June 3, 2018, 08:40 (GMT) |
Align bundle root with the scalp surface and make sure rotation is consistent. |
Revision 47f4ca0 by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) 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) |
June 2, 2018, 18:54 (GMT) |
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) |
June 1, 2018, 23:29 (GMT) |
June 1, 2018, 20:09 (GMT) |
Merge branch 'master' into soc-2018-hair-shader Week 3's merge: no issues |
Revision 374e08d by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) 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) |
June 1, 2018, 14:24 (GMT) |
Merge branch 'blender2.8' into tmp-b28-motionpath-drawing |
Revision 2e17c3f by Erik Englesson (gsoc-2018-many-light-sampling, soc-2020-production-ready-light-tree, soc-2020-production-ready-light-tree-2) 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. |
Revision e558b1a by Erik Englesson (gsoc-2018-many-light-sampling, soc-2020-production-ready-light-tree, soc-2020-production-ready-light-tree-2) June 1, 2018, 14:04 (GMT) |
My own build path modifications |
Revision 458104e by Hristo Gueorguiev / Erik Englesson (gsoc-2018-many-light-sampling, soc-2020-production-ready-light-tree, soc-2020-production-ready-light-tree-2) June 1, 2018, 13:41 (GMT) |
Fix OpenCL compilation error - BPT without SSS. |
|
|
|


Master Commits
MiikaHweb | 2003-2021