Thomas Dinges
38dc85f296
Math Node:
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* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
2013-05-20 14:38:47 +00:00
Brecht Van Lommel
54729df020
Cycles OSL: diffuse_toon and specular_toon closures. These are toon shaders with
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a size parameter between 0.0 and 1.0 that gives a angle of reflection between
0° and 90°, and a smooth parameter that gives and angle over which a smooth
transition from full to no reflection happens.
These work with global illumination and do importance sampling of the area within
the angle. Note that unlike most other BSDF's these are not energy conserving in
general, in particular if their weight is 1.0 and size > 2/3 (or 60°) they will
add more energy in each bounce.
Diffuse: http://www.pasteall.org/pic/show.php?id=42119
Specular: http://www.pasteall.org/pic/show.php?id=42120
2012-12-19 21:17:16 +00:00
Brecht Van Lommel
2a9b5e8f81
Fix #33267 : cycles math node power gave different results for CPU and GPU. The
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GPU variants do not support pow(-1, 2), it doesn't check for even exponents, do
manually now.
2012-11-23 17:39:41 +00:00
Dalai Felinto
c052ebda8e
Cycles bugfix: [32431] Cycles Math Node : Clamp does not work
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the OSL solution is slightly different than the svm, but I think it's fine.
thanks Lukas Toenne for helping with a fix on the original patch
2012-08-29 17:30:14 +00:00
Brecht Van Lommel
b98ccf6998
Cycles: amd opencl compatibility fixes.
2011-08-10 14:26:51 +00:00
Brecht Van Lommel
25b25059ef
Cycles: fix vector math subtract not working correct, patch by Sanne.
2011-05-16 08:08:37 +00:00
Ton Roosendaal
da376e0237
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
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Cycles uses code from some great open source projects, many thanks them:
* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00