Commit Graph

3023 Commits

Author SHA1 Message Date
Thomas Dinges
59b096ed00 Cycles:
* Disable Lamp MIS on sm_20. Still enabled for CPU and sm_21 and above.
2013-01-22 14:49:52 +00:00
Campbell Barton
62191d935c reverting r53798 to fix [#33831], it casued bug [#33921] 2013-01-22 07:10:42 +00:00
Stuart Broadfoot
4c67b23c8d Cycles Hair: Fix of cardinal curve intersection routine
Fixed some of my own mistakes in the cardinal curve intersection routine.
2013-01-21 00:58:14 +00:00
Bastien Montagne
cef730d969 Python i18n API. Many thanks to Campbell and Brecht for the reviews and suggestions!
This commit adds:
* A new bpy.app.translations module giving some info about locales/translation stuff (current active locale, all locales currently known by blender, all translation contexts currently defined, etc.).

* The ability for addons to feature translations, using the (un)register functions of above module.

* Also cleans up "translate py string when storing into RNA prop" by removing "PROP_TRANSLATE" string's subtype, and adding a PROP_STRING_PY_TRANSLATE flag instead (this way it is no more exposed to python...).

Addon translations work with py dictionaries: each addon features a dict {lang: {(context, message): translation, ...}, ...}, which is registered when the addon is enabled (and unregistered when disabled). 

Then, when a key (context, message) is not found in regular mo catalog, a cache dict for current locale is built from all registered addon translations, and key is searched in it.

Note: currently addons writers have to do all the work by hand, will add something (probably extend "edit translation" addon) to automate messages extraction from addons soon(ish)! To get a look to expected behavior from addons, have a look at render_copy_settings/__init__.py and render_copy_settings/translations.py (rather stupid example currently, but...). Once we have a complete process, I'll also update relevant wiki pages.
2013-01-20 17:29:07 +00:00
Nicholas Bishop
3447f2ade1 Add missing virtual destructor for VirtualMemoryAllocator
Fixes a warning from GCC 4.7.2.
2013-01-20 15:36:32 +00:00
Campbell Barton
f414d2980a code cleanup: remove some paranoid checks which would have crashed anyway earlier on.
Also some minor formatting.
2013-01-20 14:50:50 +00:00
Jason Wilkins
160dd1dc3b More win32 multimon (r53923). Changed getNumDisplays so that it will actually succeed. 2013-01-20 14:40:31 +00:00
Jason Wilkins
5a8d04bbb6 Add multimon support to GHOST_DisplayManagerWin32.cpp (It seemed to work before, but recent changes to GHOST_ASSERT caused it to abort if WITH_ASSERT_ABORT was configured). 2013-01-20 13:46:53 +00:00
Thomas Dinges
1a131171cb Cycles Test App:
* Fix compile for camera xml properties.
2013-01-17 22:51:54 +00:00
Thomas Dinges
61ce87e741 Cycles:
* Fix for [#33909]. If "Progressive" checkbox was disabled but device was GPU, it still used the amount of "aa_samples" instead of "samples"
2013-01-17 19:52:59 +00:00
Campbell Barton
60e5583933 add NULL check for XInput device, since its possible only one is valid. 2013-01-17 02:06:54 +00:00
Campbell Barton
9e7b954ed0 fix for GHOST/X11 using uninitialized memory for the tablets active state. (possible cause of reported glitches in tablet use). 2013-01-16 22:00:03 +00:00
Campbell Barton
6e7ee2649d style cleanup 2013-01-16 18:16:05 +00:00
Campbell Barton
cda2b7db0f fix for glitch in X11 with tablets.
Notices this while using continuous-grab, since this is disabled when the tablet is being used.
Quite often I would use the tablet then drag a button with the mouse but blender would still have the tablet enabled.
This error would cause other parts of blender to behave incorrectly too since wmEvents would have wmTabletData set, operators check for this in some cases.


The problem was blender didn't reliably get ProximityOut events, eg:
  moving the cursor outside the window with the tablet, then back over the window with the mouse -
  meant blender didn't get a 'ProximityOut' event and would keep the active stylus value set.

For now, when the processing events and the active stylus is set, run a check that the tablet is still in proximity.
2013-01-16 18:05:17 +00:00
Sergey Sharybin
b01233b07f Movies support for Cycles
This adds support of movie textures for Cycles rendering.

