It is a whole point of copy-on-write to make such updates safe.
If this causes an issues, we need to solve them.
Fixes T57302: Viewport (selection etc) not updated while rendering
Was caused by a code which was putting animation value back to
original datablock.
The tricky part here is that we don't always know ID, so can not
put those values. Would be nice to have a solution for this, but
for until then we should be relatively good.
This new option is located in the shadows options in the render settings.
This approach is simple and just randomize the shadow map position (not
the lamp itself) and just let the temporal supersampling do the average of
all the shadowing. The downside is that is needs quite a large number of
samples to give smooth results and individual sample position can remain
visible.
Enabling this option will make the viewport refresh all shadow maps every
redraw so it has a serious performance impact.
This approach is not physicaly based at all and will not match cycles.
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The sampling for point lamps (spheres) is not
The old name Instance was logic when the modifier created new object instances, but now works equal to mesh Array modifier, so the old name was not logic and must be Array.
Also added a Object to use as offset similar to mesh Array modifier.
This allows for extra output passes that encode automatic object and material masks
for the entire scene. It is an implementation of the Cryptomatte standard as
introduced by Psyop. A good future extension would be to add a manifest to the
export and to do plenty of testing to ensure that it is fully compatible with other
renderers and compositing programs that use Cryptomatte.
Internally, it adds the ability for Cycles to have several passes of the same type
that are distinguished by their name.
Differential Revision: https://developer.blender.org/D3538
Regression introduced on e88e80a6.
This was broken for both single and multi-objects.
It is a typo that apparently slipt through testing, oh well.
I'm glad I caught this, I just wished it would have been faster.
If ob was NULL it would crash in the else part of the if statement.
If we really think we may run into that (which we should not) we can just assert
or add a if (ob == NULL) return; in the top of the function.
As it turned out the issue wasn't that we were drawing only the active,
but that the "object mode" lattice drawing was drawing on top of the
drawing for all the edit mode lattice objects.
We are doing the same original behaviour for curves and even meshes. To be
investigated if it is ok for those other cases.
Apparently quite a few users would like to have the noisy pass available when using the denoiser, and since it's being generated anyways we might as well expose it by default.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3608