This implements Arvo's "Stratified sampling of spherical triangles". Similar to how we sample rectangular area lights, this is sampling triangles over their solid angle. It does significantly improve sampling close to the triangle, but doesn't do much for more distant triangles. So I added a simple heuristic to switch between the two methods. Unfortunately, I expect this to add render time in any case, even when it does not make any difference whatsoever. It'll take some benchmarking with various scenes and hardware to estimate how severe the impact is and if it is worth the change.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Subscribers: Vega-core, brecht, SteffenD
Tags: #cycles
Differential Revision: https://developer.blender.org/D2730
Caused by own recent changes in handling of verts/edges/etc. arrays storage
for raycasting (rBe324172d9ca6690e8).
Issue was actually even weirder - there is absolutely no reason at all to
release DM here, those finaldm are stored in Object or EditMesh structs and
handled by general update system, other code shall never try to release them!
We stop using the .zip file and just have all files now in
lib/darwin/python/lib, along with numpy, numpy headers and requests.
This makes it consistent with Linux and simplifies code.
For old libraries the .zip stays, code for that gets removed when we
fully switch to new libraries.
This can happen with Alembic files exported from Maya. I'm unsure as to the
root cause, but at least this fixes the crash itself.
Thanks to @looch for reporting this with a test file. The test file has to
remain confidential, though, so it's on my workstation only.
FFMPEG & VPX don't handle target with --build parameter, so we need to make sure use of plain configure command
Reviewed by: Brecht Van Lommel
Differential Revision: http://developer.blender.org/D2791
This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
The only reason shutter time was marked as non-animatable is because Blender
Internal render does not support such animation. But this is something what
users are keeping asking for and now Blender Internal is on it's way out.
Enabled animation of this property, but noted in tooltip that Blender Internal
does not support animation of this property.
Bug in new ID copying code, thanks once again to stupid nodetrees, we
ended up wrongly remapping MA node->id pointers to NodeTree when copying
materials using node trees...
Basically, make re-alloc and memcpy from the same lock, otherwise one
thread might be re-allocating thread while another one is trying to
copy data there.
Reported by Mohamed Sakr in IRC, thanks!
Enabled cache for frame accessor and tweaked policy so we guarantee keyframed
images to be always in the cache. The logic might fail in some real corner case
(for example, when doing multiple tracks at once on a system where we can not
fit 2 clip frames in cache) but things are much better now for regular use.
Creating ngons with multiple axis aligned shapes in the middle of a
single face would fail in some cases.
This exposed multiple problems in BM_face_split_edgenet_connect_islands
- Islands needed to be sorted on Y axis when X was aligned.
- Checking edge intersections needed increased endpoint bias.
- BVH epsilon needed to be increased.