Uses the same builtin images routines as packed/generated images,
but with some extra non-rna hookups from blender_session side.

Basically, it's not so clear how to give access to video frames
via C++ RNA -- it'll require exposing ImBuf to API, doing some
threading locks and so. Ended up adding two more functions which
are actually bad level call, but don't consider it's so much bad
-- we have few bad calls already, which are actually related.

Changed a bit how builtin images names are passing to image
manager. Now it's not just an ID datablock name, but also a frame
number concatenated via '@' character, which makes itpossible to
easily know frame number to be used for movie images, without
adding extra descriptors to image manager.

Decoding of builtin name is a bit slower now, but it should be
still nothing in comparison with rendering complexity.

Also exposed image user's frame_current to python API, which
is needed to get absolute frame number of movie from node's
image user.

P.S. Generated/packed images are also using bad level call but
only does it to make things more clear here.  Either all images
are using C++ RNA here or no images does. That's the most clear
for now.
2013-01-16 17:07:25 +00:00
Thomas Dinges
c997f69bf9 UI / Scene Context:
* Made Color Management and Audio panel closed by default to save space. 
* Added COMPAT_ENGINES to color management panel.
2013-01-16 13:59:19 +00:00
Ton Roosendaal
b5cffb48ea Mac OS X, Intuos tablet fix
Touch input events map nicely to trackpad input now.
However, I noticed the event values are a factor 10 scaled larger compared
to other touch delta's. Makes using touch input on the tablet not so nice.

I found a hack to detect Wacom events, but if it works for more devices?

Anyway - for me the Wacom works perfectly smooth for view manipulations now.
2013-01-16 13:45:11 +00:00
Sergey Sharybin
2095b2cddb Fix #33877: Pressure Sensitivity stop after opening User Preferences Window
Issue was caused by opening the same device id twice and closing one of
descriptors on closing window. This used to close device used by other
windows.

Now moved all device-specific code to SystemX11, so opening and closing
happens only once.
2013-01-16 12:28:25 +00:00
Campbell Barton
f2cfe4b2e9 minor changes to ghost
- use WITH_ASSERT_ABORT define, so GHOST_ASSERT will abort.
- rename XTablet -> GHOST_TabletX11, was confusing since it was named like an xlib struct.
2013-01-16 01:10:06 +00:00
Campbell Barton
769ab3eed8 code cleanup:
- cycles ui used 'cscene' for scene.cycles and scene.cycles_curves
- style cleanup
2013-01-15 23:17:45 +00:00
Brecht Van Lommel
486abf01c6 Fix CUDA compile after last commit. 2013-01-15 20:13:19 +00:00
Stuart Broadfoot
3373b8154b Cycles Hair: Introduction of Cardinal Spline Curve Segments and minor fixes.
The curve segment primitive has been added. This includes an intersection function and changes to the BVH.

A few small errors in the line segment intersection routine are also fixed.
2013-01-15 19:44:41 +00:00
Brecht Van Lommel
0967b39be1 Fix #33838: light render passes for non-progressive integrator were not correct. 2013-01-15 19:17:51 +00:00
Thomas Dinges
f146317b09 Cycles:
* CUDA: Make it more clear that sm_12 and below is not supported.
* OpenCL: __KERNEL_SHADING__ was declared twice for nvidia opencl device.
* Some reshuffle of defines in kernel_types.h. No functional changes.
2013-01-15 19:02:17 +00:00
Brecht Van Lommel
6adfd91657 Fix #33830: cycles normal mapping was not quite correct, was not correctly
respecting the assumption that normal and tangent are interpolated without
normalization.
2013-01-15 16:35:05 +00:00
Campbell Barton
dfdf07c21a fix [#33831] "Alt" key is "Alt Window Deactivated"
Patch from Patrick Zulke (pazul)
2013-01-14 20:04:36 +00:00
Antony Riakiotakis
f2891d3731 For non-windows systems, check for CUDA compiler during runtime 2013-01-14 19:33:16 +00:00
Brecht Van Lommel
8869c135e3 Cycles: enable lamp multiple importance sampling on the GPU, seems to be
working ok with sm_20 and sm_21.
2013-01-14 17:52:11 +00:00
Sergey Sharybin
e5179bfefc Remove usage WITH_CYCLES_CUDA_BINARIES in code, use check for
precompiled cubins instead,

Logic here is following now:
- If there're precompiled cubins, assume CUDA compute is available,
  otherwise
- If cuda toolkit found, assume CUDA compute is available
- In all other cases CUDA compute is not available

For windows there're still check for only precompiled binaries,
no runtime compilation is allowed.

