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Feature ToDo

Long term ideas for features to add.

Smaller Features

  • Smooth anisotropic BSDF tangent
  • Color ramp node - DONE (rev 45173)
  • Phong ramp BSDF
  • Spot Lamp
  • Per BSDF bump mapping

Performance

  • Indirect light influence control
  • BVH build multithreading
  • Full Sample rendering
  • Image cache for CPU
  • Samples controls for AA/Glossy/Diffuse/Lamps
  • SIMD for BVH/triangle intersection
  • Multi/All light sampling
  • Path splitting
  • Performance test script
  • Tile rendering to EXR

Big Features

  • Compositing Render Layer
  • Displacement (incomplete)
  • Hair Curves, Shaders, Scattering
  • Lazy Loading / Cache
    • Images
    • Geometry
  • Light Groups
  • Motion Blur
    • Camera
    • Object
    • Deformation
  • OpenCL device (incomplete)
  • Open Shading Language scripting
  • Subdivision (incomplete)
  • Subsurface Scattering
  • Vector Displacement
  • Volume Rendering (some interesting tests)
    • Integrator
    • Point density texture
    • Voxel data texture

Workflow

  • Pause rendering when 3d view gets hidden
  • Preview rendering support
  • Progressive Animation Rendering (details)
  • Render pause button
  • Node editor support for new active texture workflow
  • Add basic color modifications for texture nodes
  • Command line option to switch on/off GPU rendering

In Development

Displacement

  • Verify consistency between bump and true displacement normals
  • Add bump/displacement factor
  • Displacement synchronization on shader changes
  • Make displacement work in object space

Subdivision

There is some code for adaptive subdivision and displacement, but it's far from finished. The intention is to eventually have a nice unified bump and displacement system.

  • Fix triangle patch splitting
  • Non-manifold meshes
  • Edge Dice handling of edge factors 0 and 1
  • Fix degenerate patch normals
  • Camera adaptive subdivision
  • Gregory patch splitting

Open Shading Language

There are two shading backends: GPU compatible and Open Shading Language. Unfortunately, OSL only runs on the CPU currently, getting this to run on the GPU would be a major undertaking, and is unlikely to be supported soon. Additionally, it's not possible yet to write custom OSL shaders.

OpenCL

For GPU rendering, only CUDA works completely, currently. The same kernel code compiles for C++/OpenCL/CUDA, but more work is needed to get OpenCL fully functional on all graphics cards.