Commit Graph

1443 Commits

Author SHA1 Message Date
Campbell Barton
4ffa05c30b Cleanup: move undo into it's own directory
Split out undo API from ED_util.h into ED_undo.h
2018-04-02 15:07:40 +02:00
Campbell Barton
342593f124 Cleanup: rename BLI_array_count -> len
Match naming convention used everywhere else.
Count should only be used when this isn't directly accessible.
2018-03-15 01:53:20 +11:00
Brecht Van Lommel
15fb8ad6ae Nodes: left align text for color and string sockets, same as other types. 2018-02-23 18:57:58 +01:00
Campbell Barton
deacb3d6b8 Cleanup: add 2d suffix to BLI files
Some of these API's can have 3D versions, explicitly name them 2D.
2018-02-18 21:27:33 +11:00
Brecht Van Lommel
a6968e87f1 Cycles: add random walk subsurface scattering to Principled BSDF.
Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:42 +01:00
Brecht Van Lommel
f9ea097a87 Cycles: add Vector Displacement node and extend Displacement node.
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.

Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.

Differential Revision: https://developer.blender.org/D1734
2018-02-03 12:20:26 +01:00
Brecht Van Lommel
009ce8f3f4 Fix harmlness RNA warning in image texture node drawing. 2018-01-26 08:41:20 +01:00
Sergey Sharybin
67e4b1d3e9 Fix missing node tree updates when unconnected node affects output via driver
Fixes T53794: Can't control color ramp node color values with drivers
2018-01-16 12:06:22 +01:00
Campbell Barton
2f8c2572ed Fix T53632: Objects outside scene shown in popup
Only show objects in current scene when not pinned.

This commit adds a filter argument to id-template
since we may want to filter by other criteria.
2018-01-03 21:54:02 +11:00
Sergey Sharybin
99069c8ae2 Revert "Node selection: Stop operator when mouse selection selected a node"
While re-route operator got fixed, node resize became broken.

This reverts commit 43f33ea300.
2017-12-12 10:34:38 +01:00
Sergey Sharybin
43f33ea300 Node selection: Stop operator when mouse selection selected a node
Previously, hitting Shift-LMB will first invoke selection operator, which
then later on is transformed to mouse tweak used for reroute operator.

This was causing problems extending selection with Shift-LMB when clicking
fast or from a tablet.
2017-12-11 17:38:47 +01:00
Brecht Van Lommel
26f39e6359 Cycles: add bevel shader, for raytrace based rounded edges.
The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.

The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.

Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.

Differential Revision: https://developer.blender.org/D2803
2017-11-07 22:35:12 +01:00
Campbell Barton
98052162e1 UI: replace UI_ITEM_O_RETURN_PROPS /w return arg
Means we can have a version of this function that returns the button
and avoids returning a struct that often isn't used.
2017-10-31 17:04:55 +11:00
Campbell Barton
ab7ebf2b10 Cleanup: Use const for RNA EnumPropertyItem args
Practically all access to enum data is read-only.
2017-10-18 16:04:07 +11:00
Campbell Barton
870b4b6735 WM: refactor gestures for use as tools
Border and circle select wait for input by default.
This commit uses bool properties on the operators instead of
magic number (called "gesture_mode").

Keymaps that define 'deselect' for border/circle select
begin immediately, exiting when on button release.
2017-10-16 22:21:46 +11:00
Campbell Barton
8550c2b922 Cleanup: modal operator border callback names
Use same convention as all others.
Remove 'select' since these are used for zoom as well.
2017-10-16 17:03:08 +11:00
Campbell Barton
946a4fe85a WM: Don't save mouse-paths to operator history
In preparation for modal operators storing their properties,
no need to keep mouse-paths around.

Also use generic function for lasso properties.
2017-10-16 16:14:07 +11:00
Campbell Barton
8bda35d2f4 WM: remove hard-coded circle radius memory
Replace with operator type 'last_properties'.

Also use generic function for circle gesture properties.
2017-10-16 15:32:09 +11:00
Campbell Barton
d27ca066e7 Fix passing the same argument twice to BLI_strncpy 2017-10-05 10:50:51 +11:00
Campbell Barton
43b4913051 Math Lib: Add non-clamped round_* functions
Replace iroundf with round_fl_to_int, add other types
2017-09-27 11:13:03 +10:00
Sergey Sharybin
ff79406404 Fix T52653: Render output of linked scenes conflicts with other scenes with the same name
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.

