May 13, 2021, 19:23 (GMT) |
USD export: export UDIM textures. Extended the texture export function to handle copying sequnces of tiled images for UDIM textures. Also, split the texture export code into several functions for organization and readability. |
May 13, 2021, 16:48 (GMT) |
Improve execute_work code readability |
May 13, 2021, 16:05 (GMT) |
Use MIN2 and BLI_rcti_clamp |
May 13, 2021, 15:43 (GMT) |
Merge branch 'master' into sculpt-dev |
May 13, 2021, 14:46 (GMT) |
Use WorkScheduler for getting number of cpu threads |
May 13, 2021, 14:13 (GMT) |
Add panel UI option for execution model |
May 13, 2021, 06:23 (GMT) |
LineArt: Toggle duplicated edge for types. |
May 13, 2021, 05:33 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
May 13, 2021, 05:27 (GMT) |
Update ATTR_NO_OPT macro |
May 12, 2021, 23:24 (GMT) |
USD exporter: null guard in create_data_writer(). Guard against dereferencing null data_writer. |
May 12, 2021, 23:22 (GMT) |
Dyntopo branch * Sculpt expand now works with dyntopo in more cases * Fixed various dyntopo face set bugs Stuff from several commits ago: * There is now an API to get face sets using SculptFaceRef's. + SCULPT_face_set_get + SCULPT_face_set_set * Prototyped a faster geodesic propagation function, but it currently doesn't work. * Dyntopo triangulation now preserves face flags (took some work as BM_triangulate_face explicitly prevents selection flags from being preserved). * Also face smooth flags are no longer being overriden. * Most of the faceset create operators work (I'm not sure I've tested all of them though). * SCULPT_face_set.c now has helper functions that checks if a pbvh is *not* PBVH_BMESH, in which case it builds a temporary bmesh, otherwise ss->bm is used (sculpt_faceset_bm_begin and sculpt_faceset_bm_end). + Note that some functions were able to use SCULPT_face_set_XXX instead and avoid bmesh entirely. |
May 12, 2021, 16:17 (GMT) |
Use work package type for more readable code |
May 12, 2021, 16:14 (GMT) |
Fix shadow approximation for combined pass in Cycles X No need to take alpha into account when averaging: it does not contain light information. Was causing non-black shadow on scene without lights. |
May 12, 2021, 15:19 (GMT) |
Add missing copyright notice |
May 12, 2021, 15:11 (GMT) |
Fix comments didn't conform style convention. |
May 12, 2021, 14:10 (GMT) |
Cycles X: Experiment with progressively lowering noise in viewport The idea is make it so in viewport all pixels are uniformly noisy, and the noise gradually becomes lower and lower. This is like replacing viewport samples with smarter adaptive sampling. Currently, rendering starts with noise threshold of 0.4, and once majority of pixels did converge the noise threshold gets halved, until the configured threshold is reached. The final result of viewport rendering should be almost the same as prior to the patch, but because of extra box filtering on a more sparse pixel sets there could be some differences. Especially visible with the active pixels overlay in the case when pixels did not converge to the final noise floor. From the benchmarks there seems to be no performance loss. Differential Revision: https://developer.blender.org/D11088 |
May 12, 2021, 13:19 (GMT) |
Merge branch 'master' into temp-gpencil-bezier-stroke-type |
May 12, 2021, 12:56 (GMT) |
Cycles X: Make converge check return number of active pixels Currently no functional changes, but allows to implement different adaptive sampling filtering: for example, the one which progressively lowers noise floor. From benchmarks on RTX 6000 there is no performance impact. |
May 12, 2021, 12:56 (GMT) |
Cycles X: Allow adding samples to pixel The idea is to be able to resume sampling pixel after it "skipped" some of the scheduled tiles due to convergence. This is a bit weak concept, but is the most straight forward to implement. This will be needed for the progressive noise floor feature. The current implementation is relying on the fact that the maximum number of samples will not exceed floating point precision: for the range of 0 to 2^24 the worst prevision of the single floating precision is 1. To be more robust for all possible GPUs which might have precision issues this will be changed in the followup commit. |
May 12, 2021, 12:56 (GMT) |
Cycles X: Switch sample count pass from float to uint This way we will never run into rounding issues when relying on a per-pixel sample count value. There is some code duplication between the film conversion and the pass accessor. Ideally we will de-duplicate the per-pixel processing logic, but is better if that happens as a separate refactor. |
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