Ended up with such decision after discussion with Brecht. The thing
is, if we'll support runtime compilation on windows we'll end up
having lots of reports about different aspects of something doesn't
work (you need particular toolkit version, msvc installed, environment
variables set properly and so) and giving feedback on such reports
will waste time.
2013-01-14 17:30:33 +00:00
Sergey Sharybin
36f44c6e02 Change some big functions from __device_inline to __device, which
makes CPU kernel compilation much faster when using MSVC.

Sideeffect of this change is that CPU rendering is few percent
faster now. CUDA rendering is the same speed.
2013-01-14 17:30:20 +00:00
Brecht Van Lommel
6cdbd1b1aa Fix #33868: cycles sample as lamp for world background not rendering with the
correct intensity on the GPU.
2013-01-14 16:24:47 +00:00
Sergey Sharybin
f102953634 Further tweaks to support libav from wheezy 2013-01-13 17:54:09 +00:00
Sergey Sharybin
21e5451c3b Tweak to ffmpeg compatibility layer to support debian's wheezy libav 2013-01-13 17:10:10 +00:00
Ton Roosendaal
fa759d8ffd Mac HiDPI ("retina") handling:
OK - so you have this nice crisp screen, and still you want to add extra 
monitors to the laptop! That means Blender should switch back and forth to HiDPI 
modes, when you move a window to another monitor.

This code makes the pixelsize scale factor a window property, and handles
an event when a window moves to another monitor. It then changes the
native pixelsize nicely and refreshes entire UI.

You can also have one Blender window on high, and other on low resolution.

Stretching a Blender window from 1 monitor to the other works too, but that
is Apple magic handling it.
2013-01-12 17:07:49 +00:00
Sergey Sharybin
aab01c86cf Patch #33837: ffmpeg1.1 and libav9.1 compatibility update
Patch makes it possible to compile blender with recent ffmpeg
and libav libraries, mainly by getting rid of deprecated API.

Original patch by Campbell Barton with own modifications to
support compilation with older ffmpeg versions.

This patch could break compatibility of FFV1 videos playing
back in older players, mainly because of alpha support changes.
Preserving compatibility with such players became a headache
and think it's high time to get rid of workarounds here.
2013-01-12 12:51:10 +00:00
Sergey Sharybin
7a90af7b5a Packed and generated images support for Cycles
This commit adds support of packed and generated images
for Cycles when using SVM backend. Movies are still not
supported. This changes also doesn't touch OSL which is
much less trivial to adopt for any images which are not
saved to disk.

Implementation details:

- When adding images to Image Manager is now possible
  to mark image as builtin. Builtin images will bypass
  OIIO loader and will use special loading callbacks.

- Callbacks are set by Blender Session and they're
  using C++ RNA interface to obtain needed data (pixels,
  dimensions, is_float flag).

- Image Manager assumes file path is used as reference
  to a builtin images, but in fact currently image
  datablock name is used for reference. This makes it
  easy to find an image in BlendData database.

- Added some extra properties to Image RNA:
  * channels, which denotes actual number of channels
    in ImBuf. This is needed to treat image's pixels
    correct (before it wasn't possible because API
    used internal number of channels for pixels which
    is in fact doesn't correlate with image depth)
  * is_float, which is truth if image is stored in
    float buffer of ImBuf.

- Implemented string lookup for C++ RNA collections
  for cases there's no manual lookup function.

OSL is not supported because it used own image loading
and filtering routines and there's seems to be no API
to feed pre-loaded pixels directly to the library.

Think we'll either need to add some API to support
such kind of feeding or consider OSL does not have
support of packed images at all.

Movies are not supported at this moment because of lack
of RNA API to load specified frame. It's not difficult
to solve, just need to consider what to best here:
* Either write some general python interface for ImBuf
  and use it via C++ API, or
* Write a PY API function which will return pixels for
  given frame, or
* Use bad-level BKE_* call

Anyway, small steps, further improvements later.

