March 9, 2010, 13:03 (GMT) |
Render Branch: * add lamp option "indirect" to indicate if the lamp should be used as part of indirect lighting * add shadow buffer option to indicate if strands should be part of the shadow buffer * revert some dupli debugging code that wasn't supposed to be comitted |
March 8, 2010, 18:55 (GMT) |
Render Branch: * AO/env/indirect now optionally supports bump mapping. * Irradiance cache code was extended to support storing spherical harmonics, for more efficiently dealing with bump maps without adding loads of samples. This does not work yet however, and so the code is still disabled. * Move ao/env/indirect computation inside the shading loop. |
March 5, 2010, 03:52 (GMT) |
DXF-importer script v1.12 - 2010.03.04 by migius - fix POLYFACE for non-standard ordered double-vertices - fix (unused)-BLOCKs-detection for non-DXFr12-conform SECTION:BLOCKS - wip-fix global relocation: culprit is blenders 1mio-Limit - fix normals for TRACE (in opposite to SOLID) |
March 4, 2010, 13:42 (GMT) |
Render Branch: temporary hack option to allow material traceble to be ignored, just for easier testing in durian because we currently have this option disabled on all but a few materials. |
March 4, 2010, 11:14 (GMT) |
Render Branch: implement area lamp form factor usage again like in old material system, it works better. Though it also completely breaks the material/lamp separation, and I'm not sure how this could work in a node system. Still, quick area lamps with no noise seems to be useful.. |
March 3, 2010, 20:52 (GMT) |
Render Branch: * Fix inaccurate shading position calculation in non-planar quad, the face normal is not accurate in that case, so compute it again now. Not sure yet what performance impact is of this, but would actually like to get rid of normal entirely to save memory. * Fix self-intersection problem with non-planar quads, the raytracer was splitting quads in a different way than other parts of the render engine, now it does the same. |
March 3, 2010, 17:12 (GMT) |
Render Branch: restored area lamp form factor code, but using the code from AAO which is faster and matches exactly the simple multi sampled result for lambert and no shadow. Also some other tweaks to lamp code, and wrote down some dev notes about current behavior: http://wiki.blender.org/index.php/Dev:2.5/Source/ShadingSystem/RandomNotes |
March 3, 2010, 17:04 (GMT) |
Render Branch: fix for cmake/windows compile, patch from Guillaume. |
March 3, 2010, 12:43 (GMT) |
Render Branch: fix game engine compile and remove path tracer from UI to avoid confusion with rasterizer indirect light (it's still editable via RNA as a debugging feature). |
March 3, 2010, 12:34 (GMT) |
Render Branch: another file that needs the pthreads include for scons. |
March 3, 2010, 12:23 (GMT) |
Render Branch: attempt to fix pthread compile errors on scons/windows. |
March 3, 2010, 10:35 (GMT) |
Render Branch: move hemi-polygon form factor code form approximate AO into math library. |
March 3, 2010, 10:21 (GMT) |
Render Branch: use math lib spherical harmonics functions in approximate AO code. |
March 3, 2010, 10:17 (GMT) |
Render Branch: fix problem in lamp shadow cache code, remove debug print. |
Revision e162868 by Martin Poirier March 3, 2010, 00:32 (GMT) |
tagging for 2.52 |
March 2, 2010, 20:58 (GMT) |
Render Branch: another small compatibility tweak. |
March 2, 2010, 19:21 (GMT) |
Render Branch: compatibility related fixes for lamp power/energy/fallof, trying to get conversion to match existing renders better. |
March 2, 2010, 17:33 (GMT) |
COLLADA branch: export vertex colors. Write only active layer for now, all layer export can be added later easily. |
March 2, 2010, 15:05 (GMT) |
March 2, 2010, 11:35 (GMT) |
Render Branch: some WIP code before svn merge, saving irradiance cache to file, and fix for indirect light intensity. |
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