Commit Graph

7 Commits

Author SHA1 Message Date
Brecht Van Lommel
66b1dfae89 Cycles: tweaks to properties and nodes
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights

There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
2011-09-16 13:14:02 +00:00
Brecht Van Lommel
ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00
Brecht Van Lommel
eac2674f1d Cycles: some tweaks to try to get sm_13 shader compiling. 2011-08-29 17:17:40 +00:00
Brecht Van Lommel
bae896691a Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
2011-08-28 13:55:59 +00:00
Brecht Van Lommel
922bb24865 Cycles: color space control for image/environment texture nodes. Ideally would
be automated but need to think about how to do this, not so simply in a node
system. But guideline for now is, for color textures set to sRGB, for things like
bump or roughness map, set to Linear.
2011-05-13 14:32:08 +00:00
Brecht Van Lommel
216602fe4b Cycles: fix BSDF closure inputs ignoring links. 2011-05-13 12:11:08 +00:00
Ton Roosendaal
da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
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