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MiikaHweb - Blender Git Statistics v1.06
Blender Git Statistics -> Branches -> cycles_point_density
"Cycles_point_density" branch
Total commits : 20
Total committers : 2
First Commit : March 31, 2015
Latest Commit : July 18, 2015
Commits by Month
Date | Number of Commits | |
---|---|---|
July, 2015 | 4 | |
June, 2015 | 0 | |
May, 2015 | 0 | |
April, 2015 | 14 | |
March, 2015 | 2 |
Committers
Author | Number of Commits |
---|---|
Sergey Sharybin | 15 |
Lukas Toenne | 5 |
Popular Files
Filename | Total Edits |
---|---|
pointdensity.c | 6 |
rna_nodetree.c | 4 |
DNA_node_types.h | 4 |
nodes.cpp | 3 |
blender_shader.cpp | 3 |
drawnode.c | 3 |
node_shader_tex_pointdensity.c | 3 |
DNA_texture_types.h | 2 |
svm_voxel.h | 2 |
blender_session.cpp | 2 |
Latest commits
July 18, 2015, 16:23 (GMT) |
Merge branch 'master' into cycles_point_density |
July 15, 2015, 21:36 (GMT) |
Cycles point density: Remove constant color output It's not really clear which exact color the constant is from the artist perspective and if constant color is really needed just use RGB input, it'll give better performance. |
July 15, 2015, 21:26 (GMT) |
Cycles point density: Show color source input only for particle source It's not supported by object vertices source so doesn't make sense to show it. |
July 15, 2015, 19:45 (GMT) |
Merge branch 'master' into cycles_point_density Conflicts: intern/cycles/kernel/svm/svm.h source/blender/blenkernel/intern/particle_system.c source/blender/editors/space_view3d/drawobject.c source/blender/makesrna/intern/rna_nodetree.c source/blenderplayer/bad_level_call_stubs/stubs.c |
April 6, 2015, 18:31 (GMT) |
Cycles point density: Support for OSL backend |
April 6, 2015, 18:30 (GMT) |
Merge branch 'master' into cycles_point_density |
April 6, 2015, 18:11 (GMT) |
Fix for particle texture evaluation. RGB value from intensity was overriding explicit texture values in every case, only do this for scalar modes. |
April 6, 2015, 17:18 (GMT) |
Cycles point density: Avoid race condition when using same object as texture source If the same object is used by two point density textures in Particle source mode it was really easy to catch a crash in derived render creation. For now solved with mutex lock around cache_pointdensity_ex() which is not ideal but seems to be better compromise comparing to other alternatives. |
April 6, 2015, 16:03 (GMT) |
Merge branch 'master' into cycles_point_density |
April 6, 2015, 09:50 (GMT) |
Merge branch 'master' into cycles_point_density |
Revision c324136 by Lukas Toenne (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) April 5, 2015, 13:03 (GMT) |
Fix for undefined psmd field in when evaluating particle textures. |
Revision bd50335 by Lukas Toenne (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) April 4, 2015, 12:23 (GMT) |
Support for particle texture color in point density textures. This works for all pointdensity use cases, BI as well as Cycles. |
Revision aa43c13 by Lukas Toenne (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) April 4, 2015, 11:35 (GMT) |
Particle color influence option for particle textures. This color is currently only displayed in the viewport (when enabling "Texture" color mode in the Display settings). It will be used for controlling the smoke color when using particles for smoke emission. Conflicts: source/blender/blenkernel/intern/particle.c source/blender/editors/space_view3d/drawobject.c source/blender/makesdna/DNA_particle_types.h source/blender/makesdna/DNA_texture_types.h source/blender/makesrna/intern/rna_particle.c |
Revision f48e3cf by Lukas Toenne (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) April 3, 2015, 17:49 (GMT) |
Color support for point density texture in Cycles. This extends the point density evaluation to also store RGB color values in the array provided by Cycles. Since internally all Cycles textures are 4-float RGBA textures anyway, it does not make a lot of sense to store density and color separately. This could eventually be preferable to avoid unnecessary storage. |
Revision 38d8abb by Sergey Sharybin (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) April 2, 2015, 17:35 (GMT) |
Cycles point density: Fix using double semicolon at the end of line |
Revision 99b1037 by Sergey Sharybin (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) April 1, 2015, 10:30 (GMT) |
Cycles point density: Particle state coordinates are actually in the world space Code was assuming they're in the object space which caused wrong texture sampling and translation to the world location. |
Revision 49a608a by Sergey Sharybin (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) April 1, 2015, 09:37 (GMT) |
Cycles point density: Fix crash when source object is not set |
Revision dc17210 by Sergey Sharybin (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) April 1, 2015, 09:23 (GMT) |
Merge branch 'master' into cycles_point_density |
Revision 22fa9d3 by Sergey Sharybin (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) March 31, 2015, 17:36 (GMT) |
Fix compilation error of blender player |
Revision c8b831d by Sergey Sharybin (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) March 31, 2015, 14:52 (GMT) |
Cycles: Point density texture experiment This commit implements point density texture for Cycles shading nodes. It's done via creating voxel texture at shader compilation time, Not totally memory efficient, but avoids adding sampling code to kernel (which keeps render time as low as possible), In the future this will be compensated by using OpenVDB for more efficient storage of sparse volume data. Sampling of the voxel texture is happening at blender side and the same code is used as for Blender Internal's renderer. This texture is controlled by only object, particle system and radius. Linear falloff is used and there's no turbulence. This is because falloff is expected to happen using Curve Mapping node. Turbulence will be done as a distortion on the input coordinate. It's already possible to fake it using nose textures and in the future we can add more proper turbulence distortion node, which then could also be used for 2D texture mapping. OSL is not currently supported. There's no actual stoppers for support it, but so far it's not really a priority at this point. Reviewers: campbellbarton, juicyfruit, brecht Subscribers: campbellbarton, dingto, eyecandy Differential Revision: https://developer.blender.org/D1208 |
MiikaHweb - Blender Git Statistics v1.06