campbell, thanks! Also moved the exception into own function and improved comments. Fixes T53008.
2017-11-19Fix T53347: Vertex paint crash on undo/exitCampbell Barton
2017-11-19Eevee : Fix bug with SSS and SSR active node selectionClément Foucault
The bug was affecting the ability to correctly edit the expected SSS profile.
2017-11-18Cleanup: outdated commentCampbell Barton
2017-11-18Cleanup: styleCampbell Barton
2017-11-18Add select similar custom bone shapeCampbell Barton
D2820 by @col-one w/ edits
2017-11-17Depsgraph: Fix assert/crash when transforming from redo systemSergey Sharybin
Redo system will set depsgraph to NULL, so need to ensure it exists. Reported by Julian in IRC, thanks!
2017-11-17Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-17Depsgraph: Add missing checks from previous commitSergey Sharybin
2017-11-17Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-17Depsgraph: Don't make non-dynamic hair dependent on timeSergey Sharybin
This way hair system used for static forest does not make playblack slow. A bit dangerous, but let's see how far we can go!
2017-11-17Fix UV Projection Center CalculationCampbell Barton
UV project mixed up global/local space, 3D cursor offset didn't take object scale into account. Minor improvements: - Match Cube Project 'center' behavior w/ sphere & cylinder. - Add active-element center. - Wrap UV's in Cube Project based on center instead of first vertex.
2017-11-17Cleanup: warningsCampbell Barton