The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.
The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
This inconsistency drove me totally crazy, it's really confusing
when it's inconsistent especially when you work on both Cycles and
Blender sides.
Shouldn;t cause merge PITA, it's whitespace changes only, Git should
be able to merge it nicely.
Thanks for Aldo Zang for the help with the fix for the panorama/fisheye
depth of field calculation and the overall math.
Reviewed By: sergey, dingto
Subscribers: juicyfruit, gregzaal, #cycles, dingto, matray
Differential Revision: https://developer.blender.org/D753
* Ashikhmin-Shirley anisotropic BSDF was added as closure
* Anisotropic BSDF node now has two distributions
Reviewers: brecht, dingto
Differential Revision: https://developer.blender.org/D549
reader.
To make a generic OSL shader connectable to other nodes, the parameters
must be declared via "input" and "output" child elements:
<osl_shader name="tex" src="./osl/stripes.osl">
<input name="Stripes" type="int" />
<output name="ColorOut" type="color" />
</osl_shader>
`name` must be the same as the OSL shader parameter name.
`type` must be one of float, int, color, vector, point, normal, closure,
string (matching cycles socket types)
Beyond this the OSL script nodes then work just like all other nodes.
OSL parameter sockets can be connected to other cycles nodes:
<connect from="checker color" to="tex Stripes" />
<connect from="tex ColorOut" to="floor_closure color" />
They can set default values for the input sockets by attributes of the
main node element:
<osl_shader name="tex" src="./osl/stripes.osl" Stripes="3" >
<input name="Stripes" type="int" />
<output name="ColorOut" type="color" />
</osl_shader>
This system of specifying custom attributes should probably be changed,
since it can easily create name conflicts and arbitrarily long elements.
But that is a different issue to be solved for all nodes in general.
Indirect and Direct samples can now be clamped individually. This way we can clamp the indirect samples (fireflies), while keeping the direct highlights.
Example render: http://www.pasteall.org/pic/show.php?id=66586
WARNING: This breaks backwards compatibility. If you had Clamping enabled in an old file, you must re-enable either Direct/Indirect clamping or both again.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D303
* Very simple implementation, only allows for 1 output socket. As we haven't decided yet whether we keep the XML API, rather not spend more time on this now.
* To use an external osl shader, put the .osl file next to the xml file.
* Parameters: "output" is the output socket name, "output_type" the variable type (float, color and closure color are supported).
Example:
<osl_shader name="tex" src="ramp_closure.osl" output="Phong" output_type="closure color" />
<connect from="tex Phong" to="output surface" />
* Change Info in header, put more important info to the left
* API: Move Camera width/height to camera, add some film properties
* Add ESC key to help menu
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
It was never fully implemented and will be replaced by OpenSubdiv. Only linear
subdivision remains now. Also includes some refactoring in the split/dice code,
adding a SubdParams struct to pass around parameters more easily.