* "Auto Detect" now again uses the umber of cores, instead number of cores + 1.
This was added before we had Tile rendering and benchmarks on several systems showed that there is no gain with this now. There might be some slight difference (0.5% or so) slower/faster depending on the scene, but this is negligible.
* Add Presets for Sampling. This comes with a simple Preview and Final preset, but as this is varying a lot depending on the scene, they should just be a starting point. The user can add own presets here.
* Some UI layout changes to match the settings a bit better.
* Add a "Squared Samples" option to the UI, to use squared values for ease of use. This can make it easier from an artist point of view, to weak settings.
With this enabled, all Sample values will be squared. So 10 Samples become 100 Samples.
For the Non-Progressive integrator: 4 AA Samples * 5 Diffuse Samples would become 16 AA Samples * 25 Diffuse = 400 in total.
Patch by Matt Heimlich, with some minor edits by myself. Thanks!
* If Preview Samples are set to 0 (unlimited) it now assumes 65536 instead of INT_MAX.
This doesn't affect regular sampling, you can still enter fixed values of 100k or whatever.
* Fix the weird results with 800-804.3 Kelvin in SVM. This was an offset issue with the lookup table, made the table slightly larger now (from 954 to 956) which gives a small gap between the R/G/B components.
* Use Luminance also for values below 800 Kelvin, for consistency.
* Make it more clear for the user what affects 3D View and Final render.
* Static / Dynamic BVH only affects viewport, BVH Cache only final. (see BlenderSync::get_scene_params)
buffers option, it requires specific tile sizes and if they don't match what
OpenEXR expects file saving can get stuck.
Now I've made support for his optional, with a bl_use_save_buffers property for
RenderEngine, set to False by default.
* Added a Ray Depth output to the Light Path node, which returns the current ray bounce (0, 1, 2, 3...)
* This can be used to use different shaders for direct and indirect lighting and artificial effects.
Examples:
* http://www.pasteall.org/pic/show.php?id=55158 Here we use the output to apply a different shader to the third bounce. As in this example, you can use Math Nodes (Greater Than / Less Than) if you want to use values outside of the 0/1 range.
* http://www.pasteall.org/pic/show.php?id=55159 Here we restrict the maximum bounce on a per shader basis for the left sphere. This way it looks like we would only have 1 max bounce set in the scene "Light paths" panel.
This can be used to e.g. improve performance for objects far from the camera, which do not need full GI.
Technical notes:
* Implemented for both integrators and SVM/OSL.
* This is done by passing state.bounce to the shader_setup_from_* functions.
* Note: We don't pass state.bounce to kernel_shader_evaluate() and therefore shader_setup_from_displacement() method doesn't set the value, this is outside the path trace loop. Maybe a ToDo?
RGB color components gave non-grey results when you might no expect it.
What happens is that some of the color channels are zero in the direct light
pass because their channel is zero in the color pass. The direct light pass is
defined as lighting divided by the color pass, and we can't divide by zero. We
do a division after all samples are added together to ensure that multiplication
in the compositor gives the exact combined pass even with antialiasing, DoF, ..
Found a simple tweak here, instead of setting such channels to zero it will set
it to the average of other non-zero color channels, which makes the results look
like the expected grey.
Issue is caused by missing sse flags for Clang compilers,
this flags only was set for GNU C compilers.
Added if branch for Clang now, which contains the same
flags apart from -mfpmath=sse, This is because Clang was
claiming it's unused argument.
Probably OSX would need some further checks since it's
also using Clang. I've got no idea why it could have
worked for OSX before..
* After some more thinking, solved the remaining ToDos. :)
* Added is_object check to check if we have a valid object.
* If we operate on the world, and try to convert from/to object space, we now assume world space instead, same as OSL.
* Implementation of the node for SVM. This covers all possible transformations: World <> Object <> Camera space.
As far as I can tell, it also works fine with Motion Blur enabled.
ToDo:
* SVM differs from OSL, when the node is used on the world.