On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.

The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.

Reviewers: campbellbarton, mont29, brecht

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2836
2017-09-14 16:50:19 +05:00
Campbell Barton
29a7ad8b1a Node UI: scale cross by pixelsize
Draws a little smaller to fit with 2.8x manipulator.
2017-09-13 21:48:51 +10:00
Campbell Barton
8172e8e528 Node UI: Add square and diamond socked draw styles
Currently not used by Blender's node trees

D2814 by @charlie
2017-09-07 04:45:38 +10:00
Sergey Sharybin
1a76bc7aeb Fix T52218: Missing update when reconnecting node
If node was connected to output, we tag tree for update no matter where
the node was re-plugged to.

Should be safe for 2.79.
2017-08-23 11:49:20 +02:00
Campbell Barton
3daa641d7f Fix T52092: Crash un-grouping nodes 2017-07-19 14:32:31 +10:00
Thomas Beck
f158a206f2 Fix T51840: UI redraw in node editor header missing on pointcache bake
Missing a notifier handler in the node editor
2017-06-18 16:31:59 +02:00
Lukas Stockner
cd8c46627f Fix unreported: Copy-pasting nodes crashes when they have an undefined type 2017-06-18 05:14:26 +02:00
Campbell Barton
f2d7356f16 Background Fit could set inf zoom 2017-05-30 02:39:07 +10:00
Sergey Sharybin
8cc4c3da8c Fix T51308: Bright/Contrast Doesn't respect Pre-multiplied Alpha
Brightness/contrast node was changing color but did not modify alpha
or ensured colors are premultiplied on the output. This was giving
artifacts later on unless alpha was manually converted.

Compositor is supposed to work in premultiplied alpha (except of
some really corner cases) so it makes sense to ensure premultiplied
alpha after brightness/contrast node.

This is now done as an option enabled by default, so we:

(a) Keep compatibility with old files.
(b) Have correct behavior for newly created files.

Later on we can get rid of this option.
2017-05-22 17:15:45 +02:00
Campbell Barton
a7c4b6f49c Cleanup: add braces for multi-line blocks 2017-05-19 22:18:54 +10:00
Sergey Sharybin
1f96dd2e0b Fix T51348: Node highlighting is broken
This feature was disabled in the code but not in the interface.

Removing the code, since it needs full re-implementation anyway.
2017-05-15 13:52:17 +02:00
Campbell Barton
687ff699e9 Cleanup: warnings, style 2017-05-15 14:58:55 +10:00
Brecht Van Lommel
868678c85f Fix T51449: empty node editor continuously redrawing and using CPU. 2017-05-11 20:32:19 +02:00
Lukas Stockner
ce28025eaf Remove unused node socket flag that was added in the render pass commit 2017-05-07 20:32:51 +02:00
Campbell Barton
6abcd6cfd5 Fix error in node flag check 2017-05-04 02:57:39 +10:00
Lukas Stockner
4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00
Stefan Werner
aeda1a16f3 D2607: Switch eye dropper to use linear color space internally
This switches the internal color representation of the eye dropper from display space to linear. Any time a linear color is requested and the color is picked from a linear object, the result is now precise to the bit as the color gets patched through directly. Color space conversion now only happens when a color is picked from non-linear display space objects or when the color is requested to be returned in non-linear space.

In addition, this patch changes the DifferenceMatte node to interpret a tolerance of 0.0 to accept colors that are identical bit by bit, as apposed to simply refusing all colors.
2017-04-20 22:41:26 +02:00
Stefan Werner
b628f765b0 D2608: Allow HDR picking from Compositor background
Replaced some STREQ(snode->tree_idname, ...) calls with ED_node_is_*() calls for improved readability, fixed one case where the STREQ was used the wrong way
2017-04-20 22:32:00 +02:00
Brecht Van Lommel
6c26911c3d Fix T51248: user preferences window size not adapted to DPI. 2017-04-20 01:19:47 +02:00
Pascal Schoen
8825a8e951 Squashed commit of the following:
commit 90778901c9ea1e16d5907981e91bceba25ff207d
Merge: 76eebd9 3bf0026
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date:   Mon Apr 3 07:52:05 2017 +0200

