

The controls for the effects can be found in a few places: The goal is to generalize the system and allow node definition of effects in the future but for now there are only two hard-coded effects that can be used: The current viewport compositing system includes two effects that can be used as a post process in the 3D viewport and during offscreen rendering. Image texture now supports sphere and tube mapping (12ccac6, dda3554).Īdded support for texture mapping from another object (df07a25).Īdded support for cubic image texture interpolation on CPU 3b9d455įrank from project gooseberry with Ambient Occlusion and Depth of Field. (227a940)Ĭycles now uses clipping plane instead of clipping sphere (54fd3f3).Īdded field-of-view options to the equirectangular panorama camera (4118c1b). Available via "Pointiness" output of the Geometry node. Reduce lag between shader tree modification and viewport render (2dfe5e3)Īdded attribute indicating how "pointy" the geometry surface is. Optimize black world backgrounds (cd723967970e) Optimize vector math node without links to a single value node.


GPU rendering, non-SSE and 32bit processors still using regular BVH. Implementation of a QBVH optimization structure for CPU with SSE2 support and above. This is expected to address quite a reasonable amount of reports from the bug tracker, plus it might help reducing the noise in some scenes. Ray/Triangle intersection is now watertight.
