This commit pretty much reverts all the changes related on tile-ability
of the fast gaussian blur. It's not tilable by definition and would almost
always give you seams on the tile boundaries.
Atmind already met the issue and tried to solve it by increasing some
magic constant, which is pretty much likely simply made it so compositor
switched to full-frame calculation in that particular .blend file.
Fast gaussian is really not a production thing and need to be avoided.
We're to improve speed of normal gaussian blur instead.
When you hit "setup tracking scene" in MCE, the active layer usually switches
to the layer where the ground has been created, thus he shadow layer.
New objects are created or appended on that layer which means they will be
default be rendered as shadows only. This behaviour requires muscle memory
and is confusing for new users. This patch is changing the behaviour in a
way that the active layer is remembered from before setting up the scene.
Patch by gottfried, thanks!
Reviewers: sebastian_k, sergey
Differential Revision: https://developer.blender.org/D574
This check prevents using empty (no faces) meshes as rigid bodies.
While the idea makes sense, it also prevents using modifier-constructed
meshes, where faces are added only by the modifiers.
Further the check is very easy to circumvent, by removing faces after
making the rigid body, or by assigning a different mesh datablock
afterward.
Suggested by Fabian Emmes (@der_fab).
The helper function `make_freestyle_edge_mark_hash()` was referring to the
original mesh to determine Freestyle edge marks for individual derived mesh edges.
This is no longer necessary now that derived meshes deliver CD_FREESTYLE_EDGE
and CD_FREESTYLE_FACE layers of their own. The reference of the original mesh
was also inappropriate since the edges coming from one of the operands of a boolean
modifier don't have proper CD_ORIGINDEX values but ORIGINDEX_NONE's.
Many thanks to Sergey Sharybin for patch contributions and discussions.
Used a different technique to resolve "impossible" offset cases
that makes more consistency. Also changed the plane in which
the profile lies for the case with only one beveled edge and
more than 3 other edges.
When "Selected to Active" is not on, we bake all the selected objects.
This is the same behaviour we have for Blender Internal.
Dev note: I moved most of the validation tests to outside the bake()
routine so the function can be called in loop.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D560
Using layer visibility in active render layer makes more accurate
preview but can cause problems in some cases:
https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1
GLSL lamps now ignore layer visibility if lock_camera_and_layers is
OFF or game engine is running. The material lamp group still works
unconditionally though.
This should be the final fix for the applyrotation issue. It baffles me
that the fix involves discarding the scale transformations for the
normals but it works so I'm happy with it.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D554
Transparent objects could become subtly visible by the different sampling
patterns for pixels covered and not covered by the object. It still converged
to the right solution but that can take a while. Now we try to use the same
sampling pattern here.
When rebuilding the polygons that touch bevel-involved vertices,
need to copy the edge attributes from corresponding original edges.
Special treatment of corner segments, to maintain continuity of
smooth and seam attributes.
Another fix: if have four meeting edges, two opposite ones beveled
and the other two not, propgate the non-beveled-edges attributes
across the line that joins them (perpendicular to the bevel).
A node group can have multiple input nodes. In the compositor that means
each of the input sockets has to be connected to the linked outputs,
which is represented by a single link on the outside of the group.
This reverts commit 12abe94de827d9ae9c0dd6cc49bc6c3e377842ad.
After a long discussion in the bug tracker we decided baking should use
the faces normals for glossy (and combined). This is what Blender
Internal is doing, and one of the more predictable way of yielding
predictable results.
That also means the result will not match the render perfectly, but this
is preferrable over the alternatives at hand.
Conflicts:
intern/cycles/kernel/kernel_bake.h
Looks like the normal update flag is used internally in the modifier
itself. So as a workaround just pass normal update to the nodes when
flood filling