Brecht Van Lommel
8cf374d401
Cycles: different fix for perlin noise generating nan values, now check for
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the result to be finite afterwards which is a bit faster and works for OSL
too without needing to slow down OSL itself.
2013-01-09 22:06:03 +00:00
Campbell Barton
fbe13ab84a
style cleanup
2012-09-20 12:29:28 +00:00
Campbell Barton
2c1abe1f58
style cleanup: assignment & indentation.
2012-06-09 18:56:12 +00:00
Campbell Barton
0fbb6bff27
style cleanup: block comments
2012-06-09 17:22:52 +00:00
Brecht Van Lommel
4a427a441b
Fix #30049 : cycles noise texture producing nan values with some
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texture coordinates, due to int overflow.
Also minor tweak in shader code to avoid copying uninitialized
values, should have no effect though because they were not used.
2012-02-07 17:32:01 +00:00
Brecht Van Lommel
df625253ac
Cycles:
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* Add max diffuse/glossy/transmission bounces
* Add separate min/max for transparent depth
* Updated/added some presets that use these options
* Add ray visibility options for objects, to hide them from
camera/diffuse/glossy/transmission/shadow rays
* Is singular ray output for light path node
Details here:
http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
2011-09-01 15:53:36 +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
2996f08f84
Cycles: first batch of windows build fixes, not quite there yet.
2011-05-03 18:29:11 +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