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Week 4

What I did this week

  • I finished the Ray Depth feature. I implemented only the node variant now (as socket for the Light Path node), as this comes without any overhead. Examples:
    • http://www.pasteall.org/pic/show.php?id=55158 Here we use the output to apply a different shader to the third bounce. As in this example, you can use Math Nodes (Greater Than / Less Than) if you want to use values outside of the 0/1 range.
    • http://www.pasteall.org/pic/show.php?id=55159 Here we restrict the maximum bounce on a per shader basis for the left sphere. This way it looks like we would only have 1 max bounce set in the scene "Light paths" panel. This can be used to e.g. improve performance for objects far from the camera, which do not need full GI.
    • http://www.pasteall.org/pic/show.php?id=55160 Here we use the Ray Depth output to limit the influence of the area light. This can be good for e.g. fill lights, which do not need to contribute to the GI.

Next week

The only remaining task is the per object motion blur multiplier, so I will look into that. I will also review my work and look into fixing remaining issues (like Blackbody issues with 800-804 Kelvin) so my work can be merged to Trunk soon.

Apart from that, I need more tasks for the second half of my GSoC period. :D

Some things that I'd be interested to work on (just random ideas, no promises):

  • Subsurface Scattering render passes.
  • Improved Sky Model (Hosek and Wilkie).
  • Shadow only material.
  • Improved Regression test suite.
  • Some cleanup / fixes for the Cycles standalone app.
  • ...

Questions

None. :)