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)
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.
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.
Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.
Patch by Mike Farnsworth, thanks!
* Passes renamed to samples
* Camera lens radius renamed to aperature size/blades/rotation
* Glass and fresnel nodes input is now index of refraction
* Glossy and velvet fresnel socket removed
* Mix/add closure node renamed to mix/add shader node
* Blend weight node added for shader mixing weights
There is some version patching code for reading existing files, but it's not
perfect, so shaders may work a bit different.
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.
And a bunch of incomplete and still disabled code mostly related to closure
sampling.
* Compute MD5 hash to deal with nvidia opencl compiler cache not recognizing
changes in #included files, makes it possible to do kernel compile only
once and remember it for the next time blender is started.
* Kernel tweak to compile with ATI/linux. Enabling any more functionality than
simple clay render still chokes the compiler though, without a specific error
message ..
* Add max diffuse/glossy/transmission bounces
* Add separate min/max for transparent depth
* Updated/added some presets that use these options
* Add ray visibility options for objects, to hide them from
camera/diffuse/glossy/transmission/shadow rays
* Is singular ray output for light path node
Details here:
http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/LightPaths
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
internal renderer, objects with this closure show the background / zero
alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
the pipeline, should be moved to compositor.
* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.