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Blender 2.614 Cyclone
Storm's Volumetric Rendering Patch.
Now Built with the Ocean Sim!
About Splash Screens____________________________________________________________
They are updated daily to match weather patterns along the US Eastern Seaboard.
http://www.ssec.wisc.edu/sose/real_time.html
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Another update, fixed bug that ignored shadow test, now all rendering ismuch slower but more correct. Transparent shader now preferred then
glass with IOR=1 due fixed direct light with transparent surfaces, it
render slower every sample but converge much faster.
Patch now take more and more kernel_path.c lines, i keep trying to touch
as less as possible but transparent shadow logic too tricky. Imagine
additional wavelength sampling, bi-dir related things, and not solved
OpenCL part, it slowly move to replace almost all kernel_path.c code.
As a side node, i played with random generator, i figure that
Cranly-Patterson rotation applyed only to 2 dimensions, but we have >4
in original Brecht code and i added another ~8, I fear it can produce
artefacts, so trying to split seed to less pieces and use them, result
is not that great, it hard to compare with eyes, need to verify it
analytically .
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11 Comments so far. Leave yours.
05:24 January 29th, 2012
Does it contain the HDRI environment work that Mike mentioned on his blog?
15:00 January 28th, 2012
@Styleknight
It should run fine on Win64. Windows 7 has a compatibility layer that allows 32bit binaries to be run. That's how Mozilla and many Virusscanners run on 64bit systems.
It should run fine on Win64. Windows 7 has a compatibility layer that allows 32bit binaries to be run. That's how Mozilla and many Virusscanners run on 64bit systems.
14:20 January 28th, 2012
7
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Styleknight
Hello do you have this build for windows 7 64 bit PLease . I have the old volume 2.61 Patch only and im dieing to get cycles cooking thanks.
11:14 January 23rd, 2012
I can not run this ntdll.dll error reports. I have Win 7 64bit.
One more question. Cycles BVH: in (3D View), enter (render) everything works as it should BVH is calculated once and I can dynamically change anything. Why when I enter (animate) BVH to every single frame counts again. In one version added new button (Cache BVH) which only works if you re-render one and the same image.
One more question. Cycles BVH: in (3D View), enter (render) everything works as it should BVH is calculated once and I can dynamically change anything. Why when I enter (animate) BVH to every single frame counts again. In one version added new button (Cache BVH) which only works if you re-render one and the same image.
08:50 January 22nd, 2012
It includes everything that's in trunk, plus the above mentioned patches.
08:23 January 22nd, 2012
Does this build come with all the bells and whistles of 2.61.3? Does it come with addons like Addons_Contrib, Cycles CPU / Multi GPU, More Cucumber, Object Tracking, Remesh Modifier, Carve Booleans, Onion Branch UV?
02:59 January 16th, 2012
works great on cpu, thanks!
btw. can't get acces to "user preferences" - blender quit when clicked (win7 64bit, gtx590>x460, q6600)
btw. can't get acces to "user preferences" - blender quit when clicked (win7 64bit, gtx590>x460, q6600)
03:14 October 1st, 2011
gr8t! that means that in future we will be able to tweak volume data? like connect smoke sim node to control density of the volume shader?
anyway, like streaks in dust ( mist) looks awesome! though it needs more density in space closer to camera
anyway, like streaks in dust ( mist) looks awesome! though it needs more density in space closer to camera
Feeling talkative?
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Anyway, I was asking about this particular tweak:
http://morecycles.blogspot.com/2012/01/hdr-texture-sampling-pt-1.html