Revision 9df1e54 by Campbell Barton July 19, 2018, 06:06 (GMT) |
Cleanup: style |
Revision 34a45c5 by Ray molenkamp July 19, 2018, 02:02 (GMT) |
Merge remote-tracking branch 'origin/master' into blender2.8 |
Revision 51f14cf by Ray molenkamp July 19, 2018, 02:00 (GMT) |
make.bat : restore msvc2015 support. broke when i removed the 2013 support. |
Revision 2019198 by Brecht Van Lommel July 18, 2018, 20:58 (GMT) |
Cycles: increase volume stack to support 32 overlapping volumes. This increases stack memory usage some, and ideally we'd support a dynamic size. But this is quite difficult on the GPU and hopefully 32 is enough even for very complex cases. |
Revision e81dc0b by Brecht Van Lommel July 18, 2018, 20:23 (GMT) |
Fix E key in Python console not working after recent changes. |
Revision c05a846 by Clément Foucault July 18, 2018, 17:30 (GMT) |
Icon/Render Preview: Fix Race condition with BKE_*_localize When editing a Material the depsgraph can throw away the evaluated ID before the preview job localized the said ID. To fix this we localize the ID from the main thread. Also fix WM_OT_previews_ensure crashing because of no depsgraph. |
Revision 057b4a6 by Brecht Van Lommel July 18, 2018, 16:46 (GMT) |
Fix/workaround T56019: memory leak with preview renders. I would not expect the order of registration to matter, and ideally we want to order the engines in the UI menu differently, but this helps for now. |
Revision 9d514a4 by Brecht Van Lommel July 18, 2018, 16:11 (GMT) |
Cleanup: remove debug comment. |
Revision 2604f28 by Sergey Sharybin July 18, 2018, 14:09 (GMT) |
Cycles: Fix missing nested particle systems when instanced multiple times Was only visible when doing command line, since it was happening due to cache-free policy which was aimed to bring memory usage down. The issue is that if object with particle system is used as a nested duplicator multiple times, it will only generate children first time, and after that its caches are freed. After that duplication system can not generate any instances, since the path cache is lost. Now we delay caches free to after all objects are synchronized, which ensures all instances are generated. This will increase a memory peak a bit during object synchronization time, but overall it shouldn't be that bad, since memory footprint after synchronization will stay the same as before this change. The ultimate thing to do here would be to drop the whole dependency graph away, but this will require: - API on engine side, to inform it to drop the dependency graph. - Changes in Cycles report system to NOT use evaluated scene to get scene name (evaluated scene will be gone with dependency graph). |
Revision 5fd677c by Sergey Sharybin July 18, 2018, 13:42 (GMT) |
Subsurf: Add subdivision code which uses new module The code is ifdef-ed for now, since there is more work needed to be done before we can officially switch to it. Uses new subdiv module. |
Revision 433bb9b by Sergey Sharybin July 18, 2018, 13:42 (GMT) |
Subsurf: Begin new subdivision surface module The idea is to use this as a replacement of old CCG, now it is based on OpenSubdiv. The goal is to reduce any possible overhead which was happening with OpenSubdiv used by CCG. Currently implemented/supported: - Creation from mesh, including topology on OpenSubdiv side, its refinement. - Evaluation of limit point, first order derivatives, normal, and face-varying data for individual coarse position. - Evaluation of whole patches. Currently not optimized, uses evaluation of individual coarse positions. - Creation of Mesh from subdiv, with all geometry being real: all mvert, medge, mloop, and mpoly. This includes custom data interpolation, but all faces currently are getting separated (they are converted to ptex patches, which we need to weld back together). Still need to support lighter weights grids and such, but this is already a required part to have subsurf working in the middle of modifier stack. Annoying part is ifdef all over the place, to keep it compilable when OpenSubdiv is disabled. More cleaner approach would be to have stub API for OpenSubdiv, so everything gets ifdef-ed in a much fewer places. |
Revision c64262a by Sergey Sharybin July 18, 2018, 13:42 (GMT) |
OpenSubdiv: Add API to evaluate face-varying data There are move changes along the line to keep everything working from from C. |
Revision 428743a by Campbell Barton July 18, 2018, 13:10 (GMT) |
Cleanup: style for GPU module |
Revision f882df9 by Clément Foucault July 18, 2018, 12:58 (GMT) |
GPU: Fix build error on Mac and Windows. |
Revision 3d67819 by Brecht Van Lommel July 18, 2018, 12:13 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 257d072 by Campbell Barton July 18, 2018, 12:08 (GMT) |
3D View: show 3D axis-letter when pointing away While only the positive axis is shown, account for an exception when axis aligned. |
July 18, 2018, 11:59 (GMT) |
Cycles: add Principled Hair BSDF. This is a physically-based, easy-to-use shader for rendering hair and fur, with controls for melanin, roughness and randomization. Based on the paper "A Practical and Controllable Hair and Fur Model for Production Path Tracing". Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google Summer of Code 2018. |
Revision 566b319 by Brecht Van Lommel July 18, 2018, 11:59 (GMT) |
Cleanup: Cryptomatte node style tweaks. |
Revision bdda096 by Stefan Werner July 18, 2018, 11:03 (GMT) |
Compositor: Cryptomatte compositing node. This patch adds a new matte node that implements the Cryptomatte specification. It also incluces a custom eye dropper that works outside of a color picker. Cryptomatte export for the Cycles render engine will be in a separate patch. Reviewers: brecht Reviewed By: brecht Subscribers: brecht Tags: #compositing Differential Revision: https://developer.blender.org/D3531 |
Revision 8cd7828 by Clément Foucault July 18, 2018, 09:49 (GMT) |
GWN: Port to GPU module: Replace GWN prefix by GPU |
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