    Merge branch 'master' into cycles_disney_brdf

commit 76eebd9379a5dad519ff01cf215fbe3db6de931e
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date:   Thu Mar 30 15:34:20 2017 +0200

    Updated copyright for the new files.

commit 013f4a152a3898946ba5c616141c6e44d928ccfd
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date:   Thu Mar 30 15:32:55 2017 +0200

    Switched from multiplication of base and subsurface color to blending
    between them using the subsurface parameter.

commit 482ec5d1f20ceabc9cbda4838d4ae37d1d673458
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date:   Mon Mar 13 15:47:12 2017 +0100

    Fixed a bug that caused an additional white diffuse closure call when using
    path tracing.

commit 26e906d162a6a8d67f2ebc8880993fcbab69559e
Merge: 0593b8c 223aff9
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Feb 6 11:32:31 2017 +0100

    Merge branch 'master' into cycles_disney_brdf

commit 0593b8c51bf7db0ed5ca92ed6f68d0d984dad0dd
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Feb 6 11:30:36 2017 +0100

    Fixed the broken GLSL shader and implemented the Disney BRDF in the
    real-time view port.

commit 8c7e11423be640dc44b1807912058480710e51f4
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Feb 3 14:24:05 2017 +0100

    Fix to comply strict compiler flags and some code cleanup

commit 17724e9d2dbffb1aaa61401224ecbf2349c1dac3
Merge: 379ba34 520afa2
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jan 24 09:59:58 2017 +0100

    Merge branch 'master' into cycles_disney_brdf

commit 379ba346b0acd1ea779365b940fcd01f5ba1165f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jan 24 09:28:56 2017 +0100

    Renamed the Disney BSDF to Principled BSDF.

commit f80dcb4f34f1dc41841ced5965787fc26ace22a2
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Dec 2 13:55:12 2016 +0100

    Removed reflection call when roughness is low because of artifacts.

commit 732db8a57f6d4e5d6f44bbad176c15fd55377f0a
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Nov 16 09:22:25 2016 +0100

    Indication if to use fresnel is now handled via the type of the BSDF.

commit 0103659f5e705b314cde98b0e4a01c14c55acd5e
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Nov 11 13:04:11 2016 +0100

    Fixed an error in the clearcoat where it appeared too bright for default
    light sources (like directional lights)

commit 0aa68f533529c9fd197a3ab0427f9e41a15456b9
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Nov 7 12:04:38 2016 +0100

    Resolved inconsistencies in using tabs and spaces

commit f5897a9494e352de274b99e7bee971336c0dc386
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Nov 7 08:13:41 2016 +0100

    Improved the clearcoat part by using GTR1 instead of GTR2

commit 3dfc240e61b3d4d0e7c476989792e4ada869ce91
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 31 11:31:36 2016 +0100

    Use reflection BSDF for glossy reflections when roughness is 0.0 to
    reduce computational expense and some code cleanup

    Code cleanup includes:
    - Code style cleanup and removed unused code
    - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce
      some computational expense

commit a2dd0c5fafdabe1573299170fb3be98a3e46d17a
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Oct 26 08:51:10 2016 +0200

    Fixed glossy reflections and refractions for low roughness values and
    cleaned up the code.

    For low roughness values, the reflections had some strange behavior.

commit 981737591231a1a5a1c85950950580b65d029505
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Oct 25 12:37:40 2016 +0200

    Removed default values in setup functions and added extra functions for
    GGX with fresnel.

commit bbc5d9d4527346a74155cf17be21fb02ee3e0779
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Oct 25 11:09:36 2016 +0200

    Switched from uniform to cosine hemisphere sampling for the diffuse and
    the sheen part.

commit d52d8f2813d64363713f11160a6c725d4cafbcfa
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 24 16:17:13 2016 +0200

    Removed the color parameters from the diffuse and sheen shader and use
    them as closure weights instead.