Reviewed by Brecht, thanks!
2013-01-12 10:59:13 +00:00
Campbell Barton
4d7583b66f code cleanup: warnings, also add check in crash handler that a wmWindowManager is present. 2013-01-11 03:21:24 +00:00
Brecht Van Lommel
0deb074f1c Fix #33824: cycles non-progressive render mode did not do correct path termination,
leading to too much noise when the min bounce setting was lower than max bounce.
2013-01-10 19:28:16 +00:00
Brecht Van Lommel
057f0a63d4 Fix #33821: cycles background intensity fix had uninitialized memory usage
for area lights.
2013-01-10 17:37:26 +00:00
Brecht Van Lommel
04754cc112 Fix too bright result in background multiple importance after recent changes. 2013-01-10 12:35:09 +00:00
Brecht Van Lommel
8cf374d401 Cycles: different fix for perlin noise generating nan values, now check for
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
Brecht Van Lommel
ad10cbf04a Cycles: multiple importance sampling for lamps, which helps reduce noise for
big lamps and sharp glossy reflections. This was already supported for mesh
lights and the background, so lamps should do it too.

This is not for free and it's a bit slower than I hoped even though there is
no extra BVH ray intersection. I'll try to optimize it more later.

* Area lights look a bit different now, they had the wrong shape before.
* Also fixes a sampling issue in the non-progressive integrator.
* Only enabled for the CPU, will test on the GPU later.
* An option to disable this will be added for situations where it does not help.

Same time comparison before/after:
http://www.pasteall.org/pic/show.php?id=43313
http://www.pasteall.org/pic/show.php?id=43314
2013-01-09 21:09:20 +00:00
Ton Roosendaal
96b44c622c Mac HiDPI support:
With the good help from googling, here's code that compiles for
10.6 natively. Will check on 10.7 and 10.8 right after commit.
2013-01-09 11:25:16 +00:00
Sergey Sharybin
f5317b5f0c Style cleanup in OCIO area
Also fixed typo in function name.
2013-01-08 20:55:07 +00:00
Ton Roosendaal
74d85d2882 Macbook HiDPI support: reshuffled code to make it compile for 10.6 and work
in 10.7 and later. OS X Gurus might check though :)
2013-01-08 17:27:11 +00:00
Sergey Sharybin
fd35b0aa66 Fix for recent tile_order feature not working properly with persistent data 2013-01-08 16:56:04 +00:00
Campbell Barton
08358a60b0 style cleanup 2013-01-08 01:48:14 +00:00
Thomas Dinges
41c588256b Cycles / Tile Rendering:
* Added new option to chose the tile order.
In addition to the "Center" method, 4 new methods are available now, like Top -> Bottom and Right -> Left. 

Thanks to Sergey for code review and some tweaks!
2013-01-07 19:55:49 +00:00
Mike Erwin
eca21a2532 fix for bugs 30300, 31107: pen pressure with multiple open windows on MS Windows 2013-01-07 01:23:09 +00:00
Ton Roosendaal
0fd4a102e0 With some help in irc (thanks erwin, markus!) and some googling, here's code
that compiles for OSX 10.6 for new momentumPhase usage.

Jens Verwiebe can give final blessings, I'm just copypasting stuff and test it :)
2013-01-06 12:49:32 +00:00
Jason Wilkins
0ea3c285ea device_network.cpp is completely elided when WITH_NETWORK is not defined, so do not include it in the build in that case 2013-01-06 07:10:22 +00:00
Ton Roosendaal
c6a0818642 Removal of old code trying to detect trackpads.
This was causing error in previous commit "wheel only worked after using trackpad once".
2013-01-05 18:23:05 +00:00
Ton Roosendaal
8dfe7620fb New version of code to detect whether a wheel is involved, or a trackpad.
It was compiled with "deploy target 10.6" tested on macbook with 10.8.
More tests follow quick.
2013-01-05 17:13:07 +00:00
Stuart Broadfoot
ec33cacc62 Added vertex color attributes (currently limited to one) and UVs included for triangle mesh hair.
I have also included a small speedup for the intersection test.
2013-01-04 12:44:38 +00:00
Sergey Sharybin
25d9fa95f9 Silent "no previous prototype" warning, which was treating as error here 2013-01-04 08:01:35 +00:00
Brecht Van Lommel
e1004eb139 Fix CUDA build error after last commit, and remove some comments. 2013-01-03 13:18:35 +00:00
Brecht Van Lommel
b3f21a2254 Cycles Hair: add Generated texture coordinates for curves, so that procedural
textures now work without having to add a UV map.

