Blender Git Commits

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July 23, 2021, 20:09 (GMT)
USD import cleanup: reorder include.
July 23, 2021, 19:29 (GMT)
Array Brush: Initial radial and linear array editing
July 23, 2021, 19:20 (GMT)
USD Import: fix comments.

Now using C-style comments throughout. Also,
putting unused code in #if 0 blocks. Removed
unneeded comments and other miscellaneous fixes.
July 23, 2021, 19:08 (GMT)
Merge branch 'master' into soc-2021-porting-modifiers-to-nodes-remesh-blocks

# Conflicts:
# source/blender/blenkernel/BKE_node.h
July 23, 2021, 19:07 (GMT)
Merge remote-tracking branch 'origin/soc-2021-porting-modifiers-to-nodes-merge-by-distance' into soc-2021-porting-modifiers-to-nodes-merge-by-distance
July 23, 2021, 19:00 (GMT)
Geometry Nodes: Merge by Distance (Direct Modifier Port)

This patch is a direct port of the Weld modifier that moves the
common code to the geometry module.
I had made another version of a Merge by Distance Modifier (D10888), with an own implementation,
but I found that the original modifiers algorithm gives finer results.

Differential Revision: https://developer.blender.org/D12019
July 23, 2021, 18:57 (GMT)
Fast Multiple Strip THumbnail caching job - V2 plus cleanup

Cleaned up code. Much faster caching of thumbnails. Changed old thumbnail
cache limit checking code. Shift some operations to separate functions
July 23, 2021, 18:56 (GMT)
Merge branch 'master' into soc-2021-vse-strip-thumbnails
July 23, 2021, 18:10 (GMT)
Cycles X: restore support for rendering SSS inside volumes

I found no GPU rendering performance difference in the two benchmark scenes
with SSS: junkshop and monster. In scenes with overlap between SSS and volumes
there will of course be a slowdown.

There is test reports/T39823 for this, which now seems to work correctly.

Differential Revision: https://developer.blender.org/D12017
July 23, 2021, 18:00 (GMT)
Merge 'master' into soc-2021-curves branch
July 23, 2021, 18:00 (GMT)
Merge branch 'master' into soc-2021-curves
July 23, 2021, 17:28 (GMT)
Cycles X: don't use ray position when sampling light for volume segment

Area light solid importance sampling can introduce a lot of noise otherwise
if the ray start position happens to be close to the light, but the volume
segment also passes closely to other parts of the area light.

Ref D11845
July 23, 2021, 17:28 (GMT)
Cycles X: add volume multiple importance between equiangular and distance

Ref D11845
July 23, 2021, 17:28 (GMT)
Cycles X: add equiangular volume sampling for direct light

Indirect always uses distance sampling.

Ref D11845
July 23, 2021, 17:28 (GMT)
Cycles X: refactor to separately track direct and indirect in volumes

So that we can scatter at two different positions.

Ref D11845
July 23, 2021, 17:28 (GMT)
Cycles X: sample position on light before stepping through volume

In preparation of equiangular sampling.

Ref D11845
July 23, 2021, 17:28 (GMT)
Cycles X: tweak light functions in preparation of equiangular sampling

* Add function to sample a new position on a given light
* Tweak shadow ray generation to be able to override the position

Ref D11845
July 23, 2021, 17:28 (GMT)
Cycles X: copy volume phase functions to smaller ShaderVolumePhases struct

Will be important to reduce memory usage in upcoming commits.

Ref D11845
Revision 456a989 by Manuel Castilla (compositor-full-frame)
July 23, 2021, 17:06 (GMT)
Compositor: Full frame Track Position node

Adds full frame implementation to this node operation.
No functional changes.
July 23, 2021, 16:55 (GMT)
Interpolate tilt, radius and weight in curve cut
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021