May 17, 2021, 20:28 (GMT) |
Rename WorkPackage functions to *_fn |
May 17, 2021, 20:25 (GMT) |
Move assert before assignment |
May 17, 2021, 20:23 (GMT) |
Move non NodeOperation responsabilities to FullFrameExecutionModel |
May 17, 2021, 20:08 (GMT) |
Merge branch 'master' into sculpt-dev |
May 17, 2021, 19:39 (GMT) |
USD import: remove Convert to Z Up option. Removing the z-up conversion option, per suggestion from reviewers. |
May 17, 2021, 19:13 (GMT) |
Tests: Added threshold to physics ocean mesh test The physics_ocean test is currently failing on macOS arm. This is one attempt to fix this issue. |
May 17, 2021, 19:10 (GMT) |
Collada import: use black for Base Color when missing <diffuse> Treat a missing <diffuse> the same as a black diffuse color. The easiest way to see this bug is with a Collada shader like ``` <constant> <emission> <color sid="emission">1 0 0 1</color> </emission> </constant> ``` The Collada spec says this should be just ``` color = <emission> ``` ie. red everywhere. The importer slots the red into the Principled Emission socket, but since it leaves the Base Color as the default off-white, this is added to red, and the material looks white-pink in the light and red only in the shadows. Putting black in the Base Color makes it look red everywhere. D10939 will also eliminate the much-less-noticeable specular term for this case. Reviewed By: gaiaclary Differential Revision: https://developer.blender.org/D10941 |
May 17, 2021, 18:40 (GMT) |
Rename public getInputOperation to get_input_operation |
May 17, 2021, 18:18 (GMT) |
Merge branch 'blender-v2.93-release' |
May 17, 2021, 18:04 (GMT) |
refactor: minor changes to previous commit - rename boolean is_zero by more descriptive has_specularity - add some clarifying comments (and TODO) |
May 17, 2021, 17:56 (GMT) |
Collada import: respect zero-specularity Collada shaders with black <specular> should import with Specular=0. (A missing <specular> is the same as black.) The general specular conversion is hard, but this case is common and easy. Fixes the specular for all <constant>/<lambert> shaders, and <blinn>/<phong> shaders with black/omitted <specular>. Before this they all looked too "shiny". Reviewed By: gaiaclary Differential Revision: https://developer.blender.org/D10939 |
May 17, 2021, 17:41 (GMT) |
Fix T88210: Cycles persistent data failing with image sequences |
May 17, 2021, 17:41 (GMT) |
Fix T88216: Cycles persistent data fails with animated object transform in instance |
May 17, 2021, 17:41 (GMT) |
Fix T85892: disable progressive refine when using adaptive sampling This is giving too bright pixel values, as the sample scaling and random number sample are wrong. The proper fix for this is complicated. It will be solved in Cycles X, for now we disable this combination. |
May 17, 2021, 17:41 (GMT) |
Fix T86278: vertex color baking not working with modifiers As in the old Blender Internal baking code, this still relies on there being a good mapping to the original vertices. |
May 17, 2021, 17:40 (GMT) |
Fix OpenCL group size performance issue on Intel GPUs Contributed by Intel. On some scenes like classroom with particular integrated GPUs this speeds up rendering 1.97x. With other benchmarks and GPUs it's between 0.99-1.14x. |
May 17, 2021, 17:39 (GMT) |
Rename multi_update_memory_buffer to update_memory_buffer_partial |
May 17, 2021, 17:38 (GMT) |
Rename get_input_area_of_interest to get_area_of_interest |
May 17, 2021, 17:17 (GMT) |
Merge branch 'master' into greasepencil-object |
May 17, 2021, 16:47 (GMT) |
Move is_breaked to base class |
|
|
|


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