If you're baking from one UV map to another, you need to make sure that both the input UV map and tangents and output UV map and tangents are matched correctly. So that's transferring the image.…
Thanks!
For the panorama case, I think we also want to replace nearclip
by max_aperture_size + nearclip
.
To specify which tangents you want to use. Ideally it would be simpler and users would not need to do specify this in two places, but the design is what it is at the moment.
@aafra Is there an estimated date for the final OIDN 2.3 release? It would be good to get a bit of user testing of that before we release Blender 4.2 with it.
Evaluation of shader nodes is strictly left to right. That means the normal map node can't affect the UV map used for the image texture node that comes before it, which I think is what you are…
I think the fix should be in Camera::viewplane_bounds_get
. We can make the bounds bigger to account for the near clipping and aperture. Something like this, but I have not tested or checked the…
That's correct. To use the same UV map in the image texture and normal map nodes as mentioned in the docs, you need to connect a UV map node to the image texture node.
We have documentation for this: https://developer.blender.org/docs/handbook/contributing/pull_requests/#rebasing-a-pull-request
But manually cherry-picking a few commits is about the same…
Just want to note that Blackbody node is present in Geometry Nodes as well, so subtype should be probably changed to that as well
The implementation is shared, there's only one place that…
I meant make install in the hiprt project. We can manually copy files from the dist folder too, it's not a big deal, just unusual for a cmake project not to have an install target where the target…
I agree it's better to read the scene linear colors directly when possible. eyedropper_color.cc
implements this for the image and compositing node editors, and extending that to the 3D viewport…
I bisected it down to this OSL commit:
1956e83954
Unfortunately changing to the new fused…
I can't think of a much better solution than reverting d7f124f06f and adding checks in all GPU API functions.
If we auto create a GPU context in background mode, I…
It's a convention for the render properties. For two reasons:
- It adds visual clutter for no good reason.
- Animating most render properties is bad for frame to frame coherence.
I posted a PR now.
It does not solve the pre-existing issue that when renaming is off, the same material applied to multiple meshes with different active UV map fails. That can be solved…