The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).
Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/
* The random output had a range from -0.5 to 0.5, added an offset of 0.5 to bring it into the 0.0 / 1.0 range, which is in alignment with Shader Node Guidelines.
Patch by Agustin Benavidez, thanks!
pass index, and a random number unique to the instance of the object.
This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.
Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
* 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.
* 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