* Added a node to convert a temperature in Kelvin to an RGB color. This can be used e.g. for lights, to easily find the right color temperature.
= Some common temperatures =
Candle light: 1500 Kelvin
Sunset/Sunrise: 1850 Kelvin
Studio lamps: 3200 Kelvin
Horizon daylight: 5000 Kelvin
Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Blackbody
Thanks to Philipp Oeser (lichtwerk), who essentially contributed to this with a patch! :)
This is part of my GSoC 2013 project. SVN merge of r57424, r57487, r57507, r57525, r58253 and r58774
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
operator< had wrong brackets, changed it now to be more clear.
Fix#33404: crash GPU rendering with OSL option still enabled. There was a check
to disable OSL in this case, but it shouldn't have modified scene->params because
this is used for comparison in scene->modified().
Documentation here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSLhttp://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles
These changes require an OSL build from this repository:
https://github.com/DingTo/OpenShadingLanguage
The lib/ OSL has not been updated yet, so you might want to keep OSL disabled
until that is done.
Still todo:
* Auto update for external .osl files not working currently, press update manually
* Node could indicate better when a refresh is needed
* Attributes like UV or generated coordinates may be missing when requested from
an OSL shader, need a way to request them to be loaded by cycles
* Expose string, enum and other non-socket parameters
* Scons build support
Thanks to Thomas, Lukas and Dalai for the implementation.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.
Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
decided it's better to render objects as either surface or volume.
This may break the volume rendering patch, but shaders with volume closures still
get tagged as having volume closures, so it should be fixable without too many
changes.