May 7, 2016, 22:19 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-cycles-microdisplacement Conflicts: intern/cycles/render/nodes.cpp |
May 7, 2016, 22:13 (GMT) |
Merge remote-tracking branch 'maiself/microdisp' into temp-cycles-microdisplacement |
May 7, 2016, 14:35 (GMT) |
first implementation of liquid API (similar to smoke) |
May 7, 2016, 13:43 (GMT) |
Some debug printing for stupid tablets... |
May 7, 2016, 13:16 (GMT) |
Merge branch 'master' into temp-xinput-tablet |
Revision e54385f by Clément Fukhaut (pbr-viewport) May 7, 2016, 01:28 (GMT) |
Implemented Linearly Transformed Cosines for area light. Used for Glossy GGX and Diffuse only for now. |
May 6, 2016, 22:08 (GMT) |
Update widget when property changes Reuse bind_to_prop callback for this (but renamed to prop_data_update). |
Revision b372028 by Clément Fukhaut (pbr-viewport) May 6, 2016, 17:34 (GMT) |
Optimisation. Only run the shadow calculation and light color once per light per material. Compared to once per light per bsdfs. Only for cycles material mode. |
May 6, 2016, 16:16 (GMT) |
Attempt to fix T48204... |
May 6, 2016, 16:16 (GMT) |
May 6, 2016, 16:14 (GMT) |
Attempt to fix T48204... |
May 6, 2016, 16:13 (GMT) |
Merge branch 'master' into experimental-build |
May 6, 2016, 15:40 (GMT) |
Cycles: Use separate values for merge start and end angles It's handy to merge eyes before reaching the zenith. |
Revision 105a1d8 by Clément Fukhaut (pbr-viewport) May 6, 2016, 13:55 (GMT) |
Huge codebase changes : - Made ssfx "module" to manage screen space effects applied at material stage - Moved probe functions to their own module - Divided Shading glsl file into bits that are gathered when making glsl_material_library making files shorter and more organized - Moved function generating luts and random texture to gpu_luts.c that will contains all textures needed to acheive some effects. - GPU_PBR in GPUBuiltin is just a placeholder to trigger the uniform binding Optimisation / correction : - GLSL : Number of bsdf sample is now passed via an uniform instead of a #define. This means changing quality settings will no longer recompute every shaders in the scene. But this has a small perf cost. - GLSL : Hammersley numbers are precalculated and stored inside a texture. This may have a performance impact and I will change it to a static table. - GLSL : Random per pixel numbers are done using a texture like SSAO. - GLSL : Lots of parameters (only for pbr) are now defined as uniform and passed at binding stage (this minimize the use of GPU_builtin). - GLSL : most variables used in sampling algorythm are defined as global variables. - Bsdf sampling is now using the real algorithm and not the split sum approximation (which was unecessary). Features : - Added toon shader support (only point light support). - Added holdout. |
Revision 80f0370 by Clément Fukhaut (pbr-viewport) May 6, 2016, 13:13 (GMT) |
Fix Opengl problem on OSX |
May 6, 2016, 12:57 (GMT) |
fixed include paths |
May 6, 2016, 12:55 (GMT) |
formatting (indentation) smoke script to match liquid and mantaflow scripts in general |
May 6, 2016, 11:44 (GMT) |
Cycles: Pole merging for spherical stereo The idea of pole merge is to fade interocular distance after a certain altitude to zero when altitude goes closer to a pole. This should prevent annoyances looking up in the sky. Not optimal or something, but sohuld be good enough for testing. |
May 6, 2016, 11:34 (GMT) |
Merge branch 'asset-engine' into asset-experiments |
May 6, 2016, 11:34 (GMT) |
Merge branch 'id-remap' into asset-experiments |
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