Revision 6974b69 by Brecht Van Lommel April 22, 2014, 15:15 (GMT) |
Cycles: optimization for hair BVH build, allow max 2 hair curves per leaf. This gives me 14% reduction in render time for koro_final.blend. |
Revision 2108a61 by Campbell Barton April 22, 2014, 14:49 (GMT) |
BMesh: minor optimizations for shapekey lookups on conversion |
Revision af84bf2 by Campbell Barton April 22, 2014, 13:05 (GMT) |
Add type checks for Python context overrides it was too easy to use invalid types which would crash or fail silently. |
Revision bca7d15 by Campbell Barton April 22, 2014, 12:55 (GMT) |
Code cleanup: use const for rna |
Revision 4e3c9b0 by Campbell Barton April 22, 2014, 12:01 (GMT) |
View3d: api naming, for setting the view matrix. |
Revision 058bc50 by jens verwiebe April 22, 2014, 10:27 (GMT) |
OSX: tentative fix for D472, ditto creates dirs when needed automatically, also thin out lib. Todo: rather not build the intermediate bins with openmp dependency anyway |
Revision 916a216 by Sergey Sharybin April 22, 2014, 08:28 (GMT) |
Correction to O_NOFOLLOW commit to make it more portable |
Revision db8e7d7 by Bastien Montagne April 22, 2014, 08:08 (GMT) |
install_deps: update to py3.4 and numpy1.8. |
Revision 3677224 by Campbell Barton April 22, 2014, 07:21 (GMT) |
Revision 41b37c0 by Sergey Sharybin April 22, 2014, 07:02 (GMT) |
Corrected the comment |
Revision 830a884 by Sergey Sharybin April 22, 2014, 07:00 (GMT) |
Switch buildbot to Python-3.4.0 |
Revision 551096d by Campbell Barton April 22, 2014, 06:40 (GMT) |
BLI_open: check returned value for `-1` instead of `< 0` |
Revision 1b523b5 by Tamito Kajiyama April 22, 2014, 00:39 (GMT) |
Code cleanup: replace int with boolean. |
Revision 0e2f6c7 by Bastien Montagne April 21, 2014, 21:41 (GMT) |
Fix T39833: Nurbs Crash Converting empty object to mesh can generate a 'Null' BL:Mesh, we have to check against it. |
Revision 9b0ab89 by Bastien Montagne April 21, 2014, 18:27 (GMT) |
Follow up to previous commit: tweak RE_RAYTRACE_EPSILON (correction value used when checking neighbor faces against shadowing). |
Revision 3de8f25 by Bastien Montagne April 21, 2014, 18:27 (GMT) |
Fix T39735: New auto smooth creates artifacts with flat shaded faces(BI) This actually had nothing specific to new split normals, it was an internal limitation of BI raytracer, which would check against neighbor face shadowing only when they shared a common vertex, now it also performs checks when both faces have a vertex with a common "ancestor" (org index). Note this allows to also fix same issue when using SplitEdges modifier (and potentially others?), but only when AutoSmooth is enabled (due to some compute/mem overhead, we do not want to enable this code systematically). Thanks to Brecht for advices and review! |
Revision 88a2263 by jens verwiebe April 21, 2014, 17:43 (GMT) |
OSX: always create a window in normal state, not fullscreen or iconized �?� |
Revision 9ab259f by Brecht Van Lommel April 21, 2014, 17:34 (GMT) |
Cycles: shadow function optimization for transparent shadows (CPU only). Old algorithm: Raytrace from one transparent surface to the next step by step. To minimize overhead in cases where we don't need transparent shadows, we first trace a regular shadow ray. We check if the hit primitive was potentially transparent, and only in that case start marching. this gives extra ray cast for the cases were we do want transparency. New algorithm: We trace a single ray. If it hits any opaque surface, or more than a given number of transparent surfaces is hit, then we consider the geometry to be entirely blocked. If not, all transparent surfaces will be recorded and we will shade them one by one to determine how much light is blocked. This all happens in one scene intersection function. Recording all hits works well in some cases but may be slower in others. If we have many semi-transparent hairs, one intersection may be faster because you'd be reinteresecting the same hairs a lot with each step otherwise. If however there is mostly binary transparency then we may be recording many unnecessary intersections when one of the first surfaces blocks all light. We found that this helps quite nicely in some scenes, on koro.blend this can give a 50% reduction in render time, on the pabellon barcelona scene and a forest scene with transparent leaves it was 30%. Some other files rendered maybe 1% or 2% slower, but this seems a reasonable tradeoff. Differential Revision: https://developer.blender.org/D473 |
Revision f6abc96 by Thomas Dinges April 21, 2014, 16:08 (GMT) |
Cleanup: Remove OpenCL __MULTI_CLOSURE__ sanity check, not needed anymore after 04a10907dc41. |
Revision ea75371 by Bastien Montagne April 21, 2014, 15:58 (GMT) |
Fix another shading issue with new split normals (deform modifier after a subsurf one). Just always tag tessellated CDlayers as dirty when we recompute split normals! Also simplified a bit end of mesh_calc_modifiers. |
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