April 9, 2021, 15:36 (GMT) |
Cycles: Use adaptive sampling division in the film kernel Matches the pass data access in the buffers.cpp. Unfortunately, the code is not currently running because there are no adaptive sampling passes added to the viewport render. Will work on enabling required passes in the viewport next. |
April 9, 2021, 15:36 (GMT) |
Cycles: Fix adaptive sampling possibly being false enabled Add an explicit check with the configuration rather than relying on the sampling pattern. |
April 9, 2021, 15:36 (GMT) |
Cycles: Remove unused adaptive sampling settings from KernelIntegrator |
April 9, 2021, 15:36 (GMT) |
Cycles: Unify terminology/naming Follow Cycles convention of using get/set as prefix. This is the proper way ;) |
Revision 15a791d by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) April 9, 2021, 15:32 (GMT) |
Use correct add-ons branch for `make update` Also add TODO comments, hoping they help us not forget changing this back for the merge to master. |
April 9, 2021, 14:17 (GMT) |
GPencil: Change UI name and icon for bezier pen |
April 9, 2021, 13:32 (GMT) |
Cycles: Further improvements to the viewport rendering The idea is to schedule more samples at a lower resolution, which gives more usable visual feedback. For example, The Junk Shop scene becomes a bit less resolution but is way less noisy (almost no black pixels) while steel feeling interactive. Currently schedule 4 samples during navigation, 2 samples for the resolution which is the previous to the final one. When denoising is enabled during navigation, schedule single sample (which makes it so higher resolution will be rendered). This is because both denoisers we have behave better on more noisy image but on higher resolution. Additionally, lower the update rate in viewport. Non-trivial scenes can not keep up 60fps without dropping resolution too much. So prefer less often updates but have more clean updates during navigation. |
April 9, 2021, 13:27 (GMT) |
Cycles: restore ray differentials in new integrator Accept the extra memory usage for now, we'll try to compress these later. This fixes bump mapping for more accurate comparisons. |
April 9, 2021, 13:27 (GMT) |
Cycles: store ray differentials as scale instead of vector For bump mapping at least this makes little visual difference, and reduces memory usage and access cost on the GPU. A further optimizations could also make the differentials in ShaderData smaller. Ray differentials for NDC coordinates are disabled by this, to be brought back later. |
April 9, 2021, 13:27 (GMT) |
Fix missing object light visibility flags in new integrator Do it as part of BSDF evaluation now, with advantage that we can skip evaluating some BSDFs this way. |
April 9, 2021, 13:27 (GMT) |
Fix wrong MIS weights leading to fireflies Must keep track of distance to where the BSDF was sampled. |
April 9, 2021, 13:27 (GMT) |
Fix subsurface scattering not working with bump mapping in new integrator |
April 9, 2021, 13:27 (GMT) |
Fix wrong MIS weights for mixed BSDF and BSSRDF |
April 9, 2021, 12:31 (GMT) |
GPencil cleanup: Fix compiler warning |
April 9, 2021, 12:27 (GMT) |
Merge branch 'master' into temp-gpencil-bezier-stroke-type |
April 9, 2021, 11:34 (GMT) |
Cycles: Fix transmission pass leaking into Combined Was happening when there are transmission objects in the scene and the transmission passes are not enabled. The pass offset in the KernelFilm were left at 0, making it so `kernel_accum_light` believed the pass is to be written, and the writing was happening into the combined pass. Maybe we should initialize all passes offsets to PASS_UNUSED, so that on an incorrect usage we'll have a memory error instead of silently corrupting the combined pass? This change fixes the startup file of myself, which is a glass monkey on a plane. |
Revision e0de4f3 by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) April 9, 2021, 10:57 (GMT) |
Fix error on `context.copy()` because of asset-handle design The File/Asset Browser no longer provides the `asset_handle` pointer. In Python `asset_file_handle` needs to be used for now (will change in future). |
Revision 9383c64 by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) April 9, 2021, 10:53 (GMT) |
Assets: make `ASSET_OT_open_containing_blend_file` work in UIList Make `ASSET_OT_open_containing_blend_file` in a asset view UIList as well as the Asset Browser. This uses the context variables `asset_file_handle` and `asset_library`, which are temporary in lieu of a better asset API. |
Revision 3a977a8 by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) April 9, 2021, 09:32 (GMT) |
Merge remote-tracking branch 'origin/master' into asset-browser-poselib |
April 9, 2021, 09:17 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-usd-importer-T81257-merge |
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