February 15, 2017, 15:19 (GMT) |
Motion blur investigation feature This commit adds a way to debug Cycles motion blur issues which are usually happening due to something crazy happening in between of frames. Biggest trouble was that artists had no clue about what's happening in subframes before they render. This is at least inefficient workflow when dealing with motion blur shots with complex animation. Now there is an option in Time Line Editor which could be found in View -> Show Subframe. This option will expose current frame with it's subframe to the time line editor header and it'll allow scrubbing with a subframe precision in time line editor. Please note that none of the tools in Blender are aware of subframe, so they'll likely be using current integer frame still. This is something we don't consider a bug for now, the whole purpose for now is to give a tool for investigation. Eventually we'll likely tweak all tools to be aware of subframe. Hopefully now we can finish the movie here in the studio.. |
February 15, 2017, 14:52 (GMT) |
Immediate Mode: sculpt_uv.c |
February 15, 2017, 14:52 (GMT) |
Fix sculpt brush draw crash on Blender2.8 Temporary solution by Sergey Sharybin, it needs further investigation. This should not be necessary, specially since this works fine in master. |
February 15, 2017, 14:21 (GMT) |
Fix T50662: Auto-split affects on smooth mesh when it sohuldn't Seems to be a precision error comparing proper floating point normal with the one coming from short. |
February 15, 2017, 14:16 (GMT) |
Clay Engine: Replace Manual depth test by depth copy. This avoid glitches due to float comparison precision. |
February 15, 2017, 14:01 (GMT) |
Cycles: Fix CUDA compilation error after recent changes |
February 15, 2017, 13:58 (GMT) |
Fix wrong loop normals left after face splitting Let's keep all data in a consistent state, so we don't have any issues later on. This solves rendering artifacts mentioned in the previous commit. |
February 15, 2017, 13:49 (GMT) |
Mesh: Re-implement face split solving issue mentioned earlier Now new edges will be properly created between original and new split vertices. Now topology is correct, but shading is still not quite in some special cases. |
February 15, 2017, 13:40 (GMT) |
Bring rendering back (update all references to SETLOPPER) |
February 15, 2017, 13:40 (GMT) |
Update SETLOOPER to account for layers The idea is to iterator over the active layer of the current scene and then over the active layer of the set scenes. In the future, once we get workspace we will get the initial renderlayer from context, while the background sets will still use their active renderlayer. |
February 15, 2017, 12:32 (GMT) |
Clay Engine: Support vertex normals (smooth shading), no face normals yet. |
February 15, 2017, 11:59 (GMT) |
Cycles: Don't calculate primitive time if BVH motion steps are not used Solves memory regression by the default configuration. |
February 15, 2017, 11:45 (GMT) |
Cycles: Pass special flag whether BVH motion steps are used Doesn't currently change anything, but would need for some future work here. It uses existing padding in kernel BVH structure, so there is nothing changed memory-wise. |
February 15, 2017, 11:45 (GMT) |
Cycles: Fix wrong hair render results when using BVH motion steps The issue here was mainly coming from minimal pixel width feature which is quite commonly enabled in production shots. This feature will use some probabilistic heuristic in the curve intersection function to check whether we need to return intersection or not. This probability is calculated for every intersection check. Now, when we use multiple BVH nodes for curve primitives we increase probability of that primitive to be considered a good intersection for us. This is similar to increasing minimal width of curve. What is worst here is that change in the intersection probability fully depends on exact layout of BVH, meaning probability might change differently depending on a view angle, the way how builder binned the primitives and such. This makes it impossible to do simple check like dividing probability by number of BVH steps. Other solution might have been to split BVH into fully independent trees, but that will increase memory usage of all the static objects in the scenes, which is also not something desirable. For now used most simple but robust approach: store BVH primitives time and test it in curve intersection functions. This solves the regression, but has two downsides: - Uses more memory. which isn't surprising, and ANY solution to this problem will use more memory. What we still have to do is to avoid this memory increase for cases when we don't use BVH motion steps. - Reduces number of maximum available textures on pre-kepler cards. There is not much we can do here, hardware gets old but we need to move forward on more modern hardware.. |
February 15, 2017, 11:44 (GMT) |
Cycles: Fix missing initialization of triangle BVH steps Likely was harmless for Blender, but better be safe here. |
February 15, 2017, 11:40 (GMT) |
Cycles: Fix wrong pointiness caused by precision issues |
February 15, 2017, 11:40 (GMT) |
Revert "Mesh: Solve incorrect result of mesh.split_faces()" The change was delivering broken topology for certain cases. The assumption that new edge only connects new vertices was wrong. Reverting to a commit which was giving correct render results but was using more memory. This reverts commit af1e48e8ab7a25269ba5a44158bd16c564ed3535. |
February 15, 2017, 11:28 (GMT) |
Clay Engine: draw Speaker |
February 15, 2017, 11:28 (GMT) |
Clay Engine: Fix Grid depth write. |
February 15, 2017, 11:28 (GMT) |
OpenGL immediate mode: Fix assert when using camera.show_sensor |
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