Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
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@@ -406,6 +406,8 @@ static ShaderNode *add_node(BL::BlendData b_data, BL::Scene b_scene, ShaderGraph
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if(b_image)
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image->filename = image_user_file_path(b_image_node.image_user(), b_image, b_scene.frame_current());
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image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
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image->projection = ImageTextureNode::projection_enum[(int)b_image_node.projection()];
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image->projection_blend = b_image_node.projection_blend();
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get_tex_mapping(&image->tex_mapping, b_image_node.texture_mapping());
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node = image;
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break;
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@@ -461,6 +463,17 @@ static ShaderNode *add_node(BL::BlendData b_data, BL::Scene b_scene, ShaderGraph
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node = checker;
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break;
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}
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case BL::ShaderNode::type_TEX_BRICK: {
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BL::ShaderNodeTexBrick b_brick_node(b_node);
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BrickTextureNode *brick = new BrickTextureNode();
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brick->offset = b_brick_node.offset();
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brick->offset_frequency = b_brick_node.offset_frequency();
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brick->squash = b_brick_node.squash();
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brick->squash_frequency = b_brick_node.squash_frequency();
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get_tex_mapping(&brick->tex_mapping, b_brick_node.texture_mapping());
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node = brick;
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break;
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}
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case BL::ShaderNode::type_TEX_NOISE: {
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BL::ShaderNodeTexNoise b_noise_node(b_node);
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NoiseTextureNode *noise = new NoiseTextureNode();
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