Brecht Van Lommel
360fcd73fe
Cycles:
...
* add some (disabled) test code for using OpenImageIO in imbuf
* link cycles, openimageio and boost into blender instead of a shared library
* some cmakefile changes to simplify the code and follow conventions better
* this may solve running cycles problems on windows XP, or give a different
and hopefully more useful error message
2011-08-16 16:15:34 +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
Brecht Van Lommel
fd5937fd1f
Cycles: OSL build fixes, based on patch from erwin94.
2011-05-14 09:42:02 +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
6778ea39d5
Cycles: rename UV geometry node output to Parametric to avoid confusion with uv texture coordinates.
2011-05-04 15:22:15 +00:00
Brecht Van Lommel
774584d7e8
Cycles: hook up the CMake build system.
...
New build instructions for Ubuntu Linux in the wiki:
http://wiki.blender.org/index.php/Dev:2.5/Source/Cycles
2011-04-28 13:47:27 +00:00
Brecht Van Lommel
791f6c94fb
Cycles: fix for vector math node by Lukas Toenne, thanks.
2011-04-28 11:45:06 +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