Scene layers (all object that influence the render, directly or indirectly) are
shared between all render layers. However sometimes it's useful to leave out some
object influence for a particular render layer. That's what this option allows you
to do.
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
(note that this is being committed to the tomato branch, mango will be using
this branch until feature freeze for 2.63 is over, then switch back)
correct with instancing.
Actually such object will not work in many places, e.g. transforming vertices
in edit mode doesn't work and textures will be misapplied in Blender Internal,
so these should be avoided.
* Reverted the general activation of __KERNEL_SHADING__.
Better to handle this in the device file. This way each platform gets specifically what it is capable of atm.
* Nvidia has Shading + Multi Closure
* AMD (Apple) has only Clay Render
* AMD (non Apple) has Basic Shading
- memset(..., -1) is used incorrectly even though it worked: MOD_solidify.c - thanks Halley from IRC for noticing this. use fill_vn_i() instead.
- quiet warnings in editmesh_slide.c
- cleanup comments in bmesh and some other minor comment additions.
* Enable __KERNEL_SHADING__ per default for OpenCL.
This enables basic shading (color, emission, textures...) for AMD cards.
You need the latest AMD catalyst driver in order to have this work.
but this makes it more reliable for now.
Also add an integrator "Clamp" option, to clamp very light samples to a maximum
value. This will reduce accuracy but may help reducing noise and speed up
convergence.
emitting objects or world lighting do not contribute to the shadow pass.
Consider this more as a pass useful for some compositing tricks, unlike
other lighting passes this pass can't be used to exactly reconstruct the
combined pass.