February 17, 2017, 13:18 (GMT) |
Merge branch 'master' into cycles_split_kernel |
February 17, 2017, 12:33 (GMT) |
argument cleanup: no need to have cell_size in update mesh function smoke_pos_to_cell() handles cell_size division |
February 16, 2017, 19:16 (GMT) |
Add/use macro to iterate over layout-types |
February 16, 2017, 18:27 (GMT) |
Multi-Window support: Store layout instances per window |
February 14, 2017, 20:38 (GMT) |
Multi-Window support: Store screen-types per workspace |
February 14, 2017, 20:13 (GMT) |
Use parenthesis for bit shifts |
February 14, 2017, 20:13 (GMT) |
Remove unused `weight_components` |
February 14, 2017, 20:13 (GMT) |
Use poll callback to disable bind operator instead of Python |
February 14, 2017, 08:41 (GMT) |
Merge branch 'master' into soc-2016-multiview |
February 13, 2017, 13:57 (GMT) |
Refactor writefile handling of data-blocks. Instead of calling a function looping over whole list of a given ID type, make whole loop over Main in parent function, and call functions writing a single datablock at a time. This design is more in line with all other places in Blender where we handle whole content of Main (including readfile.c), and much more easy to extend and add e.g. some generic processing of IDs before/after writing, etc. From user point, there should be no change at all, only difference is that data-block types won't be saved in same order as before (.blend file specs enforces no order here, so this is not an issue, but it could bug some third party users using other, simplified .blend file reader maybe). Reviewers: sergey Differential Revision: https://developer.blender.org/D2510 |
February 13, 2017, 00:39 (GMT) |
Cycles Denoising: Store feature pass into in PathRadiance |
February 12, 2017, 23:26 (GMT) |
Cycles Denoising: Fix CUDA runtime kernel compilation |
February 12, 2017, 23:25 (GMT) |
Cycles Denoising: Use Shadowcatcher code for the denoising visibility feature |
Revision 95644ec by Julian Eisel (temp-tab_drag_drop, temp-workspace-multi-window, topbar, workspaces) February 12, 2017, 20:57 (GMT) |
Merge branch 'blender2.8' into workspaces |
February 12, 2017, 20:43 (GMT) |
Merge branch 'blender2.8' into transform-manipulators Conflicts: source/blender/editors/interface/resources.c source/blender/editors/space_view3d/view3d_intern.h source/blender/editors/transform/transform_manipulator.c source/blender/gpu/CMakeLists.txt source/blender/gpu/intern/gpu_shader.c |
February 12, 2017, 20:27 (GMT) |
Merge branch 'blender2.8' into custom-manipulators Conflicts: source/blender/blenkernel/intern/library_query.c source/blender/editors/include/ED_transform.h source/blender/editors/interface/resources.c source/blender/editors/transform/transform_manipulator.c |
February 12, 2017, 03:48 (GMT) |
Fix stack overflow in spring angle calculation |
February 12, 2017, 03:00 (GMT) |
Merge branch 'cycles_shadow_catcher' into temp-cycles-denoising |
February 12, 2017, 02:18 (GMT) |
Cycles: Experiment with shadow catcher **DISCLAIMER**: This is more a code dump of a local branch, not somewhat really finished or so. Underlying math is the subject for rework since it's not quite physically based at all. Publishing to start collaboration with other Cycles developers who are looking into solving this puzzle. === What do we consider a shadow catcher? === That's a good question actually, and there's no single formulation of what it exactly is and mathematically it's a bit malformed in the constraints we're working on. Ideally shadow catcher is a difference between image rendered without artificial objects and with them. Such approach gives best ever shadows, but takes 2x more time to render. So for good usability we need to get some assumptions, make system a bit more biased but give artists an useful tool. Shadow catcher is mainly used by VFX artists to inject artificial objects into real footage. At least that definition we'll stick to in Blender. Hence here's what shadow catcher should be capable of doing: - Receive shadows from other objects: be totally transparent when there's no shadows cast on it, be more opaque in shaded areas. - Ignore self-shadowing and shading. Shadows caused by occlusion with itself already exists in the footage. Same applies to the shading -- all shading caused by material itself are also in the footage already. - Interact with other objects in the scene. This sounds a bit tricky but makes sense actually. Consider situation when one needs to put sharp glossy object into the footage: you'll want objects from a real scene to be reflected in the artificial object. And often you'll want the object on which shadow is to be cast to be reflected in such situations. Surely you can escape with copying object and playing with ray visibility, but that's complicated scene setup instead of making it simpler. - Be affected with indirect light. Cycles is the GI render engine after all! === How to use the shadow catcher? === 1. Create an object on which you want to receive shadow. 2. Create some basic material setup which is close to a real object. 3. Enable "Shadow Catcher" in Object buttons -> Cycles Settings. 4. Be happy! (hopefully, once we've debugged all the code) === What this patch actually contains? === It contains all the bits which tries to implement definition of shadow catcher above. It is trying to implement it all in a way so we don't need to make big changes in the ray integration loop, hence it has some tricky magic to deduct what was the received shadow from the light passes and will fail in certain situations, mainly when there is no direct lighting of the object at all. It is totally tweakable to become more artists friendly, i just didn't have enough time to try all the ideas and used whatever latest semi-working formula was. Major changes are in fact made around shadow_blocked() to exclude shading from self. This part is based on an older patch which tried to expose it to an user. That exposing settings are somewhat malformed and shouldn't really be used. In fact, we should remove those settings from the interface. === Some pictures? === Sure, here's one from a hackish patch: {F282085} (This is a glossy monkey on a checker board floor, floor is makred as a catcher, Here's .blend file {F282088}) Reviewers: lukasstockner97, juicyfruit, brecht Subscribers: jensverwiebe, Nikos_prinio, brecht, lukasstockner97, borisdonalds, aliasguru, YAFU, forest-house, uli_k, aditiapratama, hype, davidandrade, printerkiller, jta, Davd, johnroper100, poor, lowercase, juang3d, GiantCowFIlms, iklsr, gandalf3, sasa42, saphires, duarteframos, madog, Lapineige, railla, zuggamasta, plasmasolutions, jesterking Differential Revision: https://developer.blender.org/D1788 |
February 12, 2017, 02:16 (GMT) |
Cycles Denoising: Remove old shadow estimation kernel code |
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