* 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.
This commit is contained in:
Brecht Van Lommel 2011-11-14 19:45:21 +00:00
parent ff82aa8677
commit 2ab2423b06
4 changed files with 14 additions and 9 deletions

@ -50,11 +50,16 @@ def free(engine):
def render(engine):
import bcycles
bcycles.render(engine.session)
if "session" in dir(engine):
bcycles.render(engine.session)
def update(engine, data, scene):
import bcycles
bcycles.sync(engine.session)
if scene.render.use_border:
engine.report({'ERROR'}, "Border rendering not supported yet")
free(engine)
else:
bcycles.sync(engine.session)
def draw(engine, region, v3d, rv3d):
import bcycles

@ -121,7 +121,7 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Material.cycles = PointerProperty(type=cls, name="Cycles Material Settings", description="Cycles material settings")
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)
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)
cls.homogeneous_volume = BoolProperty(name="Homogeneous Volume", description="When using volume rendering, assume volume has the same density everywhere, for faster rendering", default=False)
@classmethod

@ -45,7 +45,7 @@ typedef struct BsdfMicrofacetGGXClosure {
__device void bsdf_microfacet_ggx_setup(ShaderData *sd, ShaderClosure *sc, float ag, float eta, bool refractive)
{
float m_ag = clamp(ag, 1e-5f, 1.0f);
float m_ag = clamp(ag, 1e-4f, 1.0f);
float m_eta = eta;
sc->data0 = m_ag;
@ -270,7 +270,7 @@ typedef struct BsdfMicrofacetBeckmannClosure {
__device void bsdf_microfacet_beckmann_setup(ShaderData *sd, ShaderClosure *sc, float ab, float eta, bool refractive)
{
float m_ab = clamp(ab, 1e-5f, 1.0f);
float m_ab = clamp(ab, 1e-4f, 1.0f);
float m_eta = eta;
sc->data0 = m_ab;

@ -2878,6 +2878,10 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha
else
draw_view_icon(rv3d);
ob= OBACT;
if(U.uiflag & USER_DRAWVIEWINFO)
draw_selected_name(scene, ob);
if(rv3d->render_engine) {
view3d_main_area_draw_engine_info(rv3d, ar);
return;
@ -2899,10 +2903,6 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha
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 */
}
ob= OBACT;
if(U.uiflag & USER_DRAWVIEWINFO)
draw_selected_name(scene, ob);
}
void view3d_main_area_draw(const bContext *C, ARegion *ar)