With edits by Campbell, thanks!
Looks like in some cases (driver dependent?), `XDeviceMotionEvent` get generated with only part of expected data
(e.g. only x coordinate, only pressure, etc.), data which did not change since last event being NULL.
We know which data to actually handle with `XDeviceMotionEvent.first_axis` and `XDeviceMotionEvent.axes_count` values.
Reviewed by: campbellbarton
Differential Revision: https://developer.blender.org/D208
Gives up to 15% speedup scenes with voronoi-based textures (up to 25% with volumes) on Haswell. The performance change for other CPUs is much smaller: 1-2%.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D203
Use manual ternary operation widening in grad(). Without it nvcc 5.5 produces multiple branch splits with very big branches (because of inlining). This solves 19% performance regression for BMW1M-MikePan.blend.
Also remove one redundant instruction in perlin SSE (when h == 12 or h == 14, then h is always >= 4).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D190
This is done by adding a Volume Scatter node. In many cases you will want to
add together a Volume Absorption and Volume Scatter node with the same color
and density to get the expected results.
This should work with branched path tracing, mixing closures, overlapping
volumes, etc. However there's still various optimizations needed for sampling.
The main missing thing from the volume branch is the equiangular sampling for
homogeneous volumes.
The heterogeneous scattering code was arranged such that we can use a single
stratified random number for distance sampling, which gives less noise than
pseudo random numbers for each step. For volumes where the color is textured
there still seems to be something off, needs to be investigated.
This does not support staying fixed while the surface deforms, but for static
meshes it should match up with the surface texture coordinates. Implemented
as a matrix transform from objects space to mesh texture space.
Making this work for deforming surfaces would be quite complicated, you might
need something like harmonic coordinates as used in the mesh deform modifier,
probably will not be possible anytime soon.
The console window is hidden by default, but we need to avoid this when
starting from the command prompt, because it would hide the window you just
typed the command in.
Previously it would check if Blender was started from "explorer.exe" to
determine that, but that wasn't working for application launchers like
Appetizer or Colibri. Instead we now check if the process ID is the same as
the process ID of the console window, which appears to work reliably.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D122
Volumes can now have textured colors and density. There is a Volume Sampling
panel in the Render properties with these settings:
* Step size: distance between volume shader samples when rendering the volume.
Lower values give more accurate and detailed results but also increased render
time.
* Max steps: maximum number of steps through the volume before giving up, to
protect from extremely long render times with big objects or small step sizes.
This is much more compute intensive than homogeneous volume, so when you are not
using a texture you should enable the Homogeneous Volume option in the material
or world for faster rendering.
One important missing feature is that Generated texture coordinates are not yet
working in volumes, and they are the default coordinates for nearly all texture
nodes. So until that works you need to plug in object texture coordinates or a
world space position.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.