Blender Git Commits

Blender Git "render25" branch commits.

Page: 6 / 29

June 14, 2010, 17:31 (GMT)
missed this from last merge
June 14, 2010, 15:12 (GMT)
June 14, 2010, 10:22 (GMT)
Render Branch: sss optimization, to share irradiance cache between materials
in preprocessing pass. This required fairly major changes, so that each tile
renders all sss materials, instead of each material rendering all tiles.

I tried further to do a single rasterization for all materials, but it changed
the results too much, for example eyes would be missing shadow at the sides
because occluded faces were included in the sss pass then and not contributing
any shadow. Unfortunate because it helped performance quite a bit as exactly in
these cases the irradiance caching needs to take more samples.

June 13, 2010, 17:09 (GMT)
June 11, 2010, 21:53 (GMT)
Material IDs work with nodes now; the id defaults to the
containing material's id, but you can also specify an
id mask output node if you want.
June 11, 2010, 12:40 (GMT)
June 10, 2010, 16:06 (GMT)
change lamp wkey menu for render branch (dont merge this back on its own)
June 10, 2010, 16:00 (GMT)
June 10, 2010, 08:03 (GMT)
June 9, 2010, 09:08 (GMT)
June 8, 2010, 07:47 (GMT)
June 7, 2010, 16:22 (GMT)
Render Branch: revert last optimization commit, gives problems with
some nested node materials, will fix this properly as part of my
next commit with some deeper changes.

June 7, 2010, 15:44 (GMT)
June 7, 2010, 12:11 (GMT)
Render Branch: optimization to skip irradiance cache with node sss
materials in some cases, should save about 25% rendertime on the
baby dragon.

June 5, 2010, 16:09 (GMT)
June 5, 2010, 16:04 (GMT)
Render Branch: temporarily revert commit 29079 from trunk with particle
path changes. This is causing two problems (reported in tracker):

* hair doesn't move when transforming e.g. an armature parent
of the mesh emitting the hair.
* particle duplis on hair (for feathers) are not rendering.

June 5, 2010, 14:35 (GMT)
Render Branch: improve least squares reconstruction for irradiance cache,
in cases where it is underdetermined (few samples points). Hopefully solves
flickering in some of the mountains that we have here.

June 4, 2010, 15:41 (GMT)
Render Branch: post-sim correction for hair bendiness, doesn't work
very well in my tests, but perhaps better than nothing.

June 4, 2010, 12:25 (GMT)
June 4, 2010, 12:10 (GMT)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021