June 28, 2021, 13:04 (GMT) |
Merge commit 'master@{2-weeks-ago}' into tmp-vulkan |
June 28, 2021, 12:57 (GMT) |
Merge commit 'master@{3-weeks-ago}' into tmp-vulkan |
June 28, 2021, 12:47 (GMT) |
Merge commit 'master@{4-weeks-ago}' into tmp-vulkan |
June 28, 2021, 12:27 (GMT) |
Merge commit 'master@{5-weeks-ago}' into tmp-vulkan |
June 28, 2021, 12:06 (GMT) |
Merge commit 'master@{6-weeks-ago}' into tmp-vulkan |
June 28, 2021, 12:05 (GMT) |
Cycles: reduce shadow terminator artifacts Offset rays from the flat surface to match where they would be for a smooth surface as specified by the normals. In the shading panel there is now a Shading Offset (existing option) and Geometry Offset (new). The Geometry Offset works as follows: * 0: disabled * 0.001: only terminated triangles (normal points to the light, geometry doesn't) are affected * 0.1 (default): triangles at grazing angles are affected, and the effect fades out * 1: all triangles are affected Limitations: * The artifact is still visible in some cases, it could be that some quads require to be treated specifically as quads. * Inconsistent normals cause artifacts. * If small objects cast shadows to a big low poly surface, the shadows can appear to be in a wrong place - because the surface moved slightly above the geometry. This can be noticed only at grazing angles to light. * Approximated surfaces of two non-intersecting low-poly objects can overlap that causes off-the-wall shadows. Generally, using one or a few levels of subdivision can get rid of artifacts faster than before. Differential Revision: https://developer.blender.org/D11065 |
June 28, 2021, 11:57 (GMT) |
Fix Cycles not rendering motion vector passes after recent changes Causing regression tests to fail. |
June 28, 2021, 11:51 (GMT) |
Merge commit 'master@{7-weeks-ago}' into tmp-vulkan |
June 28, 2021, 11:35 (GMT) |
Merge commit 'master@{8-weeks-ago}' into tmp-vulkan |
June 28, 2021, 11:35 (GMT) |
Merge commit 'master@{9-weeks-ago}' into tmp-vulkan |
June 28, 2021, 11:32 (GMT) |
Merge branch 'master' into temp-attribute-processor |
June 28, 2021, 11:25 (GMT) |
Merge commit 'master@{10-weeks-ago}' into tmp-vulkan |
June 28, 2021, 11:16 (GMT) |
BLI: improve enum operators * Use unsigned integer types for bit operations. * Use 64 bit integer instead of 32 bit. * Support scoped enumes (aka `enum class`) by adding some more casts. |
June 28, 2021, 11:16 (GMT) |
Functions: improve CPPType * Reduce code duplication. * Give methods more standardized names (e.g. `move_to_initialized` -> `move_assign`). * Support wrapping arbitrary C++ types, even those that e.g. are not copyable. |
June 28, 2021, 11:15 (GMT) |
Merge commit 'master@{11-weeks-ago}' into tmp-vulkan |
June 28, 2021, 11:12 (GMT) |
Fix T89455: Cycles crash when rendering a Mesh with autosmooth The crash was caused by a mistake in 5f9677fe0c533b008b815d7fee0b56509a414ab7 where the pointers to the custom data layers would be overwritten with the one for the first layer, as CustomData_duplicate_referenced_layer is only about the first layer. customData_duplicate_referenced_layer_index should be used instead to duplicate the right layer. |
June 28, 2021, 11:05 (GMT) |
Merge commit 'master@{12-weeks-ago}' into tmp-vulkan |
June 28, 2021, 10:46 (GMT) |
Knife: Added local constrained angle mode When using constrained angle mode, pressing C once will bring you to the current screen-space mode and pressing it again will now enter a new "local" mode. This mode will snap along the plane of the current cut segment's face. In the case where the cut was started on a edge or vertex it will snap along the plane of the current face the mouse is over, if this face is adjacent to that edge or vertex. It made sense to implement a mode that works in this way after adding visible distance and angle measurements as now a user can snap the visible angle for the current cut. |
June 28, 2021, 10:37 (GMT) |
Merge commit 'master@{3-months-ago}' into tmp-vulkan |
June 28, 2021, 10:23 (GMT) |
GPU: Separate compiler log from shader. Current compiler log parser is to complex to follow. Moving it to its own compile unit before refactoring. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021