Revision c91d2d3 by Pascal Schoen May 31, 2017, 05:29 (GMT) |
Improve backscatter color of subsurface scattering in Principled BSDF Differential Revision: https://developer.blender.org/D2685 |
Revision c2d81f2 by Clément Foucault May 30, 2017, 20:30 (GMT) |
Eevee: Put shadows and probes inside SceneLayerEngineData This remove the duplication of data for each viewport improving memory usage. |
Revision e7fb013 by Clément Foucault May 30, 2017, 20:30 (GMT) |
Draw Manager: Add SceneLayerEngineData and use callbacks to clear runtime engine data |
Revision ff02103 by Dalai Felinto May 30, 2017, 17:14 (GMT) |
Revision 2cd7b80 by Dalai Felinto May 30, 2017, 17:06 (GMT) |
Fix T49570: Cycles baking can't handle materials with no images If users wanted to bake only a few of the mesh materials, they would still need to create dummy textures for the other parts. This commit report (as RPT_INFO) the materials with no texture, but move on to bake the others materials. |
Revision 9cae631 by Dalai Felinto May 30, 2017, 17:06 (GMT) |
Baking: Add logic to get material from API regardless of Mesh/Object ownership |
Revision d1d359b by Sergey Sharybin May 30, 2017, 15:42 (GMT) |
Depsgraph: Fix missing relations for objects which are indirectly linked This is a corresponding part of 7dda3cf. |
Revision f92fc95 by Sergey Sharybin May 30, 2017, 15:38 (GMT) |
Depsgraph: Remove extra modifiers callback loop Seems to be a copy-paste error from code above. |
Revision 272ec8a by Campbell Barton May 30, 2017, 15:31 (GMT) |
Move ED_object_facemap functions into ED_object.h |
Revision fb27bde by Campbell Barton May 30, 2017, 15:31 (GMT) |
Somehow missed this in recent Face Maps commit Since the previous layer type was for ints too, it worked in tests. |
Revision 9f43b36 by Clément Foucault May 30, 2017, 15:18 (GMT) |
Eevee: UI add world and material nodetree layout. |
Revision 7b37931 by Clément Foucault May 30, 2017, 15:18 (GMT) |
Bpy Extras: Port cycles node functions to new node_utils.py |
Revision 470d663 by Clément Foucault May 30, 2017, 15:18 (GMT) |
Eevee: Fix ggx sun light. |
Revision 03469d9 by Sergey Sharybin May 30, 2017, 13:40 (GMT) |
Displace modifier: Pre-fetch all possible images to image pool prior execution This way we reduce amount of time wasted in spin-lock later on when all threads are starting to sample texture. |
Revision b62a776 by Sergey Sharybin May 30, 2017, 13:25 (GMT) |
Image pool: Use memory pool for allocating elements Reduces amount of system-wide allocation calls. Will be mainly visible when using lots of images in texture nodes or regular BI rendering. |
Revision 34cb934 by Sergey Sharybin May 30, 2017, 12:36 (GMT) |
Depsgraph: Fix object being tagged for data update when it shouldn't |
Revision be59428 by Sergey Sharybin May 30, 2017, 12:36 (GMT) |
Depsgraph: Add missing update tag clear for proxy objects This was causing proxies updates on every frame, even if they do not really change. Additionally, it was causing second round of armature update when used from inside dupligroup (viewport ensures all objects from dupligroup are up to date before draw). |
Revision 24a0b33 by Sybren A. Stüvel May 30, 2017, 11:47 (GMT) |
Alembic import: fixed bug interpolating between frames. |
Revision 35f4abc by Sybren A. Stüvel May 30, 2017, 11:47 (GMT) |
Alembic: simplified sub-frame sampling It's now less confusing (for example, using nr_of_samples directly, instead of using 1 / 1 / nr_of_samples). Might also have fixed a bug. Also added unittests. |
Revision 4e54406 by Sybren A. Stüvel May 30, 2017, 11:47 (GMT) |
Alembic export: normalise the homogeneous component after scaling The scale matrix must have its homogeneous 'w' (at mat[3][3]) set to the scale in order to also scale the translations along with it. However, this also scales the transform matrix's 'w' component, which is not supposed to happen. |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021