February 24, 2018, 01:45 (GMT) |
GHOST: X11: Init multithread support. This fix an assert on with Nvidia driver. |
February 23, 2018, 23:25 (GMT) |
post merge compiling fixes |
Revision 71f0e59 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) February 23, 2018, 22:55 (GMT) |
Apply Smooth and Random sculpt to UV rotation Now it's possible apply the sculpt to the rotation of the UV texture. |
February 23, 2018, 22:39 (GMT) |
Merge branch 'master' into fluid-mantaflow |
Revision 4f504f2 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) February 23, 2018, 22:33 (GMT) |
Update strokes UV when change UV factor in color Recalc UV data for any stroke that is using the color. |
February 23, 2018, 22:30 (GMT) |
From review: Move depsgraph away from render layer and change render loop Create depsgraph as part of the render loop and pass a render layer for the render_to_image. Optionally we could create a single layered render_result but why would we? Depsgraph is created from scratch prior to rendering each frame. So I got rid of most of the partial update calls we had during the render pipeline. Also, it's past the time to remove Blender Internal. Note 1: Cycles doesn't build. Note 2: Cycles seems to rely on an "empty" render function, where all the required settings are passed to the update function instead. I would like to have this cleared out because draw manager is assuming everything is passed to render_to_image, but we need to have an API that makes sense to all cases. |
February 23, 2018, 22:26 (GMT) |
cleanup before master merge |
February 23, 2018, 20:44 (GMT) |
GHOST: Add a new routine to unbind an ogl context for multithreading. |
February 23, 2018, 20:28 (GMT) |
Merge remote-tracking branch 'origin/blender2.8' into temp-render-depsgraph |
February 23, 2018, 20:26 (GMT) |
Fixup for border render changes Although I fixed border rendering, I broke non-border rendering. Issue introduced on: 0305fc30b3ba6a1b24e2c9c182ae2e76d553f341 |
February 23, 2018, 19:36 (GMT) |
Cleanup: comments. |
February 23, 2018, 19:36 (GMT) |
Cleanup: use anonymous enum instead of defines for flags. |
February 23, 2018, 19:19 (GMT) |
Merge remote-tracking branch 'origin/blender2.8' into temp-render-depsgraph |
February 23, 2018, 18:10 (GMT) |
Eevee: add Principled Volume shader. |
February 23, 2018, 18:10 (GMT) |
Eevee: add blackbody shader node support. This replaces the blackbody to RGB code with the simpler and faster one from Cycles. It's a little different but the other placing using this is the legacy volume drawing, so no need to stay compatible with that. |
February 23, 2018, 18:10 (GMT) |
GPU: fixes for string socket types in shader nodes. These are not passed to GLSL functions, but should be used to load e.g. a texture or attribute. |
February 23, 2018, 18:10 (GMT) |
Eeevee: add temperature grid support, make color grid unpremultiplied. This matches similar changes done for Cycles. |
February 23, 2018, 18:02 (GMT) |
Merge branch 'master' into blender2.8 |
February 23, 2018, 17:57 (GMT) |
Cycles: add Principled Volume shader. Similar to the Principled BSDF, this should make it easier to set up volume materials. Smoke and fire can be rendererd with just a single principled volume node, the appropriate attributes will be used when available. The node also works for simpler homogeneous volumes like water or mist. Differential Revision: https://developer.blender.org/D3033 |
February 23, 2018, 17:57 (GMT) |
Cycles: change smoke color grid to not include density multiplied in. This breaks backwards compatibility some, making smoke colors brighters than before. But it is also more correct this way. |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021