Just makes progressive refine :)
This means the whole image would be refined gradually using as much
threads as it's set in performance settings. Having enough tiles is
required to have this option working as it's expected.
Technically it's implemented by repeatedly computing next sample for
all the tiles before switching to next sample.
This works around 7-12% slower than regular tile-based rendering, so
use this option only if you really need it.
This commit also fixes progressive update of image when Save Buffers
option is enabled.
And one more thing this commit fixes is handling display buffer with
Save Buffers option enabled. If this option is enabled image buffer
wouldn't have neither byte nor float buffer until image is fully
rendered which could backfire in missing image while rendering in
cases color management cache became full.
This issue solved by allocating byte buffer for image buffer from
tile update callback.
Patch was reviewed by Brecht. He also made some minor edits to
original version to patch. Thanks, man!
Each BSDF node now has a Normal input, which can be used to set a custom normal
for the BSDF, for example if you want to have only bump on one of the layers in
a multilayer material.
The Bump node can be used to generate a normal from a scalar value, the same as
what happens when you connect a scalar value to the displacement output.
Documentation has been updated with the latest changes:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
Patch by Agustin Benavidez, some implementation tweaks by me.
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.
Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
* The minimize() function, which solves a least-squares problem, is
only needed for sharp remesh mode, but was being calculated for
smooth and blocks modes as well. Disabling this calculation when
it's not needed gives a big performance boost.
* OSL UI message did not show up when device type was GPU, but User Preferences were None. Also remove experimental check, more convenient for testing.
Generated and UV coordinates from the duplicator of instance instead of the
object itself.
This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
ocio configuration file failed to load
This solves issues with infinite NULL-checks to prevent crashes in
such situations. Currently only happens if there's no configuration
file at all, but could be tweaked further to fallback if this file
isn't usable by blender.
still look a bit strange since the viewport can't actually render such panorama views,
so the opengl drawn scene behind the border render will not match up.
Add an optional ghost argument to set the new mouse location when un-grabbing. - without this the mouse would flicker at the old location before moving to the new location - when using the color picker for eg.