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Example render of new sky model

Results of my GSoC

Here an overview of features, added during GSoC 2013. I added several features to the Cycles render engine.

All features are in trunk already, and will be available in Blender 2.69. This is just an overview, you can find more information inside the Cycles manual.

Improved Sky texture

A new sky model was added, which gives more natural results, especially for sunset and sunrise. The new model is the new default, the older "Preetham" model can still be used for backwards compatibility though. (r59603)

It is based on the paper "An Analytic Model for Full Spectral Sky-Dome Radiance" by Hosek / Wilkie.

SSS Render Passes (Combined, Direct, Indirect, Color)

SSS Render Passes

Render Passes have been added for Subsurface Scattering closures. (r58858)

Different Ray Depths

Ray Depth

Cycles already allowed to limit the amount of bounces per material type. Now it is possible to limit the bounces on a per material level via the new "Ray Depth" output, which can be found inside the Light Path node. (r58776)

In the example image I used the Ray Depth output (and a Math node with "Greater Than"), which was connected to the factor input of a Mix shader. From left to right we have 0, 1 and 2 bounces as limit.

Blackbody Emission

Blackbody node

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. (r58780)

Candle light: 1500 Kelvin

Sunset/Sunrise: 1850 Kelvin

Studio lamps: 3200 Kelvin

Horizon daylight: 5000 Kelvin

Rainbow, created with the Wavelength node

Wavelength node

Another converter, this time the artist can specify a wavelength between 380 and 780 and will get the corresponding color. (r57368)

Already present in the 2.68 release.

Toon closure

Toon Shader node

A Toon shader was added to Cycles. This was already implemented as OSL closure, but now exposed as a proper Shader node. There are 2 variations, Diffuse and Glossy. (r56980)

Already present in the 2.68 release.

Branched Path Trace integrator

The Branched Path Trace integrator (previously Non-Progressive integrator) is now available on the GPU. (r59034)

Vector Transform node

A converter node to convert Points, Vectors and Normals between World <> Object <> Camera space. (r58781)

HSV Combine/Separate node

Combine/Separate nodes for HSV colors, in addition to the RGB variants. (r58782)