[Bf-blender-cvs] [c9fcc2cdab5] cycles_texture_cache: Merge branch 'master' of git.blender.org:blender into cycles_texture_cache

Stefan Werner noreply at git.blender.org
Mon Jan 7 09:43:19 CET 2019


Commit: c9fcc2cdab5869b9a38a00ae15cfabd69f65441e
Author: Stefan Werner
Date:   Fri Dec 21 14:41:34 2018 +0100
Branches: cycles_texture_cache
https://developer.blender.org/rBc9fcc2cdab5869b9a38a00ae15cfabd69f65441e

Merge branch 'master' of git.blender.org:blender into cycles_texture_cache

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



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

diff --cc intern/cycles/blender/addon/properties.py
index 997f5bcca1f,6ffe651d90e..e1beb75858e
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@@ -154,662 -158,586 +158,655 @@@ 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 render 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="Samp

@@ Diff output truncated at 10240 characters. @@



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