commit 8f3d92738532ad867a0a3543c00393626ab8f6ec
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 24 09:57:06 2016 +0200

    Fixed the issue with artifacts when using anisotropy without linking the
    tangent input to a tangent node.

commit d93f680db9acaaade0354b34857a3ccaf348557f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 24 09:14:51 2016 +0200

    Added subsurface radius parameter to control the per color channel
    effection radius of the subsurface scattering.

commit c708c3e53b323773fc852bdc239bc51e157dcaef
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Oct 24 08:14:10 2016 +0200

    Rearranged the inputs of the shader.

commit dfbfff9c389074d3e5c1f49dd38a95e9b317eb1f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Oct 21 09:27:05 2016 +0200

    Put spaces in the parameter names of the shader node

commit e5a748ced17c8f59e5e73309096adeea3ba95e04
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Oct 21 08:51:20 2016 +0200

    Removed code that isn't in use anymore

commit 75992bebc128c8b44cab4f0d8855603787f57260
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Oct 21 08:50:07 2016 +0200

    Code style cleanup

commit 4dfcf455f7769752044e051b399fb6a5dfcd0e22
Merge: 243a0e3 2cd6a89
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Thu Oct 20 10:41:50 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit 243a0e3eb80ef82704d5ea2657384c3a4b9fb497
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Thu Oct 20 10:01:45 2016 +0200

    Switching between OSL and SVM is more consistant now when using Disney
    BSDF.

    There were some minor differences in the OSL implementation, e.g. the
    refraction roughness was missing.

commit 2a5ac509223c838285a00c4c12775567666e7154
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 27 09:17:57 2016 +0200

    Fixed a bug that caused transparency to be always white when using OSL and
    selecting GGX as distribution of the Disney BSDF

commit e1fa8623915407cea942a07fd0a106b04e113c09
Merge: d0530a8 7f76f6f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 27 08:59:32 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit d0530a8af0e076c0aca4c9a61b0a64cada45ac4d
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 27 08:53:18 2016 +0200

    Cleanup the Disney BSDF implementation and removing unneeded files.

commit 3f4fc826bd9c1f47c694c0f6b2947daf5b524b1a
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 27 08:36:07 2016 +0200

    Unified the OSL implementation of the Disney clearcoat as a simple
    microfacet shader like it was previously done in SVM

commit 4d3a0032ecea99031979f342bfd5f66ea5a8625a
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Sep 26 12:35:36 2016 +0200

    Enhanced performance for Disney materials without subsurface scattering

commit 3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Sep 16 08:47:56 2016 +0200

    Fixed a bug in the Disney BSDF that caused specular reflections to be too
    bright and diffuse is now reacting to the roughness again

    - A normalization for the fresnel was missing which caused the specular
      reflections to become too bright for the single-scatter GGX
    - The roughness value for the diffuse BSSRDF part has always been
      overwritten and thus always 0
    - Also the performance for refractive materials with roughness=0.0 has
      been improved

commit 7cb37d711938e5626651db21f20da50edd96abaf
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Thu Sep 8 12:24:43 2016 +0200

    Added selection field to the Disney BSDF node for switching between
    "Multiscatter GGX" and "GGX"

    In the "GGX" mode there is an additional parameter for changing the
    refraction roughness for materials with smooth surfaces and rough interns
    (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at
    the moment and so here will be no separation of the two roughness values.

commit cdd29d06bb86672ed0779eefb8eee95796b8f939
Merge: 02c315a b40d1c1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 6 15:59:05 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit 02c315aeb0f0d7bb429d4396912e03dbb8a77340
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Sep 6 15:16:09 2016 +0200

    Implemented the OSL part of the Disney shader

commit 5f880293aeeacf269032824248b46d613691a36c
Merge: 630b80e b399a6d
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Sep 2 10:53:36 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit 630b80e08b6acf83834bc95264af4ccdbbc5f82c
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Sep 2 10:52:13 2016 +0200

    Fresnel in the microfacet multiscatter implementation improved

commit 0d9f4d7acb2de65d1c98d425cea4bf364795c155
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Aug 26 11:11:05 2016 +0200

