c18712e868
Cycles: change __device and similar qualifiers to ccl_device in kernel code.
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This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.
Ref T37477.
2013-11-18 08:48:15 +01:00
Thomas Dinges
7636aeffe1
Cycles / Math:
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* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
2013-05-12 14:13:29 +00:00
Thomas Dinges
4ae201e105
Cycles / Closures:
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* Avoid some unnecessary re-declarations of closure data and simplify *_setup() functions a bit.
2013-05-10 22:41:24 +00:00
Brecht Van Lommel
5616c7a058
Cycles: disable scaling up of ray differentials after diffuse/glossy bounce, this
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isn't working well for OSL texture filtering and wasn't very helpful to begin
with, a better solution should be possible.
2012-12-12 14:43:07 +00:00
Brecht Van Lommel
27d647dcf8
Cycles: 4 new nodes.
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* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
2012-11-06 19:59:02 +00:00
Brecht Van Lommel
9a1c1f132d
Cycles OSL: most closure code is now shared between OSL and SVM. Also fix
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transmission pass and filter glossy option.
The BSDF closure class is now more similar to the SVM closures, and includes
some flags and labels that are needed to properly categorize the BSDF's for
render passes. Phong closure is gone for the moment, needs to be adapated to
the new structure still.
2012-10-20 12:18:00 +00:00