[Bf-blender-cvs] [84a5abdb311] master: Merge branch 'blender2.7'

Jeroen Bakker noreply at git.blender.org
Tue Feb 19 08:05:25 CET 2019


Commit: 84a5abdb311561ef93a0261f563ca728110b4f3e
Author: Jeroen Bakker
Date:   Tue Feb 19 08:05:15 2019 +0100
Branches: master
https://developer.blender.org/rB84a5abdb311561ef93a0261f563ca728110b4f3e

Merge branch 'blender2.7'

===================================================================



===================================================================

diff --cc intern/cycles/blender/addon/properties.py
index c14d7014234,f66d6970490..1ced509221c
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@@ -158,591 -154,586 +158,591 @@@ enum_texture_limit = 
  
  
  class CyclesRenderSettings(bpy.types.PropertyGroup):
 -    @classmethod
 -    def register(cls):
 -        bpy.types.Scene.cycles = PointerProperty(
 -            name="Cycles Render Settings",
 -            description="Cycles render settings",
 -            type=cls,
 -        )
 -        cls.device = EnumProperty(
 -            name="Device",
 -            description="Device to use for rendering",
 -            items=enum_devices,
 -            default='CPU',
 -        )
 -        cls.feature_set = EnumProperty(
 -            name="Feature Set",
 -            description="Feature set to use for rendering",
 -            items=enum_feature_set,
 -            default='SUPPORTED',
 -        )
 -        cls.shading_system = BoolProperty(
 -            name="Open Shading Language",
 -            description="Use Open Shading Language (CPU rendering only)",
 -        )
  
 -        cls.progressive = EnumProperty(
 -            name="Integrator",
 -            description="Method to sample lights and materials",
 -            items=enum_integrator,
 -            default='PATH',
 -        )
 +    device: EnumProperty(
 +        name="Device",
 +        description="Device to use for rendering",
 +        items=enum_devices,
 +        default='CPU',
 +    )
 +    feature_set: EnumProperty(
 +        name="Feature Set",
 +        description="Feature set to use for rendering",
 +        items=enum_feature_set,
 +        default='SUPPORTED',
 +    )
 +    shading_system: BoolProperty(
 +        name="Open Shading Language",
 +        description="Use Open Shading Language (CPU rendering only)",
 +    )
  
 -        cls.use_square_samples = BoolProperty(
 -            name="Square Samples",
 -            description="Square sampling values for easier artist control",
 -            default=False,
 -        )
 +    progressive: EnumProperty(
 +        name="Integrator",
 +        description="Method to sample lights and materials",
 +        items=enum_integrator,
 +        default='PATH',
 +    )
  
 -        cls.samples = IntProperty(
 -            name="Samples",
 -            description="Number of samples to render for each pixel",
 -            min=1, max=2147483647,
 -            default=128,
 -        )
 -        cls.preview_samples = IntProperty(
 -            name="Preview Samples",
 -            description="Number of samples to render in the viewport, unlimited if 0",
 -            min=0, max=2147483647,
 -            default=32,
 -        )
 -        cls.preview_pause = BoolProperty(
 -            name="Pause Preview",
 -            description="Pause all viewport preview renders",
 -            default=False,
 -        )
 -        cls.preview_active_layer = BoolProperty(
 -            name="Preview Active Layer",
 -            description="Preview active render layer in viewport",
 -            default=False,
 -        )
 +    use_square_samples: BoolProperty(
 +        name="Square Samples",
 +        description="Square sampling values for easier artist control",
 +        default=False,
 +    )
  