    Fixed refraction roughness problem (refractions were always 100% rough)
    and set IOR of clearcoat to 1.5

commit 9eed34c7d980e1b998df457c4f76021162c80f78
Merge: ef29aae ae475e3
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Aug 16 15:22:32 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit ef29aaee1af8074e0228c480d962700e97ea5b36
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Aug 16 15:17:12 2016 +0200

    Implemented the fresnel in the multi-scatter GGX for the Disney BSDF

    - The specular/metallic part uses the multi-scatter GGX
    - The fresnel of the metallic part is controlled by the specular value
    - The color of the reflection part when using transparency can be
      controlled by the specularTint value

commit 88567af085ac94119b98c95246b6d6f63161bc01
Merge: cc267e5 285e082
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Aug 3 15:05:09 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit cc267e52f20d036a66aeeff127ee1c856f7c651b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Aug 3 15:00:25 2016 +0200

    Implemented the Disney clearcoat as a variation of the microfacet bsdf,
    removed the transparency roughness again and added an input for
    anisotropic rotations

commit 81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52
Merge: ece5a08 7065022
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Aug 3 11:42:02 2016 +0200

    Merge branch 'master' into cycles_disney_brdf

commit ece5a08e0d6e51a83c223ea87346134216e5b34e
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jul 26 16:29:21 2016 +0200

    Base color now applied again to the refraction of transparent Disney
    materials

commit e3aff6849e06853c56da7bd610210dcab70e6070
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jul 26 16:05:19 2016 +0200

    Added subsurface color parameter to the Disney shader

commit b3ca6d8a2f4f866b323fc2df0a3beff577218c27
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jul 26 12:30:25 2016 +0200

    Improvement of the SSS in the Disney shader

     * Now the bump normal is correctly used for the SSS.
     * SSS in Disney uses the Disney diffuse shader

commit d68729300ee557e90a8e7e4be6eb8ef98db80fe2
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jul 26 12:23:13 2016 +0200

    Better calculation of the Disney diffuse part

    Now the values for NdotL und NdotV are clamped to 0.0f for a better look
    when using normal maps

commit cb6e500b12e7bce884d3db19ee138c975c215f2d
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Jul 25 16:26:42 2016 +0200

    Now one can disable specular reflactions again by setting specular and
    metallic to 0 (cracked this in the previous commit)

commit bfb9cb11b548103369de2a46ce18b4ddf661362c
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Jul 25 16:11:07 2016 +0200

    fixed the Disney SSS and cleaned the initialization of the Disney shaders

commit 642c0fdad12548c1a2ccbf595bae3a995d3022f7
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Jul 25 16:09:55 2016 +0200

    fixed an error that was caused by the missing LABEL_REFLECT in the Disney
    diffuse shader

commit c10b484dcad3412c34455736e9656cd38716bcb0
Author: Jens Verwiebe <info@jensverwiebe.de>
Date:   Fri Jul 22 01:15:21 2016 +0200

    Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless

commit 462bba3f97fcc41834e0e20cc806a7958e5106f5
Author: Jens Verwiebe <info@jensverwiebe.de>
Date:   Thu Jul 21 23:11:59 2016 +0200

    Add an undef for sc_next for safety

commit 32d348577d69be251aa04110c5f6156cd2645f48
Author: Jens Verwiebe <info@jensverwiebe.de>
Date:   Thu Jul 21 00:15:48 2016 +0200

    Attempt to fix Disney SSS

commit dbad91ca6d46f5a4a6f2ba7ed4c811ffa723942f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed Jul 20 11:13:00 2016 +0200

    Added a roughness parameter for refractions (for scattering of the rays
    within an object)

    With this, one can create a translucent material with a smooth surface and
    with a milky look.

