Blender Git Loki

Blender Git commits from all branches.

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August 14, 2018, 05:44 (GMT)
Fixed engine compatible panel for camera and speaker data.
August 14, 2018, 05:39 (GMT)
Fixed lanpr field always NULL error. (caused by depsgraph scene copy)
August 13, 2018, 15:30 (GMT)
Update new vert data if they are shifted
August 13, 2018, 14:11 (GMT)
Convert to opti wigg and edge slit to use st coords
August 13, 2018, 14:04 (GMT)
cleanups and fix missing rename in alembic exporter
August 13, 2018, 13:31 (GMT)
Convert mult_face_search to use st space for better accuracy
August 13, 2018, 12:27 (GMT)
Make radial insert and exten work in 2d space (better accuracy)
August 12, 2018, 15:33 (GMT)
OpenVDB import to padded sparse grids.
August 12, 2018, 13:34 (GMT)
Fix broken normal calculation of flipped faces
August 12, 2018, 12:54 (GMT)
added autohide filtering based on filter object vertex positions

mesh objects now use their verts and a distance, while empties (or other non-mesh objects) still
use the maximum of the object size as radius
August 12, 2018, 12:48 (GMT)
Remove the hair modifier.

A new object type for hair will be used instead.
August 12, 2018, 11:59 (GMT)
Merge branch 'hair_guides' into hair_guides_grooming
August 12, 2018, 11:52 (GMT)
Merge branch 'blender2.8' into hair_guides
August 12, 2018, 10:30 (GMT)
Merge branch 'master' into gsoc-2018-many-light-sampling
August 12, 2018, 10:17 (GMT)
Merge branch 'hair_guides' into hair_guides_grooming
August 12, 2018, 10:05 (GMT)
Merge branch 'tmp_hair_curves' into hair_guides
August 12, 2018, 09:59 (GMT)
Cycles: light_tree_pdf() now accounts for splitting

For the MIS calculations we need to be able to calculate the
probability to sample a light using the light tree. This
did not account for splitting so if splitting was used the
probability would be wrong. This has now been fixed.

Also, if we are in PATH mode then the splitting threshold is
set to zero.
August 12, 2018, 09:57 (GMT)
Cycles: Removed unused code

The simplified GGX code is no longer needed
with the new splitting heuristic and has
now been removed.
August 12, 2018, 09:33 (GMT)
Separate buffer texture for hair index for each vertex.

This is needed for allowing variable length hair strands, where the hair index can not
simply be calculated from the vertex index based on a fixed-length strand.
August 12, 2018, 09:14 (GMT)
Minor bug-fixes and optimizations.

* Change most instances of division and modulo with TILE_SIZE to bit shifting. Much more efficient since TILE_SIZE should be a
power of 2.
* Added intialization for some Mesh members. Previously had motion blur randomly toggle on and off otherwise.
* Fixed issue where voxel to tile correspondence is different between external VDBs and internal sparse grids. The fix requires
generating a new VDB grid which may be too memory intensive. Better method would be translating grids in place.
* Fixed misc OpenVDB to grid conversion issues.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021