great! works like a charm now :-) (tested on linux 64bit)
Feb 11 2019
Dec 28 2018
Dec 27 2018
Just tested it with the daily build (blender-2.80-e4dbfe0a98c1-linux-glibc224-x86_64) and repeatedly ray casting on the bvh now works but if I invoke the operator again (and create a new bvh from the same object) I get a segmentation fault. I'll create a separate bug report that references this one just in case this is not related.
Dec 26 2018
PS> this might be related to https://developer.blender.org/T58734 but note that in that report the call reproducibly crashes on the second call whereas in this report it might take anywhere between 5 and 30 calls (depending on how quickly the calls happen?)
Can confirm this on Ubuntu 18.04 / GTX 1080
Sep 24 2018
Feb 17 2017
I can confirm the crash on Ubuntu (see attached system-info.txt and blender.crash.txt)
Mar 13 2016
Oct 12 2015
Sep 27 2015
Sep 21 2015
Sep 6 2015
Aug 30 2015
@Sergey Sharybin (sergey): I reconfigured CMake to generate the .cubin files (instead of generating them the first time the GPU was selected) and verified that a number of kernels was generated : sm_20, sm_21, sm_30, sm_35 and sm_50, both the plain and the one marked as experimental. (a GTX970 supports sm_52 as well but I didn't upgrade the cuda driver on my Ubuntu system so I had to exclude sm_52 from the make files). The make succeeded cleanly.
Ok, I extended the node as discussed previously. A few remarks:
Aug 29 2015
Aug 25 2015
ok guys, i see some agreement starting here ;-) I'll start on a new patch that will extend the current voronoi node without breaking existing stuff . I'll do my best to make it run on cpu, cpu+osl and gpu (nvidia + amd) and then submit it for a thorough review.
Aug 19 2015
I think the suggestion by SynaGl0w ( http://blenderartists.org/forum/showthread.php?378351-Extending-the-Voronoi-texture-node-in-Cycles&p=2922699&viewfull=1#post2922699 ) makes sense.
I think I managed to update the diff now :-)
Aug 18 2015
Because quite a few people are convinced it would be a useful addition I went along to give it a second try :-)
Aug 15 2015
@Thomas Dinges (dingto): I have no opinion on the kernel split issue because it is difficult for me to have any idea of the impact on individual node code, but I agree that on the second point that we wouldn't want to have the profusion of options that BI has.
However, for most people (at least in my neighbourhood :-) F2 is perfectly logical when dealing with Voronoi textures and it would in fact be more logical to rename the Fac output to F1 but I think that would break existing noodles that use the current voronoi node, right?
Another approach might be to create a new 'Crackle' node, which delivers just F2 - F1. After all the goal of this exercise is to provide artists with exactly that texture, not to complicate existing nodes. I would be happy to provide a patch for such a node if that would be considered cleaner (but it would add an extra entry to the the list of textures in the node menu, which is a bit of clutter in itself)
Aug 14 2015
@Julian S (julian) Eisel: sure, it's on https://developer.blender.org/differential/diff/4860/
May 30 2015
I think this can even be done quicker by selecting ´orphaned data' in the outliner and clicking 'Purge all' (but you need to do that twice)