    The final refraction roughness has to be calculated using the surface
    roughness and the refraction roughness because those two are correlated
    for refractions. If a ray hits a rough surface of a translucent material,
    it is scattered while entering the surface. Then it is scattered further
    within the object. The calculation I'm using is the following:

    RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness)

commit 50ea5e3e34394a727e3cceb6203adb48834a9ab7
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue Jun 7 10:24:50 2016 +0200

    Disney BSDF is now supporting CUDA

commit 10974cc826a4bfa8fb3ef59177abf0b0dc441065
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 31 11:18:07 2016 +0200

    Added parameters IOR and Transparency for refractions

    With this, the Disney BRDF/BSSRDF is extended by the BTDF part.

commit 218202c0905a4ec93ee19850360d1a39966d2c25
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon May 30 15:08:18 2016 +0200

    Added an additional normal for the clearcoat

    With this normal one can simulate a thin layer of clearcoat by applying a
    smoother normal map than the original to this input

commit dd139ead7e04aa87a894ccf3732cfce711258ff1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon May 30 12:40:56 2016 +0200

    Switched to the improved subsurface scattering from Christensen and
    Burley

commit 11160fa4e1c32230119d4506e7e9fd3da2ab37f2
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon May 30 10:16:30 2016 +0200

    Added Disney Sheen shader as a preparation to get to a BSSRDF

commit cee4fe0cc94515ee60d4afa4d4e10c41003f1579
Merge: 4f955d0 6b5bab6
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon May 30 09:08:09 2016 +0200

    Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf

    Conflicts:
    	intern/cycles/kernel/closure/bsdf_disney_clearcoat.h
    	intern/cycles/kernel/closure/bsdf_disney_diffuse.h
    	intern/cycles/kernel/closure/bsdf_disney_specular.h
    	intern/cycles/kernel/closure/bsdf_util.h
    	intern/cycles/kernel/osl/CMakeLists.txt
    	intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp
    	intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp
    	intern/cycles/kernel/osl/bsdf_disney_specular.cpp
    	intern/cycles/kernel/osl/osl_closures.h
    	intern/cycles/kernel/shaders/node_disney_bsdf.osl
    	intern/cycles/render/nodes.cpp
    	intern/cycles/render/nodes.h

commit 4f955d052358206209454decf2c3539e6a21b42f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 24 16:38:23 2016 +0200

    SVM and OSL are both working for the simple version of the Disney BRDF

commit 1f5c41874b01ad297eb8a6bad9985296c6c0a6e1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 24 09:58:50 2016 +0200

    Disney node can be used without SVM and started to cleanup the OSL implementation

    There is still some wrong behavior for SVM for the Schlick Fresnel part at the
    specular and clearcoat

commit d4b814e9304ebb44cc7c291cd83f7b7cdebcd152
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 18 10:22:29 2016 +0200

    Switched from a parameter struct for Disney parameters to ShaderClosure params

commit b86a1f5ba5019c7818153cb70b49f5f7a0bc52a0
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 18 10:19:57 2016 +0200

    Added additional variables for storing parameters in the ShaderClosure struct

commit 585b88623695fa07dfca9c9909d6d9184c3519c8
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 17 12:03:17 2016 +0200

    added output parameter to the DisneyBsdfNode

    That has been forgotten after removing the inheritance of BsdfNode

commit f91a28639884cbda7804715b910d64abba0718ef
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 17 10:40:48 2016 +0200

    removed BsdfNode class inheritance for DisneyBsdfNode

    That's due to a naming difference. The Disney BSDF uses the name 'Base Color'
    while the BsdfNode had a 'Color' input. That caused a text message to be
    printed while rendering.

commit 30da91c9c51d8cbc6a7564c7aaa61c9efe2ab654
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 4 16:08:10 2016 +0200

    disney implementation cleaned

commit 30d41da0f0352fad29375a395ffcb9cb7891eeb1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 4 13:23:07 2016 +0200

    added the disney brdf as a shader node

commit 1f099fce249cb35e949cc629f7cca2167fca881a
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 3 16:54:49 2016 +0200

    added clearcoat implementation

commit 00a1378b98e435e9cdbfbac86eb974c19b2a8151
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Apr 29 22:56:49 2016 +0200

    disney diffuse und specular implemented

commit 6baa7a7eb787638661cddad0c4e7f78bd3a8fa5c
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Apr 18 15:21:32 2016 +0200

    disney diffuse is working correctly

commit d8fa169bf3caf71c40a124101b33dee6c510188e
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Apr 18 08:41:53 2016 +0200

    added vessel for disney diffuse shader

commit 6b5bab6cecde153122625cf8dc10e4209ed1eb0f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 18 10:22:29 2016 +0200

