Commit Graph

222 Commits

Author SHA1 Message Date
303cecf139 spelling cleanup: tesselate -> tessellate (last of these found) 2012-03-20 22:56:26 +00:00
0052cbed0d Cycles: support for mask layers in render layer, this has the same effect as
assigning holdout shaders to every object in the specified layers.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Layers
2012-02-28 16:44:45 +00:00
c0eec8f379 svn merge ^/trunk/blender -r43062:43085 2012-01-03 02:16:52 +00:00
2077b7e3b7 Fix #29755: cycles crash with array modifier that can produce material indices
that are out of bounds.
2012-01-02 15:51:49 +00:00
4ced91da47 svn merge ^/trunk/blender -r42778:42839 2011-12-23 08:41:53 +00:00
c287a09b40 Cycles: support for multiple render layers. It currently renders each layer
entirely before moving on to the next.
2011-12-21 20:51:55 +00:00
65f3b93f14 svn merge ^/trunk/blender -r42521:42550 2011-12-10 05:38:00 +00:00
ea399744e7 Fix #29555: cycles crash rendering with no material in material slot. 2011-12-09 00:24:48 +00:00
15ad39e684 svn merge ^/trunk/blender -r42303:42329 2011-12-02 01:01:07 +00:00
45de380771 Cycles
* Compile all of cycles with -ffast-math again
* Add scons compilation of cuda binaries, tested on mac/linux.
* Add UI option for supported/experimental features, to make it
  more clear what is supported, opencl/subdivision is experimental.
* Remove cycles xml exporter, was just for testing.
2011-12-01 16:33:21 +00:00
30b6dacb4b Enable building cycles in bmesh branch
This change adds RNA access to tesselated face UVs and colors (MTFACE and MCOL), primarily for use by plugin renderers (e.g. cycles). The RNA mesh properties to get to these are prefixed with "tessface_" and additionally the help text states that these are for renderers, to try not to confuse existing mesh editing tool scripts into thinking they could just start using these values.
2011-11-25 13:28:04 +00:00
2345efc6c5 Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,
by Gaia Clary.

Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.

The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
2011-11-23 17:25:25 +00:00
46dcad970c Cycles: fix light strength mistmatch when clicking "use nodes".
Regarding merge status, there should be no build failures, but cycles may not
be enabled in your build, we are still solving:

* Windows: CUDA kernel compile at runtime is failing, probably will have to
  do precompiled kernel again.
* Mac: scons is not building cycles yet.
* Linux doesn't have boost + openimageio libs available in lib/ yet, so it
  requires manual install of those libs still.
2011-11-08 22:38:10 +00:00
7b1ef0f416 Cycles: use mesh normals computed by Blender instead of computing our own,
solves an issue with poor mesh geometry.
2011-10-16 17:00:48 +00:00
9c959d98fe Cycles: make Attribute node work, code for it was implemented in kernel, only
missing was the ability to specify the attribute name in the node. This makes
it possible to use multiple uv or vertex color layers now.
2011-10-15 20:13:35 +00:00
1ab9fc59b7 Cycles: fix a few more msvc issues with empty scenes and ustring setting. 2011-10-03 17:42:24 +00:00
da8f71bffb Cycles: some tweaks to silence msvc assertions in debug mode. 2011-10-03 15:31:45 +00:00
ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00
f7b9c85871 Cycles: fix some invalid memory access problems found by running the windows build in debug mode. 2011-08-21 10:32:15 +00:00
e2f2626179 Cycles: fix crash syncing curve/text object with no verts/faces. 2011-05-31 11:12:42 +00:00
20746f6bb0 Cycles: fix instanced mesh sync being a bit too slow. 2011-05-31 10:57:43 +00:00
da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00