Blender Git Commits

Blender Git "render25" branch commits.

Page: 18 / 29

April 8, 2010, 16:19 (GMT)
Render Branch: clip displacement values by the displacement bound. Ideally this
should be computed automatic, but this at least helps finding out if it's too low.

April 8, 2010, 12:21 (GMT)
Render Branch: Fix displacement mapped surfaces not supporting speed vectors yet,
and optimization so displacement does not evaluate e.g. color or bump textures.

April 8, 2010, 10:54 (GMT)
Render Branch: increase limit on z buffer alpha depth per pixel, far away hair
is hitting this limit. Ideally we should do hair simplification for quicker render
times, or more AA samples per pixel.

April 7, 2010, 20:13 (GMT)
Fix incorrect object layer for duplifaces.

April 7, 2010, 20:11 (GMT)
Fix for incorrect vector pass with background scenes.

April 7, 2010, 14:01 (GMT)
Render Branch: restore surface mode for mesh deform modifier, seems we are
using it in some places still, intentionally only committed in this branch.

April 7, 2010, 10:26 (GMT)
April 7, 2010, 09:25 (GMT)
April 6, 2010, 15:01 (GMT)
Fix objects instanced on hair particles not giving consistent results
when the object is transformed.

April 6, 2010, 14:41 (GMT)
Fix texture node image textures not getting correct derivatives for filtering.

April 6, 2010, 10:13 (GMT)
April 6, 2010, 09:29 (GMT)
April 2, 2010, 16:04 (GMT)
April 2, 2010, 14:49 (GMT)
Render Branch: should have included this file in last commit.

April 2, 2010, 14:40 (GMT)
Render Branch: Fix a problem with only shadow materials + env light.

April 2, 2010, 09:23 (GMT)
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r27929:27948
skipping r27931 and r27944. can be merged later.
April 1, 2010, 20:03 (GMT)
Render Branch: More work on displacement/subdivision.

* Displacement textures are now filtered with derivatives.
* Render subdivision is now a scene level setting, which is automatically
applied to all objects with displacement.
* Subdivision rate is now a scene level setting with per object relative
rates for more/less detail.
* The unsubdivided low resolution mesh for raytracing is now displaced as
well to match the high resolution better.
* Render previews now also do render subdivision.
* All texture coordinates should now work for displacement.

Implementation:
* Change shadeinput uv values to be interpolation weights, simplifies code
and is easier to understand for me.
* Shadeinput texture coordinates and material setup for displacement now
uses same code instead of it's own.
* Autosmooth and displacement are now moved from mesh to general postprocess.
* Autosmooth now uses orco's to stay stable under animation, which avoids
some hacky code to preserve original normals and works for more cases.
* Stress texture coordinates are now supported for nurbs/curves/metaballs too.

Still to do:
* Control over resolution for raytracing/shadows.
* Stitching up grid cracks.
* Smooth derivatives across boundaries.
* Automatic displacement bounds.

April 1, 2010, 17:11 (GMT)
Render Branch: evil "local" option for material light groups. When the material
is linked in, this will use a local group instead of the linked group, so that
some objects in a linked group can be lit by separate lights.

Implementation is just a few lines in material.c, most of the changes do some
clean up for lamp related code.

April 1, 2010, 13:57 (GMT)
April 1, 2010, 12:57 (GMT)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021