 -        cls.aa_samples = IntProperty(
 -            name="AA Samples",
 -            description="Number of antialiasing samples to render for each pixel",
 -            min=1, max=2097151,
 -            default=128,
 -        )
 -        cls.preview_aa_samples = IntProperty(
 -            name="AA Samples",
 -            description="Number of antialiasing samples to render in the viewport, unlimited if 0",
 -            min=0, max=2097151,
 -            default=32,
 -        )
 -        cls.diffuse_samples = IntProperty(
 -            name="Diffuse Samples",
 -            description="Number of diffuse bounce samples to render for each AA sample",
 -            min=1, max=1024,
 -            default=1,
 -        )
 -        cls.glossy_samples = IntProperty(
 -            name="Glossy Samples",
 -            description="Number of glossy bounce samples to render for each AA sample",
 -            min=1, max=1024,
 -            default=1,
 -        )
 -        cls.transmission_samples = IntProperty(
 -            name="Transmission Samples",
 -            description="Number of transmission bounce samples to render for each AA sample",
 -            min=1, max=1024,
 -            default=1,
 -        )
 -        cls.ao_samples = IntProperty(
 -            name="Ambient Occlusion Samples",
 -            description="Number of ambient occlusion samples to render for each AA sample",
 -            min=1, max=1024,
 -            default=1,
 -        )
 -        cls.mesh_light_samples = IntProperty(
 -            name="Mesh Light Samples",
 -            description="Number of mesh emission light samples to render for each AA sample",
 -            min=1, max=1024,
 -            default=1,
 -        )
 +    samples: IntProperty(
 +        name="Samples",
 +        description="Number of samples to render for each pixel",
 +        min=1, max=2147483647,
 +        default=128,
 +    )
 +    preview_samples: IntProperty(
 +        name="Preview Samples",
 +        description="Number of samples to render in the viewport, unlimited if 0",
 +        min=0, max=2147483647,
 +        default=32,
 +    )
 +    preview_pause: BoolProperty(
 +        name="Pause Preview",
 +        description="Pause all viewport preview renders",
 +        default=False,
 +    )
 +    aa_samples: IntProperty(
 +        name="AA Samples",
 +        description="Number of antialiasing samples to render for each pixel",
 +        min=1, max=2097151,
 +        default=128,
 +    )
 +    preview_aa_samples: IntProperty(
 +        name="AA Samples",
 +        description="Number of antialiasing samples to render in the viewport, unlimited if 0",
 +        min=0, max=2097151,
 +        default=32,
 +    )
 +    diffuse_samples: IntProperty(
 +        name="Diffuse Samples",
 +        description="Number of diffuse bounce samples to render for each AA sample",
 +        min=1, max=1024,
 +        default=1,
 +    )
 +    glossy_samples: IntProperty(
 +        name="Glossy Samples",
 +        description="Number of glossy bounce samples to render for each AA sample",
 +        min=1, max=1024,
 +        default=1,
 +    )
 +    transmission_samples: IntProperty(
 +        name="Transmission Samples",
 +        description="Number of transmission bounce samples to render for each AA sample",
 +        min=1, max=1024,
 +        default=1,
 +    )
 +    ao_samples: IntProperty(
 +        name="Ambient Occlusion Samples",
 +        description="Number of ambient occlusion samples to render for each AA sample",
 +        min=1, max=1024,
 +        default=1,
 +    )
 +    mesh_light_samples: IntProperty(
 +        name="Mesh Light Samples",
 +        description="Number of mesh emission light samples to render for each AA sample",
 +        min=1, max=1024,
 +        default=1,
 +    )
  
 -        cls.subsurface_samples = IntProperty(
 -            name="Subsurface Samples",
 -            description="Number of subsurface scattering samples to render for each AA sample",
 -            min=1, max=1024,
 -            default=1,
 -        )
 +    subsurface_samples: IntProperty(
 +        name="Subsurface Samples",
 +        description="Number of subsurface scattering samples to render for each AA sample",
 +        min=1, max=1024,
 +        default=1,
 +    )
  
 -        cls.volume_samples = IntProperty(
 -            name="Volume Samples",
 -            description="Number of volume scattering samples to render for each AA sample",
 -            min=1, max=1024,
 -            default=1,
 -        )
 +    volume_samples: IntProperty(
 +        name="Volume Samples",
 +        description="Number of volume scattering samples to render for each AA sample",
 +        min=1, max=1024,
 +        default=1,
 +    )
  
 -        cls.sampling_pattern = EnumProperty(
 -            name="Sampling Pattern",
 -            description="Random sampling pattern used by the integrator",
 -            items=enum_sampling_pattern,
 -            default='SOBOL',
 -        )
 +    sampling_pattern: EnumProperty(
 +        name="Sampling Pattern",
 +        description="Random sampling pattern used by the integrator",
 +        items=enum_sampling_pattern,
 +        default='SOBOL',
 +    )
  
 -        cls.use_layer_samples = EnumProperty(
 -            name="Layer Samples",
 -            description="How to use per render layer sample settings",
 -            items=enum_use_layer_samples,
 -            default='USE',
 -        )
 +    use_layer_samples: EnumProperty(
 +        name="Layer Samples",
 +        description="How to use per view layer sample settings",
 +        items=enum_use_layer_samples,
 +        default='USE',
 +    )
  
 -        cls.sample_all_lights_direct = BoolProperty(
 -            name="Sample All Direct Lights",
 -            description="Sample all lights (for direct samples), rather than randomly picking one",
 -            default=True,
 -        )
 +    sample_all_lights_direct: BoolProperty(
 +        name="Sample All Direct Lights",
 +        description="Sample all lights (for direct samples), rather than randomly picking one",
 +        default=True,
 +    )
  
 -        cls.sample_all_lights_indirect = BoolProperty(
 -            name="Sample All Indirect Lights",
 -            description="Sample all lights (for indirect samples), rather than randomly picking one",
 -            default=True,
 -        )
 -        cls.light_sampling_threshold = FloatProperty(
 -            name="Light Sampling Threshold",
 -            description="Probabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). "
 -            "Zero disables the test and never ignores lights",
 -            min=0.0, max=1.0,
 -            default=0.01,
 -        )
 +    sample_all_lights_indirect: BoolProperty(
 +        name="Sample All Indirect Lights",
 +        description="Sample

@@ Diff output truncated at 10240 characters. @@



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