Brecht Van Lommel
b9ce231060
Cycles: relicense GNU GPL source code to Apache version 2.0.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
Brecht Van Lommel
54b1976958
Fix #35896 : cycles crash with OSL image textures and viewport + preview render
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running at the same time.
2013-06-28 13:05:21 +00:00
Brecht Van Lommel
9d3ad07f14
Cycles: ray visibility panel is now also available for the world, works same as
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meshes and lamps. The light path node already made this possible but it's a bit
faster to render this way and convenient.
2013-06-10 20:34:34 +00:00
Brecht Van Lommel
88a261c13b
Cycles: add render layer use environment option to disable world lighting on
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individual render layers.
2012-04-13 12:58:12 +00:00
Brecht Van Lommel
8a76aa2e47
Cycles: fix AO pass not rendering with AO enabled for world, and make mask
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layers work more like blender internal.
2012-02-28 19:43:33 +00:00
Brecht Van Lommel
22abc63f67
Cycles: ambient occlusion support, with AO factor and distance, and a render pass.
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http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/World#Ambient_Occlusion
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Lighting_Passes
2012-02-28 16:45:08 +00:00
Brecht Van Lommel
bae896691a
Cycles:
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* 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
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