Cycles automatically tries to decide if the camera ray should be a
surface or a volume + surface camera ray by checking to see if the
scene contains a volumetric material, and if it does, is it near
where the camera rays are expected to spawn. This step is done
during scene intialization.
With the OSL camera, it is impratical to predict where the
camera rays will spawn during scene intialization, which makes it
impratical to predict if the OSL camera ray will spawn near a
volumetric object. So this commit marks all OSL cameras as
"inside a volume", leading to the spawning of volume + surface camera
rays for OSL cameras while the scene contains a volumetric material.
This leads to increased render times ranging between 1% - 5% in scenes
that use a OSL camera, has a volumetric object in it, and the
volumetric object is far away from the camera. Every other scene should
see no performance impact.
Testing was done on a AMD Ryzen 9 5950X and a NVIDIA GeForce RTX 4090.
Pull Request: https://projects.blender.org/blender/blender/pulls/142036
This changes the engine identifier back to `BLENDER_EEVEE`.
We keep the `BLENDER_EEVEE_NEXT` identifier around for
versioning reasons (have to detect when it is the active
engine of a older file).
This also rename a bunch of pannels that were using `next`
in their name.
This is a breaking change for Addons compatibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/140282
This change moves the tests data files and publish folder of assets
repository to the main blender.git repository as LFS files.
The goal of this change is to eliminate toil of modifying tests,
cherry-picking changes to LFS branches, adding tests as part of a
PR which brings new features or fixes.
More detailed explanation and conversation can be found in the
design task.
Ref #137215
Pull Request: https://projects.blender.org/blender/blender/pulls/137219