April 8, 2010, 16:19 (GMT) |
Render Branch: clip displacement values by the displacement bound. Ideally this should be computed automatic, but this at least helps finding out if it's too low. |
April 8, 2010, 12:21 (GMT) |
Render Branch: Fix displacement mapped surfaces not supporting speed vectors yet, and optimization so displacement does not evaluate e.g. color or bump textures. |
April 8, 2010, 10:54 (GMT) |
Render Branch: increase limit on z buffer alpha depth per pixel, far away hair is hitting this limit. Ideally we should do hair simplification for quicker render times, or more AA samples per pixel. |
April 7, 2010, 20:13 (GMT) |
Fix incorrect object layer for duplifaces. |
April 7, 2010, 20:11 (GMT) |
Fix for incorrect vector pass with background scenes. |
April 7, 2010, 14:01 (GMT) |
Render Branch: restore surface mode for mesh deform modifier, seems we are using it in some places still, intentionally only committed in this branch. |
April 7, 2010, 10:26 (GMT) |
April 7, 2010, 09:25 (GMT) |
April 6, 2010, 15:01 (GMT) |
Fix objects instanced on hair particles not giving consistent results when the object is transformed. |
April 6, 2010, 14:41 (GMT) |
Fix texture node image textures not getting correct derivatives for filtering. |
April 6, 2010, 10:13 (GMT) |
April 6, 2010, 09:29 (GMT) |
April 2, 2010, 16:04 (GMT) |
April 2, 2010, 14:49 (GMT) |
Render Branch: should have included this file in last commit. |
April 2, 2010, 14:40 (GMT) |
Render Branch: Fix a problem with only shadow materials + env light. |
April 2, 2010, 09:23 (GMT) |
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r27929:27948 skipping r27931 and r27944. can be merged later. |
April 1, 2010, 20:03 (GMT) |
Render Branch: More work on displacement/subdivision. * Displacement textures are now filtered with derivatives. * Render subdivision is now a scene level setting, which is automatically applied to all objects with displacement. * Subdivision rate is now a scene level setting with per object relative rates for more/less detail. * The unsubdivided low resolution mesh for raytracing is now displaced as well to match the high resolution better. * Render previews now also do render subdivision. * All texture coordinates should now work for displacement. Implementation: * Change shadeinput uv values to be interpolation weights, simplifies code and is easier to understand for me. * Shadeinput texture coordinates and material setup for displacement now uses same code instead of it's own. * Autosmooth and displacement are now moved from mesh to general postprocess. * Autosmooth now uses orco's to stay stable under animation, which avoids some hacky code to preserve original normals and works for more cases. * Stress texture coordinates are now supported for nurbs/curves/metaballs too. Still to do: * Control over resolution for raytracing/shadows. * Stitching up grid cracks. * Smooth derivatives across boundaries. * Automatic displacement bounds. |
April 1, 2010, 17:11 (GMT) |
Render Branch: evil "local" option for material light groups. When the material is linked in, this will use a local group instead of the linked group, so that some objects in a linked group can be lit by separate lights. Implementation is just a few lines in material.c, most of the changes do some clean up for lamp related code. |
April 1, 2010, 13:57 (GMT) |
April 1, 2010, 12:57 (GMT) |
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