Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

Page: 2892 / 5574

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.
April 22, 2014, 14:49 (GMT)
BMesh: minor optimizations for shapekey lookups on conversion
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.
April 22, 2014, 12:55 (GMT)
Code cleanup: use const for rna
April 22, 2014, 12:01 (GMT)
View3d: api naming, for setting the view matrix.
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
April 22, 2014, 08:28 (GMT)
Correction to O_NOFOLLOW commit to make it more portable
April 22, 2014, 08:08 (GMT)
install_deps: update to py3.4 and numpy1.8.
April 22, 2014, 07:21 (GMT)
Don't follow symlinks when writing autosave or quit.blend

D253 from Lawrence D'Oliveiro
April 22, 2014, 07:02 (GMT)
Corrected the comment
April 22, 2014, 07:00 (GMT)
Switch buildbot to Python-3.4.0
April 22, 2014, 06:40 (GMT)
BLI_open: check returned value for `-1` instead of `< 0`
April 22, 2014, 00:39 (GMT)
Code cleanup: replace int with boolean.
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.
April 21, 2014, 18:27 (GMT)
Follow up to previous commit: tweak RE_RAYTRACE_EPSILON (correction value used
when checking neighbor faces against shadowing).
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!
April 21, 2014, 17:43 (GMT)
OSX: always create a window in normal state, not fullscreen or iconized �?�
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
April 21, 2014, 16:08 (GMT)
Cleanup: Remove OpenCL __MULTI_CLOSURE__ sanity check, not needed anymore after 04a10907dc41.
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.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021