Blender Git Commit Log

All Blender Git commits.

Page: 4096 / 8462

January 20, 2017, 10:24 (GMT)
Cycles: Add overall timing log to SVNShaderManager
January 20, 2017, 10:24 (GMT)
Cycles: Deduplicate QBVH node packing across BVH build and refit
January 20, 2017, 10:24 (GMT)
Cycles: Don't run full shader evaluation for constant emission lamps

Most of the time, Lamps in Cycles are just a constant emission closure, no texturing etc. Therefore, running a full shader evaluation is wasteful.
To avoid that, Cycles now detects these constant emission shaders and stores their value in the lamp data along with a flag in the shader.
Then, at runtime, if this flag is set, the lamp code just uses this value and only runs the full shader evaluation if it is neccessary.

In scenes with a lot of lamps and with "Sample all direct/indirect" enabled, this saves up to 20% of rendering time in my tests.

Reviewers: #cycles

Differential Revision: https://developer.blender.org/D2193
January 20, 2017, 10:02 (GMT)
Cycles: Revert cleanup commit, will make it easier to cherry-pick
January 20, 2017, 09:58 (GMT)
Fix T50460. Greying out issue with Cycles culling options.
January 20, 2017, 09:50 (GMT)
Fix compile error (-Werror=float-conversion).
January 20, 2017, 05:40 (GMT)
DopeSheet: Show group colours behind keyframes too

Following @AlonDan's feature request and @hjalti's screenshot yesterday,
I've decided to implement support for this to make it easier to scan which
keyframes correspond with which set of controls, especially when faced with
a large wall of keyframes.

In retrospect, I should've done this a long time ago!
January 20, 2017, 04:46 (GMT)
Cycles/Render API: Get rid of Render Pass flags and port Denoising passes to the new system

This also means that the temporary uint64_t passflag hack is removed now.
January 20, 2017, 04:31 (GMT)
Clean-up some collision data allocation stuff

Self collision pointer logic has been simplified and allocations
reduced, as it only collides with one object (self).

Also, allocation size for all collisions has been reduced to 1/4,
because it was allocating extra space for deprecated stuff.
January 20, 2017, 04:03 (GMT)
Implement self col groups for new self col system
January 20, 2017, 02:42 (GMT)
Remove edgeset stuff (no longer used)
January 20, 2017, 02:33 (GMT)
Merge branch 'master' into cycles_split_kernel
January 20, 2017, 00:12 (GMT)
Remove unused selfbvh stuff
January 20, 2017, 00:11 (GMT)
Removed Batch storage
Also lots of renaming
Small visual tweaks
Material Settings Struct is now shared by Scene and material
January 20, 2017, 00:10 (GMT)
Move use_normal to col object settings (was in cloth settings)
January 20, 2017, 00:08 (GMT)
Use proper friction property for self col and redesign col UI
January 19, 2017, 23:23 (GMT)
Separate self collision distance from object collision distance
January 19, 2017, 22:10 (GMT)
Remove self collision quality (integrated with object collision)

Self collisions are now impulse based, and utilize the same solver as
the object collisions. Having separate quality controls would cause
issues when self and object collisions occur simultaneously.
January 19, 2017, 22:06 (GMT)
Remove old repulsion stuff

Repulsions were long unused, and are now more obsolete than ever, with
the more stable collision response.
January 19, 2017, 21:38 (GMT)
Remove unused functions in collision.c
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021