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May 7, 2016, 22:19 (GMT)
Merge remote-tracking branch 'origin/master' into temp-cycles-microdisplacement

Conflicts:
intern/cycles/render/nodes.cpp
May 7, 2016, 22:13 (GMT)
Merge remote-tracking branch 'maiself/microdisp' into temp-cycles-microdisplacement
May 7, 2016, 14:35 (GMT)
first implementation of liquid API (similar to smoke)
May 7, 2016, 13:43 (GMT)
Some debug printing for stupid tablets...
May 7, 2016, 13:16 (GMT)
Merge branch 'master' into temp-xinput-tablet
Revision e54385f by Clément Fukhaut (pbr-viewport)
May 7, 2016, 01:28 (GMT)
Implemented Linearly Transformed Cosines for area light.
Used for Glossy GGX and Diffuse only for now.
May 6, 2016, 22:08 (GMT)
Update widget when property changes

Reuse bind_to_prop callback for this (but renamed to prop_data_update).
Revision b372028 by Clément Fukhaut (pbr-viewport)
May 6, 2016, 17:34 (GMT)
Optimisation. Only run the shadow calculation and light color once per light per material.
Compared to once per light per bsdfs. Only for cycles material mode.
May 6, 2016, 16:16 (GMT)
Attempt to fix T48204...
May 6, 2016, 16:16 (GMT)
Revert "Attempt to fix T48204..."

This reverts commit c444bc670e428f1315c5804efef94f76bb12d6d0.
May 6, 2016, 16:14 (GMT)
Attempt to fix T48204...
May 6, 2016, 16:13 (GMT)
Merge branch 'master' into experimental-build
May 6, 2016, 15:40 (GMT)
Cycles: Use separate values for merge start and end angles

It's handy to merge eyes before reaching the zenith.
Revision 105a1d8 by Clément Fukhaut (pbr-viewport)
May 6, 2016, 13:55 (GMT)
Huge codebase changes :
- Made ssfx "module" to manage screen space effects applied at material stage
- Moved probe functions to their own module
- Divided Shading glsl file into bits that are gathered when making glsl_material_library making files shorter and more organized
- Moved function generating luts and random texture to gpu_luts.c that will contains all textures needed to acheive some effects.
- GPU_PBR in GPUBuiltin is just a placeholder to trigger the uniform binding

Optimisation / correction :
- GLSL : Number of bsdf sample is now passed via an uniform instead of a #define. This means changing quality settings will no longer recompute every shaders in the scene. But this has a small perf cost.
- GLSL : Hammersley numbers are precalculated and stored inside a texture. This may have a performance impact and I will change it to a static table.
- GLSL : Random per pixel numbers are done using a texture like SSAO.
- GLSL : Lots of parameters (only for pbr) are now defined as uniform and passed at binding stage (this minimize the use of GPU_builtin).
- GLSL : most variables used in sampling algorythm are defined as global variables.
- Bsdf sampling is now using the real algorithm and not the split sum approximation (which was unecessary).

Features :
- Added toon shader support (only point light support).
- Added holdout.
Revision 80f0370 by Clément Fukhaut (pbr-viewport)
May 6, 2016, 13:13 (GMT)
Fix Opengl problem on OSX
May 6, 2016, 12:57 (GMT)
fixed include paths
May 6, 2016, 12:55 (GMT)
formatting (indentation) smoke script to match liquid and mantaflow scripts in general
May 6, 2016, 11:44 (GMT)
Cycles: Pole merging for spherical stereo

The idea of pole merge is to fade interocular distance after a certain
altitude to zero when altitude goes closer to a pole. This should prevent
annoyances looking up in the sky.

Not optimal or something, but sohuld be good enough for testing.
May 6, 2016, 11:34 (GMT)
Merge branch 'asset-engine' into asset-experiments
May 6, 2016, 11:34 (GMT)
Merge branch 'id-remap' into asset-experiments
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021