March 11, 2010, 10:39 (GMT) |
standalone python module for reading scene, start, end frames from the blendfile (without blender). from blender 2.4x, ported to python3, added gzip support. |
March 10, 2010, 20:21 (GMT) |
Render Branch: some more changes to go with recent commit. |
March 10, 2010, 19:16 (GMT) |
Render Branch: strands rendering now does raytraced ao/env/indirect at the root of the strand just like approximate. |
March 10, 2010, 19:02 (GMT) |
Render Branch: render subdivide for displacement now works with orco's (generated coordinates), still not for uvs. |
March 10, 2010, 17:52 (GMT) |
Render Branch: fix a crash in preview rendering. |
March 10, 2010, 16:06 (GMT) |
Render Branch: pass on object to get orco cube mapping again. |
March 10, 2010, 15:12 (GMT) |
Render Branch: strand coords now use same storage system as others tex coords. |
March 10, 2010, 15:11 (GMT) |
re-project paint failed on no-camera when a camera wasnt needed. |
March 10, 2010, 15:00 (GMT) |
Render Branch: attempt to fix merge problem, addons directory seems to still be local and using external repository at the same time? Also fix two differences in python scripts. |
March 10, 2010, 14:36 (GMT) |
Render Branch: orco's now use same storage system as other texture coordinates. |
March 10, 2010, 14:02 (GMT) |
Render Branch: move particle conversion into own file. |
March 10, 2010, 13:35 (GMT) |
Render Branch: fix SSS being a bit too dark compared to trunk. |
March 10, 2010, 11:01 (GMT) |
March 9, 2010, 18:48 (GMT) |
March 9, 2010, 18:43 (GMT) |
Render Branch: make approximate AO work with bump mapping. |
March 9, 2010, 13:03 (GMT) |
Render Branch: * add lamp option "indirect" to indicate if the lamp should be used as part of indirect lighting * add shadow buffer option to indicate if strands should be part of the shadow buffer * revert some dupli debugging code that wasn't supposed to be comitted |
March 8, 2010, 18:55 (GMT) |
Render Branch: * AO/env/indirect now optionally supports bump mapping. * Irradiance cache code was extended to support storing spherical harmonics, for more efficiently dealing with bump maps without adding loads of samples. This does not work yet however, and so the code is still disabled. * Move ao/env/indirect computation inside the shading loop. |
March 4, 2010, 13:42 (GMT) |
Render Branch: temporary hack option to allow material traceble to be ignored, just for easier testing in durian because we currently have this option disabled on all but a few materials. |
March 4, 2010, 11:14 (GMT) |
Render Branch: implement area lamp form factor usage again like in old material system, it works better. Though it also completely breaks the material/lamp separation, and I'm not sure how this could work in a node system. Still, quick area lamps with no noise seems to be useful.. |
March 3, 2010, 20:52 (GMT) |
Render Branch: * Fix inaccurate shading position calculation in non-planar quad, the face normal is not accurate in that case, so compute it again now. Not sure yet what performance impact is of this, but would actually like to get rid of normal entirely to save memory. * Fix self-intersection problem with non-planar quads, the raytracer was splitting quads in a different way than other parts of the render engine, now it does the same. |
|