Revision e659cfd by Antonis Ryakiotakis March 29, 2014, 16:16 (GMT) |
Change dyntopo detail size calculation slightly so the result is close to the radius of the widget when setting the detail. |
Revision 7329951 by Brecht Van Lommel March 29, 2014, 14:57 (GMT) |
Fix scons CUDA build and compile error with more strict compilers. |
Revision f449542 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles volume: change heterogeneous volume sampling in branched path first hit. This now uses decoupled ray marching, and removes the probalistic scattering. What this means is that each AA sample will be slower but contain less noise, hopefully giving less render time to reach the same noise levels. For those following along, there's still a bunch of volume sampling improvements to do: all-light sampling, multiple importance sampling, transmittance threshold, better indirect light handling, multiple scatter approximation. |
Revision 3847d0c by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code internals: add initial implementation of decoupled ray marching. This basically records all volumes steps, which can then later be used multiple time to take scattering samples, without having to step through the volume again. From the paper: "Importance Sampling Techniques for Path Tracing in Participating Media" This works only on the CPU, due to usage of malloc/free. |
Revision 47e7acf by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: minor refactoring and comments for volume code. |
Revision 7cb28f4 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles volume: change homogeneous volume sampling in branched path first hit. Similar to surfaces, this will now always scatter rather than probabilistically scattering or not depending on the transmittance. This also makes calculation of branched path throughput non-probalistic, which makes thing slower too. That's to be solved by decoupled ray marching later. |
Revision 9a77872 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: shuffle homogeneous volume code to factor out hit/miss decision. This removes a few optimizations to avoid exp() calls and division, they will be added back later, at the moment it's more important to make the code easier to understand and refactor. |
Revision 676e1cb by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: move some more volume code into separate functions. |
Revision b1615f0 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles volumes: don't average coefficients over volume step. Rather use random point in each step instead of giving the steps random sizes. Gives a bit more accurate results with large step sizes, but also convenient convention for later changes. |
Revision f5ab699 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Fix cycles error for heterogenous volumes, causing double step size to be used. This gives longer render times due to smaller step size, double it to get something more like the previous behavior. |
Revision 28954ce by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: move some volume code to separate functions. |
Revision 691c4c1 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles: add "density", "flame" and "color" attributes for smoke domains. These can currently be accessed by adding an Attribute node and specifying one of those three names. A Smoke/Fire node should be added at some point to make this more convenient. These values might change still before the release, in particular for flame the meaning seems unclear, it's just values in the 0..1 range. This is useful for color ramps, but it might be good if this was also available as temperature in kelvin so it can be plugged into the blackbody node. But I couldn't figure out from the smoke code if or how this corresponds to a physical unit. Here's a (quite poor) example file for a fire + smoke setup: http://www.pasteall.org/blend/27990 |
Revision 27043b8 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code internals: add support for mesh voxel grid attributes. These are internally stored as a 3D image textures, but accessible like e.g. UV coordinates though the attribute node and getattribute(). This is convenient for rendering e.g. smoke objects where data like density is really a property of the mesh, and it avoids having to specify the smoke object in a texture node, instead the material will work with any smoke domain. |
Revision 393216a by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: move more code to geom folder, add some comments. |
Revision 663a750 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Fix: cycles volume emission incorrectly enabling surface importance sampling. |
Revision a2e4ebd by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code internals: add CPU kernel support for 3D image textures. |
Revision 07d1fba by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
RNA/Smoke: add access to high resolution density grid, and flame and color grids. |
Revision e8b1cfe by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: replace magic ~0 values in the code with defines. |
Revision 6997908 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles: add per object options to disable motion blur and set deformation motion steps. Notes: * The motion steps only affect deformation motion blur. * The actual number of steps is 2^(steps - 1). This avoids having to sample at many different times for object with more/fewer steps, now the times overlap. * Deformation motion blur is enabled by default in existing files that have motion blur enabled. If the object is not deforming, this will be detected at export time, so raytracing performance will not be affected. Part of the code is from the summer of code project by Gavin Howard. |
Revision e2184c6 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles: add support for curve deformation motion blur. |
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