Cycles:
* Fix #29257: nan-pixels with zero roughness for glass/glossy. * Fix #29239: crash with border rendering, this is not working yet, but should no longer crash now. * Show object name in 3d view rendered draw type. * Attempt to improve Sample as Light option description.
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@ -50,11 +50,16 @@ def free(engine):
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def render(engine):
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import bcycles
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bcycles.render(engine.session)
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if "session" in dir(engine):
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bcycles.render(engine.session)
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def update(engine, data, scene):
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import bcycles
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bcycles.sync(engine.session)
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if scene.render.use_border:
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engine.report({'ERROR'}, "Border rendering not supported yet")
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free(engine)
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else:
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bcycles.sync(engine.session)
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def draw(engine, region, v3d, rv3d):
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import bcycles
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@ -121,7 +121,7 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
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@classmethod
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def register(cls):
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bpy.types.Material.cycles = PointerProperty(type=cls, name="Cycles Material Settings", description="Cycles material settings")
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cls.sample_as_light = BoolProperty(name="Sample as Light", description="Use direct light sampling, to reduce noise for small or strong emitting materials", default=True)
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cls.sample_as_light = BoolProperty(name="Sample as Lamp", description="Use direct light sampling for this material, disabling may reduce overall noise for large objects that emit little light compared to other light sources", default=True)
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cls.homogeneous_volume = BoolProperty(name="Homogeneous Volume", description="When using volume rendering, assume volume has the same density everywhere, for faster rendering", default=False)
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@classmethod
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@ -45,7 +45,7 @@ typedef struct BsdfMicrofacetGGXClosure {
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__device void bsdf_microfacet_ggx_setup(ShaderData *sd, ShaderClosure *sc, float ag, float eta, bool refractive)
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{
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float m_ag = clamp(ag, 1e-5f, 1.0f);
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float m_ag = clamp(ag, 1e-4f, 1.0f);
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float m_eta = eta;
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sc->data0 = m_ag;
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@ -270,7 +270,7 @@ typedef struct BsdfMicrofacetBeckmannClosure {
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__device void bsdf_microfacet_beckmann_setup(ShaderData *sd, ShaderClosure *sc, float ab, float eta, bool refractive)
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{
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float m_ab = clamp(ab, 1e-5f, 1.0f);
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float m_ab = clamp(ab, 1e-4f, 1.0f);
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float m_eta = eta;
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sc->data0 = m_ab;
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@ -2878,6 +2878,10 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha
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else
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draw_view_icon(rv3d);
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ob= OBACT;
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if(U.uiflag & USER_DRAWVIEWINFO)
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draw_selected_name(scene, ob);
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if(rv3d->render_engine) {
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view3d_main_area_draw_engine_info(rv3d, ar);
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return;
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@ -2899,10 +2903,6 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha
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BLF_draw_default_ascii(22, ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f, tstr[0]?tstr : grid_unit, sizeof(tstr)); /* XXX, use real length */
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}
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ob= OBACT;
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if(U.uiflag & USER_DRAWVIEWINFO)
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draw_selected_name(scene, ob);
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}
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void view3d_main_area_draw(const bContext *C, ARegion *ar)
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