Also made UV and intercept attributes only export when needed by the shader.
2013-01-03 12:31:05 +00:00
Brecht Van Lommel
bf25f1ea96 Cycles Hair: refactoring to store curves with the index of the first key and the
number of keys in the curve, rather than curve segments with the indices of two
keys. ShaderData.segment now stores the segment number in the curve.
2013-01-03 12:09:09 +00:00
Brecht Van Lommel
57cf48e7c6 Cycles Hair: refactoring to support generic attributes for hair curves. There
should be no functional changes yet. UV, tangent and intercept are now stored
as attributes, with the intention to add more like multiple uv's, vertex
colors, generated coordinates and motion vectors later.

Things got a bit messy due to having both triangle and curve data in the same
mesh data structure, which also gives us two sets of attributes. This will get
cleaned up when we split the mesh class.
2013-01-03 12:08:54 +00:00
Campbell Barton
c2839bfe76 add option WITH_SYSTEM_BULLET to link against the bullet installation found on the system.
Note: this doesn't work yet for everything with latest stable bullet (2.81), need to look into why and likely apply some patches upstream.
However I managed to link blender by disabling some features, likely it can be made to work without too much trouble.
2013-01-03 00:23:52 +00:00
Campbell Barton
1a7638fa94 add id property clear function (matching the same python function for dicts/lists) 2013-01-02 23:10:14 +00:00
Stuart Broadfoot
0f3931dee4 Fix for normal scaling when using triangle primitives for hair.
and some code clean ups in blender_curves and node_shader_hair_info.c
2013-01-01 19:50:29 +00:00
Stuart Broadfoot
178a877a95 Fix to prevent undefined normals being generated with `add_face_normals()', from triangles with zero area. 2013-01-01 19:44:09 +00:00
Sergey Sharybin
2e0e2cb170 Highlight currently rendering tiles
This commit implements highlight of tiles which are being currently
rendered for both Blender Internal and Cycles (and should be possible
to use it for other external engines as well).

Couple of implementation details:

- Added one extra boolean flag to render engine which should be set
  to truth if render engine wants to highlight tiles. If so, property
  use_highlight_tiles should be set to True.

- Render Part's ready boolena was changed by status enum, which could
  be NONE, IN_PROGRESS and READY. All render part with IN_PROGRESS
  status will be highlighted in image editor.

- For external engines render part's status is filling in automatically.
  Initially all render parts has got NONE status, then one external
  engine acquire render result, corresponding part will change status
  to IN_PROGRESS. As soon as render result is finished, corresponding
  render part will change status to FINISHED

  This should make it easy to highlight tiles for other engines as well.
2013-01-01 16:15:13 +00:00
Sergey Sharybin
08cea96ab0 Alpha premul pipeline cleanup
This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
  assumptions.
- There's an input image setting to say whether it's stored with
  straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
  deliver straight alpha.

Some implementation details:

- Removed scene's color unpremultiply setting, which was very
  much confusing and was wrong for default settings.
  Now all renderers assumes to deliver premultiplied alpha.

- IMB_buffer_byte_from_float will now linearize alpha when
  converting from buffer.

- Sequencer's effects were changed to assume bytes have got
  straight alpha. Most of effects will work with bytes still,
  however for glow it was more tricky to avoid data loss, so
  there's a commented out glow implementation which converts
  byte buffer to floats first, operates on floats and returns
  bytes back. It's slower and not sure if it should actually
  be used -- who're using glow on alpha anyway?

- Sequencer modifiers should also be working nice with straight
  bytes now.

- GLSL preview will predivide float textures to make nice shading,
  shading with byte textures worked nice (GLSL was assuming straight
  alpha).

- Blender Internal will set alpha=1 to the whole sky. The same
  happens in Cycles and there's no way to avoid this -- sky is
  neither straight nor premul and doesn't fit color pipeline well.

- Straight alpha mode for render result was also eliminated.

- Conversion to correct alpha need to be done before linearizing
  float buffer.

- TIFF will now load and save files with proper alpha mode setting
  in file meta data header.

