Blender Git Commits

Blender Git commits from all branches.

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June 3, 2018, 08:40 (GMT)
Align bundle root with the scalp surface and make sure rotation is consistent.
June 3, 2018, 07:41 (GMT)
Merge branch 'blender2.8' into greasepencil-object
June 2, 2018, 19:27 (GMT)
Cleanup: missing parentheses
June 2, 2018, 18:57 (GMT)
Indent typo in the node update
June 2, 2018, 18:56 (GMT)
Give the Absorption coefficient its own socket

Ref T54796
June 2, 2018, 18:54 (GMT)
Allow using the Color socket for all parametrizations except Direct coloring

Ref T54796
June 2, 2018, 18:05 (GMT)
Add separate sockets for managing melanin coefficients

This patch follows Arnold's nomenclature UI-side
(Melanin = Eumelanin, Melanin Redness = Pheomelanin)

This also disables the relevant sockets when changing parametrizations.

Ref T54796
June 2, 2018, 18:03 (GMT)
Collections: Initial support for animating/driving collection properties (T55233)

(Just committing this now to a temp branch so that I can continue working on this
from another machine later. This is a re-based+squashed, re-pushed version of what
I just pushed earlier, but now based on current 2.8 code, not from several days ago)

Rationale:
The Spring team needs a way to hide objects from the viewport, so that parts of
the rig can be enabled/disabled per shot. An example of this is how the cornea
meshes are typically hidden from the viewport so that the animators can see
the irises, and hence, where the character is looking.

(Another reason we may want this in future is to make it so that a bunch of
objects/rigs can be keyframed together in the same action, making it easier
to manage their actions)

Status:
* Currently all necessary data and animation editor support changes should be
in place and working. Hopefully I haven't missed any - the checklist may need
updating for 2.8

* Depsgraph support however is still incomplete. We still need to figure out what
needs to happen with the animated values to make objects actually appear/disappear
when triggered via the animation system, just like they do now from the UIwip
Revision 2f47b53 by Joshua Leung
June 2, 2018, 17:38 (GMT)
Collections: Initial support for animating/driving collection properties (T55233)

(Just committing this now to a temp branch so that I can continue working on this
from another machine later).

Rationale:
The Spring team needs a way to hide objects from the viewport, so that parts of
the rig can be enabled/disabled per shot. An example of this is how the cornea
meshes are typically hidden from the viewport so that the animators can see
the irises, and hence, where the character is looking.

(Another reason we may want this in future is to make it so that a bunch of
objects/rigs can be keyframed together in the same action, making it easier
to manage their actions)

Status:
* Currently all necessary data and animation editor support changes should be
in place and working. Hopefully I haven't missed any - the checklist may need
updating for 2.8

* Depsgraph support however is still incomplete. We still need to figure out what
needs to happen with the animated values to make objects actually appear/disappear
when triggered via the animation system, just like they do now from the UI
June 2, 2018, 16:34 (GMT)
Merge branch 'master' into ui_layout_gridflow
June 2, 2018, 15:27 (GMT)
Clarify one of the parameters

(RoughnessU and RoughnessV are still there because other nodes use them too.)

Ref T54796
June 2, 2018, 01:43 (GMT)
Make use of our customized OSL allocator

Ref T54796
June 1, 2018, 23:29 (GMT)
Add some help tooltips to the shader

Ref T54796
June 1, 2018, 20:09 (GMT)
Merge branch 'master' into soc-2018-hair-shader

Week 3's merge: no issues
June 1, 2018, 17:38 (GMT)
Merge branch 'blender2.8' into greasepencil-object

Conflicts:
source/blender/blenkernel/intern/object.c
June 1, 2018, 17:28 (GMT)
Initialize the default color parameterization

Ref T54796
June 1, 2018, 14:24 (GMT)
Merge branch 'blender2.8' into tmp-b28-motionpath-drawing
June 1, 2018, 14:12 (GMT)
Added simple construction and sampling code for light BVH

The light BVH is created on the host out of all emissive
triangles and all lights in the scene. The nodes of the
light BVH is then copied to the device where it is used
when sampling lights. When a light is asked for it
traverses the light BVH randomly to find a single light.

This is still very much in development.
June 1, 2018, 14:04 (GMT)
My own build path modifications
June 1, 2018, 13:41 (GMT)
Fix OpenCL compilation error - BPT without SSS.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021