    Switched from a parameter struct for Disney parameters to ShaderClosure params

commit f6499c2676e074a36033627ffc7540107777630d
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 18 10:19:57 2016 +0200

    Added additional variables for storing parameters in the ShaderClosure struct

commit 7100640b65c2ff5447a18c01fc4e93594b4f486a
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 17 12:03:17 2016 +0200

    added output parameter to the DisneyBsdfNode

    That has been forgotten after removing the inheritance of BsdfNode

commit 419ee5441100a906b4b3fd8373cb768a71bfdfe6
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 17 10:40:48 2016 +0200

    removed BsdfNode class inheritance for DisneyBsdfNode

    That's due to a naming difference. The Disney BSDF uses the name 'Base Color'
    while the BsdfNode had a 'Color' input. That caused a text message to be
    printed while rendering.

commit 6006f91e8730f78df5874f808690d3908db103ab
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 4 16:08:10 2016 +0200

    disney implementation cleaned

commit 0ed08959141fc7c5f8c6e37c6552ecb9fcc5749c
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Wed May 4 13:23:07 2016 +0200

    added the disney brdf as a shader node

commit 0630b742d71c658915575a4a71a325094a0fc313
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Tue May 3 16:54:49 2016 +0200

    added clearcoat implementation

commit 9f3d39744b85619750c79c901f678b8c07fe0ee2
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Fri Apr 29 22:56:49 2016 +0200

    disney diffuse und specular implemented

commit 9b262063767d6b05a617891c967d887d21bfb177
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Apr 18 15:21:32 2016 +0200

    disney diffuse is working correctly

commit 4711a3927dfcadaa1c36de0ba78fc304fac1dc8a
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date:   Mon Apr 18 08:41:53 2016 +0200

    added vessel for disney diffuse shader

Differential Revision: https://developer.blender.org/D2313
2017-04-18 11:43:09 +02:00
Bastien Montagne
2ba1868c3f Cleanup/optimization: Simplify some usages of uiItemFullO/_ptr, avoid multiple search of same op. 2017-03-22 19:42:19 +01:00
Alexander Romanov
8563d3b254 Create correct node after image file drag&drop for Blender Render 2017-03-22 12:00:33 +03:00
Campbell Barton
6f3f891c58 Rename BLI_rct*_init_pt_size -> radius 2017-03-08 23:23:39 +11:00
Campbell Barton
4a4d71414e BLI_rect: add init from point functions
Initialize a rectangle from point+size.
2017-03-05 20:51:23 +11:00
Sergey Sharybin
9eb647f1c8 Fix T50656: Compositing node editor is empty, no nodes can be added 2017-02-23 11:23:49 +01:00
Sergey Sharybin
ac58a7fa19 Compositor: Make HSV node inputs a real sockets
This is much more flexible solution which will allow doing some
more procedural features.

Reviewers: brecht, dfelinto, mont29

Reviewed By: mont29

Subscribers: Severin

Differential Revision: https://developer.blender.org/D2403
2017-01-26 15:20:13 +01:00
Bastien Montagne
884693b42a Fix Node space ID remap callback not handling node trees.
Yep. Kinda ridiculous, but forgot to handle the very node trees
data-blocks in that editor!

Related (but not fixing) to T49991.
2016-11-18 22:44:05 +01:00
Julian Eisel
16ed49b26e UI Messages: Consistent spelling of term "data-block"
Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
2016-09-19 16:50:45 +02:00
Alexander Gavrilov
3a0c0c1b54 Fix node editor to display node group names in the bottom left corner.
Currently it pointlessly repeats the material name there, separated by
slashes. That obviously should display the nested group path instead.
2016-08-30 12:32:31 +03:00
Mike Erwin
b10d0058d7 NDOF: compile 3D mouse code only if WITH_INPUT_NDOF
When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed
from:

- GHOST (was mostly done, finished the job)
- window manager
- various editors
- RNA
- keymaps

The input tab of user prefs does not show 3D mouse settings. Key map
editor does not show NDOF mappings.

DNA does not change.

On my Mac the compiled binary is 42KB smaller after this change. It
runs fine WITH_INPUT_NDOF on or off.
2016-08-18 00:22:18 -04:00