- Remove Use Alpha from texture mapping and replaced with image
  datablock setting.

  Behaves much more predictable and clear from code point of view
  and solves possible regressions when non-premultiplied images were
  used as textures with ignoring alpha channel.
2012-12-31 13:52:13 +00:00
Brecht Van Lommel
97c6a55c39 Fix #33706: issue in cycles motion blur rendering after hair commit, my fault
for not finding it in review.

Also removed the hard limits on motion blur shutter time, soft limits are still
the same but it can be useful to set things lower/higher in some cases.
2012-12-31 13:07:06 +00:00
Bastien Montagne
c0a697807a Add try/catch around i18n locale setter code, just in case... 2012-12-31 12:12:50 +00:00
Bastien Montagne
b3aa368c8f Usual UI messages-related fixes... 2012-12-30 23:21:33 +00:00
Ton Roosendaal
fde101c50c Revert change from Jens, wrong pointer check in the code.
That change made all scrollwheel events be handled as if it was a swipe gesture.
Old style mouse wheel didn't work anymore.

This version should work for everyone, but we need more mac testers :)
2012-12-30 10:38:56 +00:00
Jens Verwiebe
eae167998a OSX: fix magic mouse swipes compiling on with MAC_OS_X_VERSION_MIN_REQUIRED by checking address not value 2012-12-29 19:51:44 +00:00
Ton Roosendaal
7684f2e5ac Mac OS X 10.7 supports new trackpad (and mighty mouse) events with nice seamless
scrolling and inertia.

Now Blender uses this - if you have 10.7. Otherwise it just falls back on the
old code.

Try it, makes a huge difference :)

Next todo: how to configure this well, so you can have trackpad (or mighty mouse)
zoom as default in 3d views.
2012-12-29 11:00:45 +00:00
Thomas Dinges
6b05c887d3 Cycles Hair:
* Implemented the Hair Info Node for OSL.
2012-12-29 01:57:32 +00:00
Thomas Dinges
6b211bac15 Fix for last commit, hair settings panel should also check on psys. 2012-12-29 01:14:03 +00:00
Ton Roosendaal
01fe30f50b Hrm... replacing
MAC_OS_X_VERSION_MAX_ALLOWED
with
MAC_OS_X_VERSION_MIN_REQUIRED
2012-12-28 19:26:25 +00:00
Ton Roosendaal
4e24bcf6c9 Testing commit for OS X trackpad and scroll events.
Now:
- code is wrapped for OS X releases (10.6 and 10.7)
- It now detects scrollwheel (old mouse) and gesture strokes (mighty mouse or trackpad).

If you have 10.6, things will work as for release. 

Next todo for tomorrow: make trackpad work actually smooth and not with steps.
Will also try to figure out the device type, to handle mighty mouse differently.
2012-12-28 19:10:21 +00:00
Brecht Van Lommel
cfd0b3c5f2 Fix OSL distance() of point to line segment function not being available,
implemented now in stdosl.h.
2012-12-28 18:21:07 +00:00
Thomas Dinges
81b371a451 Cycles Hair UI:
* Code cleanup, removed some unneeded code
* Moved "Cycles Hair Rendering" panel above "Cycles Hair settings"
* "Cycles Hair settings" panel is only visible when hair rendering ("use_curves") is enabled.
2012-12-28 16:25:41 +00:00
Ton Roosendaal
357b02f65f Reversion of previous fix for Mac OS X scrollwheel,
it appears I used 10.7+ options, fails for 10.6.

Back to drawing board!
2012-12-28 16:11:04 +00:00
Brecht Van Lommel
74a30d91d2 Fix cycles python error in some panels, was not updated for new list template yet. 2012-12-28 14:46:43 +00:00
Stuart Broadfoot
e9ba345c46 New feature
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)

This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.

The UI appears under the particle tab and there is a new hair info node available.

It is only available under the experimental feature set and for cpu rendering.
2012-12-28 14:21:30 +00:00
Ton Roosendaal
9f9e35c82a Bugfix #33681
Blender didn't detect properly whether event came from a mouse-wheel or
from a trackpad in OS X.

Now you can both, and both are handled independently.

