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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.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021