Blender Git Commits

Blender Git "cycles_point_density" branch commits.

July 18, 2015, 16:23 (GMT)
Merge branch 'master' into cycles_point_density
July 15, 2015, 21:36 (GMT)
Cycles point density: Remove constant color output

It's not really clear which exact color the constant is from the artist
perspective and if constant color is really needed just use RGB input,
it'll give better performance.
July 15, 2015, 21:26 (GMT)
Cycles point density: Show color source input only for particle source

It's not supported by object vertices source so doesn't make sense to show it.
July 15, 2015, 19:45 (GMT)
Merge branch 'master' into cycles_point_density

Conflicts:
intern/cycles/kernel/svm/svm.h
source/blender/blenkernel/intern/particle_system.c
source/blender/editors/space_view3d/drawobject.c
source/blender/makesrna/intern/rna_nodetree.c
source/blenderplayer/bad_level_call_stubs/stubs.c
April 6, 2015, 18:31 (GMT)
Cycles point density: Support for OSL backend
April 6, 2015, 18:30 (GMT)
Merge branch 'master' into cycles_point_density
April 6, 2015, 18:11 (GMT)
Fix for particle texture evaluation.

RGB value from intensity was overriding explicit texture values in every
case, only do this for scalar modes.
April 6, 2015, 17:18 (GMT)
Cycles point density: Avoid race condition when using same object as texture source

If the same object is used by two point density textures in Particle source mode
it was really easy to catch a crash in derived render creation.

For now solved with mutex lock around cache_pointdensity_ex() which is not ideal
but seems to be better compromise comparing to other alternatives.
April 6, 2015, 16:03 (GMT)
Merge branch 'master' into cycles_point_density
April 6, 2015, 09:50 (GMT)
Merge branch 'master' into cycles_point_density
April 5, 2015, 13:03 (GMT)
Fix for undefined psmd field in when evaluating particle textures.
April 4, 2015, 12:23 (GMT)
Support for particle texture color in point density textures.

This works for all pointdensity use cases, BI as well as Cycles.
April 4, 2015, 11:35 (GMT)
Particle color influence option for particle textures.

This color is currently only displayed in the viewport (when enabling
"Texture" color mode in the Display settings). It will be used for
controlling the smoke color when using particles for smoke emission.

Conflicts:
source/blender/blenkernel/intern/particle.c
source/blender/editors/space_view3d/drawobject.c
source/blender/makesdna/DNA_particle_types.h
source/blender/makesdna/DNA_texture_types.h
source/blender/makesrna/intern/rna_particle.c
April 3, 2015, 17:49 (GMT)
Color support for point density texture in Cycles.

This extends the point density evaluation to also store RGB color values
in the array provided by Cycles.

Since internally all Cycles textures are 4-float RGBA textures anyway,
it does not make a lot of sense to store density and color separately.
This could eventually be preferable to avoid unnecessary storage.
April 2, 2015, 17:35 (GMT)
Cycles point density: Fix using double semicolon at the end of line
April 1, 2015, 10:30 (GMT)
Cycles point density: Particle state coordinates are actually in the world space

Code was assuming they're in the object space which caused wrong
texture sampling and translation to the world location.
April 1, 2015, 09:37 (GMT)
Cycles point density: Fix crash when source object is not set
April 1, 2015, 09:23 (GMT)
Merge branch 'master' into cycles_point_density
March 31, 2015, 17:36 (GMT)
Fix compilation error of blender player
March 31, 2015, 14:52 (GMT)
Cycles: Point density texture experiment

This commit implements point density texture for Cycles shading nodes.

It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.

Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.

This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.

OSL is not currently supported. There's no actual stoppers for support
it, but so far it's not really a priority at this point.

Reviewers: campbellbarton, juicyfruit, brecht

Subscribers: campbellbarton, dingto, eyecandy

Differential Revision: https://developer.blender.org/D1208
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021