1) object_fetch_transform_motion omits the per-object motion blur test (r51394), must use object_fetch_transform_motion_test.
2) KernelCamera.ndctoworld has been removed (r51402), do transform invert directly.
Background attributes are used as fallback in two cases:
1) Non-object light samples (e.g. lamp shaders)
2) Fallback if no implicit object attribute can be found
- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
The emitter visibility option is messy design, it makes such checks unnecessarily complicated. A better approach would be to allow non-mesh objects to carry particle data, these objects would just be invisible anyway without having to care about extra settings. However, this conflicts with the simplistic particle design of "owner is the emitter" ...
This makes it possible to do a border render inside a viewport even
when not looking through the camera.
Render border could be defined by Ctrl-B shortcut (works for both
camera render border and viewport render border).
Camera render border could still be defined using Shift-B (so no
muscule memory would be broken). Currently used a special flag of
operator to do this, otherwise you'll need to either two operators
with different poll callback or it could go into conflict with a
border zoom,
Border render of a viewport could be enabled/disabled in View
panel using "Render Border" option.
objects in the scene will also cause motion blur.
This change does come with a bit of a slow down to the CPU rendering kernel even
with motion blur disabled, due to extra overhead in handling of object matrices.
It's a few percentages on simpler scenes, not so noticeable on more complex ones.
With motion blur enabled rendering is of course also slower as would be expected,
though from testing especially GPU rendering handles it quite well.
This does not support motion blur from deforming objects yet, only translation,
scale and rotation. Deformation blur is probably for another release.
Just makes progressive refine :)
This means the whole image would be refined gradually using as much
threads as it's set in performance settings. Having enough tiles is
required to have this option working as it's expected.
Technically it's implemented by repeatedly computing next sample for
all the tiles before switching to next sample.
This works around 7-12% slower than regular tile-based rendering, so
use this option only if you really need it.
This commit also fixes progressive update of image when Save Buffers
option is enabled.
And one more thing this commit fixes is handling display buffer with
Save Buffers option enabled. If this option is enabled image buffer
wouldn't have neither byte nor float buffer until image is fully
rendered which could backfire in missing image while rendering in
cases color management cache became full.
This issue solved by allocating byte buffer for image buffer from
tile update callback.
Patch was reviewed by Brecht. He also made some minor edits to
original version to patch. Thanks, man!
Each BSDF node now has a Normal input, which can be used to set a custom normal
for the BSDF, for example if you want to have only bump on one of the layers in
a multilayer material.
The Bump node can be used to generate a normal from a scalar value, the same as
what happens when you connect a scalar value to the displacement output.
Documentation has been updated with the latest changes:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
Patch by Agustin Benavidez, some implementation tweaks by me.
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.
Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
* The minimize() function, which solves a least-squares problem, is
only needed for sharp remesh mode, but was being calculated for
smooth and blocks modes as well. Disabling this calculation when
it's not needed gives a big performance boost.
* OSL UI message did not show up when device type was GPU, but User Preferences were None. Also remove experimental check, more convenient for testing.