Removed back hack from 2 years ago - which disabled mouse wheel for laptops.
2012-12-28 12:48:45 +00:00
Brecht Van Lommel
7cbfe1839b Fix part of #33662: cycles crash using displacement on meshes with vertices not
attached to any face.
2012-12-26 20:59:35 +00:00
Brecht Van Lommel
4ee0087e35 Fix cycles displacement not working well with OSL and multiple objects. 2012-12-23 14:29:43 +00:00
Brecht Van Lommel
35c0b821a5 Cycles: deal a bit better with errors when CUDA runs out of memory, try to avoid crashes. 2012-12-23 12:53:58 +00:00
Brecht Van Lommel
779662aff7 Fix #33641: cycles self intersection artifacts with motion blur and one of the
X/Y/Z coordinates close to 0.
2012-12-23 12:52:10 +00:00
Brecht Van Lommel
80d22a3f12 Cycles OSL: handle new getattribute constant folding with renderstate NULL check,
and fix #33654, distance to line segment function is not implemented but compiled
anyway, now it should give a compile error.
2012-12-22 15:15:11 +00:00
Brecht Van Lommel
b5054896c3 Fix #33644: rendering to a new window and then closing it would not completely
remove it, but still stick around listed in the Window menu.

Fixed by removing the setReleasedWhenClosed:NO hack and using the proper cocoa
window delegate mechanism.
2012-12-21 11:56:02 +00:00
Brecht Van Lommel
e5b457dbc9 Cycles: merge some changes from a local branch to bring network rendering a bit
more up to date, still nowhere near working though, but might as well commit this
in case someone else is interested in working on it.
2012-12-21 11:13:46 +00:00
Brecht Van Lommel
5f4c7e5da4 Cycles: add some extra CUDA nvcc paths for runtime compile, might help for #33622. 2012-12-21 10:27:35 +00:00
Brecht Van Lommel
12117a8187 Fix cycles aliasing warnings caused by motion blur transforms. 2012-12-21 10:26:48 +00:00
Campbell Barton
47a429d161 patches from fedora:
blender-2.64-64bit.patch
blender-2.64a-big-endian.patch
by Jochen@herr-schmitt.de
2012-12-21 03:02:36 +00:00
Brecht Van Lommel
abd3c87663 Cycles: reduce memory usage of instanced objects by about 40%, as long as the
motion vector pass is not enabled.
2012-12-20 19:26:57 +00:00
Ton Roosendaal
8914433cd0 Bug fix #28915 and #33538
Mac OS X trackpad and 'mighty mouse' fix.

An old commit from Damien in 2010 tried to make mighty mouse touches work as if
this is a scrollwheel. The error in that code was that the "kinetic scrolling"
feature failed. When releasing your fingers, the events passed on to Blender
then switched from "trackpad pan" to "mousewheel zoom".

This commit makes trackpads and mighty mouse behave identical. Only difference
is that trackpad panning needs 2 fingers, mighty mouse only one.

Note that trackpad and mighty mouse 3d zoom works with holding ctrl!

All works nice with this kinetic feature now. Fun :)
2012-12-20 12:01:15 +00:00
Brecht Van Lommel
54729df020 Cycles OSL: diffuse_toon and specular_toon closures. These are toon shaders with
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
Sergey Sharybin
6571713ddb Ambient occlusion baker from multi-resolution mesh
This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.

Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.

Works in single-thread yet, multi-threading would be implemented later.
2012-12-18 17:46:42 +00:00
Bastien Montagne
ab2c273b12 Added GPL header to sconscripts!
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-12-17 08:01:43 +00:00
Brecht Van Lommel
a0855a95db Cycles: add "Textures" panel in particle properties, to make it possble to add
textures when Cycles is selected as render engine.
2012-12-16 12:55:52 +00:00
Brecht Van Lommel
176292067e Cycles OSL: small optimization to geometry node, tangent output still was
not properly optimized out in some cases.

For reference, setting this will give detailed information about OSL shaders:
export OSL_OPTIONS="statistics:level=1,debug=1,llvm_debug=1"
2012-12-16 09:37:32 +00:00
Brecht Van Lommel
caf2324d56 Fix cycles build error with OSL disabled. 2012-12-15 20:43:25 +00:00
Jens Verwiebe
b0edc38856 OSX: makeKeyAndOrderFront would show window from orderedWindows list on every loop, so use makeKeyWindow only to avoid flicker when closing app 2012-12-15 18:32:53 +00:00