- User Since
- Dec 26 2013, 7:53 PM (242 w, 4 d)
Looks good to me except for one detail.
Sat, Aug 18
Fri, Aug 17
It's probably not that common, but still, if there's no reason to not have it we might as well support it. Also, removing the type option makes device selection easier - users don't care about CUDA or OpenCL, they just want to select their card.
Fix property descriptions
Wed, Aug 15
Tue, Aug 14
Some more inline comments.
Fri, Aug 10
Sun, Aug 5
The problem here is that the correction code tries to get a reflection ray that is at least ~3° above the true geometry. However, we can get the case that the reflection will be below that even if the bumpmapped normal is exactly identical to the geometric normal by simply looking at the surface at a shallow angle.
Sat, Jul 28
Fri, Jul 27
I've looked into this and it's definitely doable. The basic changes are easy, but there are two tricky parts:
Thu, Jul 26
Mon, Jul 23
UDIMs are now supported in the workbench engine and texture painting mode.
Jul 15 2018
Jul 13 2018
Seems like a solid implementation, I've got some inline comments though.
Jul 4 2018
Jun 28 2018
Jun 27 2018
Jun 26 2018
Jun 25 2018
Some questions from checking the code:
- Do you think it is important to expose frequency, bandwidth and truncate? If not, you could get rid of GaborParams, just store impulses, lambda and sqrt_lambda_inv in a float3 and hardcode the others.
- Is there any use case where the user would want to control the seed based on some texture etc.? If not, just making it (and maybe scale) fixed parameters instead of input sockets might be better (see e.g. the sample parameter in the recent AO node commit).
- What range does the impulse parameter typically have? If it's fairly large, some other poisson sampling method might be a better choice.
- Does quick_floor really make a noticeable difference?
Jun 20 2018
Confirmed by @LazyDodo (LazyDodo), only seems to happen on AVX2-capable processors on Windows.