for texture system in advance. Patch by Martijn Berger, with some tweaks.
There was about a 10% performance improvement on OS X in my tests with the
images.blend test file. This may be less on other platforms because OS X has
particularly slow mutex locks.
* Render Passes are now available for Subsurface Scattering (Direct, Indirect and Color pass).
This is part of my GSoC project, SVN merge of r58587, r58828 and r58835.
* After some feedback decided to remove this option from the Progressive integrator, it only makes sense for Non-Progressive where we have different values for the sample types.
* Added a node to convert a temperature in Kelvin to an RGB color. This can be used e.g. for lights, to easily find the right color temperature.
= Some common temperatures =
Candle light: 1500 Kelvin
Sunset/Sunrise: 1850 Kelvin
Studio lamps: 3200 Kelvin
Horizon daylight: 5000 Kelvin
Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Blackbody
Thanks to Philipp Oeser (lichtwerk), who essentially contributed to this with a patch! :)
This is part of my GSoC 2013 project. SVN merge of r57424, r57487, r57507, r57525, r58253 and r58774
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce.
This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path
This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
* Avoid check for !LABEL_TRANSPARENT in "kernel_path_non_progressive_lighting", transparency is either handled in the outer loop or in the "kernel_path_indirect" function, but not here.
* Increase the maximum amount of closures per shader from 16 to 64, so more complex closure trees can be rendered.
I measured performance on CPU and GPU (Geforce 540M) and couldn't find a performance impact, but if someone encounters a noticeable impact on his system, please report.
* "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.
* 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.