September 15, 2021, 22:27 (GMT) |
Finish reusable frame implementation |
September 15, 2021, 22:14 (GMT) |
Viewport Compositor: Add basic alphaOver node support Not all feature are supported. For now expect both inputs to be "premultiplied". |
September 15, 2021, 22:13 (GMT) |
Viewport Compositor: Small fixes Fix memory leak, a crash when resizing and wrong texture coordinate in camera mode. Change render layer sampler name to allow other texture to be bound. |
September 15, 2021, 21:56 (GMT) |
Add skeletal beginnings of C++ sculpt refactor design study (note that it's #ifdef'd out). Basic idea is to put all the sculpt brush code in a single large template. This template takes a PBVH adaptor class (of which there would be three, one per PBVH_XXX type) as a template argument. Basically we're using the compiler to generate three complete copies of every brush implementation. C++20 concepts are used to validate the pbvh classes. An example brush implementation: pbvh->forVertsInRange( { .brush = ss->cache->brush, .radius = radius, .use_threads = true, .use_original = false }, [&offset](auto viter, int node_i, void *userdata) { //add offset to vertex coordinates madd_v3_v3fl(viter.co, offset, viter.fade); }, [](PBVHNode *node, int node_i, void *userdata) { BKE_pbvh_node_mark_update(node); }); |
September 15, 2021, 20:59 (GMT) |
Merge branch 'master' into subdivision_work |
September 15, 2021, 20:34 (GMT) |
Merge branch 'master' into temp-cocoa-scroll-acceleration-fix |
September 15, 2021, 20:28 (GMT) |
Get basic catalog activation and catalog based filtering to work It's now possible to activate a catalog in the catalog tree to only make matching catalogs visible. This doesn't yet show assets from all sub-catalogs when selecting a parent catalog. |
September 15, 2021, 20:24 (GMT) |
Disable asset category checking in script, avoids warning For now just always show category specific panels in the Asset Browser, until we have a proper heuristic implemented for deciding when to show them, based on catalogs. |
September 15, 2021, 18:33 (GMT) |
Fix wrong render with portals and constant background color Need to apply MIS weight also in that case. |
September 15, 2021, 18:04 (GMT) |
Fix missing mutex lock for viewport OpenGL context A mistake in D12468: the viewport uses GHOST to operate on contexts, bypassing draw manager state, Differential Revision: https://developer.blender.org/D12505 |
September 15, 2021, 17:52 (GMT) |
Cleanup: Typo fix in a comment |
September 15, 2021, 17:51 (GMT) |
Render: Introduce render_frame_finish RenderEngine callback Allows to inform the engine that nothing else will be rendered for the current frame and that the engine can perform post-processing of any pending result. For example, this allows the engine to free its memory, read all files from disk and write them to Blender. Currently no functional changes, just preparing API for the further development of Cycles on-disk tile storage. Differential Revision: https://developer.blender.org/D12502 |
September 15, 2021, 17:35 (GMT) |
Cycles X: Switch TileManager to use BufferPass Continuation of work related on making buffers a sufficient entity to properly access pass pixels. For the ease of (de)serialization the buffer pass and parameters are now subclass of Node. Can try looking into adding an explicit Serializable API, but it will be outside of this patch and not currently sure it will make things more clear. |
September 15, 2021, 17:35 (GMT) |
Cycles X: Convert DenoiseParams to a "lite" Node It is not supposed to be a node of a scene graph, but this change allows to simplify serialization of the denoising parameters. The goal is to be able to easily (de)serialize denoiser parameters to/from image metadata, so that processing of the files can happen outside of the scene graph (for example, on-disk tile buffer and animation denoising). |
September 15, 2021, 17:33 (GMT) |
Cycles X: Keep track of passes list in BufferParams Currently should no functional changes. The goal is to completely decouple BufferParams from Scene graph for pass accessing. This is needed for the on-disk tiled storage when EXR is to be read from disk after the session got freed. Also, will make animation denoising easier to implement. |
September 15, 2021, 17:33 (GMT) |
Cycles X: Switch PassAccessor to BufferPass Moving towards pixels access from only Buffers, without access to the scene graph. Should be no functional changes. |
September 15, 2021, 17:33 (GMT) |
Fix missing shadow catcher pass in viewport The regression was caused by changes related on GPUDisplay used for an offline rendering. |
September 15, 2021, 17:33 (GMT) |
Ensure unique names of tile buffer files in Cycles X It is possible that processing and deletion of tile buffer from disk will happen after tile manager was re-allocated. This happens, for example, when rendering multiple view layers in Blender: each view layer will reset session (which re-creates the tile manager). |
September 15, 2021, 17:25 (GMT) |
Cycles X: restore support for render progress bar percentage |
September 15, 2021, 17:03 (GMT) |
Support active item in the tree view Tree view items can now be activated, there is only ever one active item. Exact behavior for collapsing vs. activating on click may need some experimentation. For now I've implemented something that makes sense for asset catalogs (I think :) ). |
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Master Commits
MiikaHweb | 2003-2021