Age | Commit message (Collapse) | Author |
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only a certain amount of frames).
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* Fix typo in bullet SConscript
* win32-vc now copies all necessary files to BF_INSTALLDIR, including dlls
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* make sure PLATFORM_LINKFLAGS are used on Cygwin, too
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* cleaning cruft away
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* remove useless BF_TIFF* options. Upon closer inspection of code, only
path to headers is needed
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and faces.
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- There's an option to enabled ABF in the UV Calculation panel.
- ABF works with seams, pinning, live transform etc. UI wise it's pretty
much the same as LSCM.
- ABF favors low angular distortion over area distortion, much like LSCM.
It does however not have the tendency to "collapse" under high stretch,
which basically means that it will be able to handle complex charts
without pinning.
- ABF does however have on serious drawback: it is sensitive to degenerate
geometry, especially very small angles. I'm working on this, but it seems
to be quite difficult to improve the situation. There's still a bunch of
ideas left to try, but I'll just commit this now as is. If ABF fails, it
will fall back to LSCM, and there will be a warning print in the console.
- This implementation has the matrix tricks from ABF++ also. The second part
of ABF++, simplification before unwrap, is being worked on. The current
- ABF is about 3-4 times slower than LSCM, which was to be expected. For
live transform however, once the initial computation is done, it's just as
snappy as the new LSCM code.
Results are quite nice though:
http://users.pandora.be/blendix/snurgle.png
http://users.pandora.be/blendix/snurgle_flattened.png
You may recognize the Snurgle model by Colin Levy there.
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Also have datatoc.c add a new line at the end of the file, seems this
was added directly to blenderbuttons.c to fix a warning before.
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- Set local sticky in the uv editor as default.
- Don't do live unwrap on fully selected charts or charts with no pins
selected.
- Fixed bug with live unwrap not respecting transform cancel in some cases.
- "View Home" didn't work without an image.
- Move UV Calculation settings (cube size, cylinder radius, ..) into the scene
toolsettings, instead of global variables
- Remove the name LSCM from the UI (and python docs on seams), and replace it
with 'Unwrap', with upcoming ABF this didn't make sense anymore.
- Move the Old/New LSCM switch into the UV Calculation panel. New LSCM is the
default now. Also renamed LSCM there to "Conformal".
- Made some room in the UV Calculation panel by removing the buttons to execute
the UV calculation, only leaving the settings.
Fill Holes:
- LSCM now has an option to fill holes in the chart before unwrapping. This on
by default, and enables two things:
- Prevent internal overlaps (e.g. eyes, mouth) for LSCM unwrapping.
- Allow the internal boundaries to move freely during stretch minimize.
- The possibility to switch it off is there because it is not always possible
to define which the outer boundary is. For example with an open cylinder
where there are two identical holes.
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* typo in adding BF_OPENAL_LIBPATH, resulting in it not being added at all
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Important note, the install target install only the binary not the
packaged bunde for the moment
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+ WITH_BF_OPENAL actually enables or disables use of OpenAL
+ WITH_BF_OPENEXR removes openexr libs from linking if disabled
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A couple of bug fixes and enhancements:
(1) Setting the UV attributes of a mesh face will create texture faces if
they are not already defined. Previously this threw an exception.
(2) Setting the image attribute of a mesh face will also set the TEX bit
of the face.mode flag
(3) When "sticky" vertices are created with mesh.vertexUV, the color is
set to white instead of black.
(4) Bugfix #3872: copying the mode attribute of one mesh to another would
sometimes result in an exception due to unexpected bits being set. I
still don't know how these other bits are being set, but this patch will
stop the complaint if they are set.
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* BF_PROFILE_FLAGS to list form
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call lying around, causing SCons never to build anything :)
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lukep, I didn't touch darwin-config.py yet, because you're still
working on it. But if you could see and make similar changes as
I did to the rest.
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from barfing if a CVS directory was not found (ie when cvs export
was used).
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propagates to related options:
In (platform)-config.py
BF_PYTHON_VERSION = '2.4'
BF_PYTHON_INC = '/usr/include/python${BF_PYTHON_VERSION}'
In user-config.py
BF_PYTHON_VERSION = '2.3'
This will now have BF_PYTHON_INC evaluate actually to
'/usr/include/python2.3' and not to '/usr/include/python2.4' as with
the old way. Reported by Chris Want.
Todo: also use in other platform configurations.
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- python 2.3 if you want python 2.4 add the 2 following lines in
user-config.py :
BF_PYTHON = '2.3'
BF_PYTHON = '/library.Frameworks/Python.framework/Versions/'
- disabled libtiff by default. new scons force lib linking & it shouldnt
will work on that
- added SystemStubs lib that 10.4 require in some circumstances.
10.3 users may have to remove it with this line :
LLIBS = 'stdc++'
additional notes :
OpenEXR libs and includes are searched in /usr/local
use by preference gcc3.3 gcc4 need some new libs i will commit shortly
you get in final an unpackaged binary. take a previous blender app and use
show package content command to navigate to Contents/MacOs. replace the
binary there by new one, and voila, you have a working new app.
will commit shortly the automatic packager
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+ BF_BUILDINFO=1 (by default) for build info in splash
- remove redundant renderconverter include dir
* check for win32-vc instead of only win32, so MingW compile goes ok
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* wrong format of two vars made darwin compile barf
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* If you set C_WARN=[] and CC_WARN=[] in your user-config.py, no complaints
whatsoever should show. Otherwise a lot of warnings are shown.
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* add REL_CFLAGS and REL_CCFLAGS when not building debug. This adds NDEBUG
to compile on Win32
* fix path to makesdna binary
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* 'scons blendernogame'
This target will disable the building of the game engine
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not show up in renders, nor being mirrored.
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Just indicate start/end frame, and node outputs with Curve a value between
0.0 and 1.0.
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* This commit is all of the rewrite work done on the SCons system. For
documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
contains valuable information, along with what still needs to be done.
- linux, os x and windows compile now.
- files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
- NOTE: Jean-Luc P will commit sometime during the weekend proper
appit() for OS X. For now, copy the resulting binary to an
existing .app bundle.
- features:
- cleaner structure for better maintenance
- cleaner output during compile
- better handling of build options
- general overall speed increase
- see the wiki for more info
Cygwin, FreeBSD and Solaris systems still need work. For these systems:
1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
2) set the proper defaults for your platform
3) mail me at jesterking at letwory dot net with you configuration. if
you need any modifications to the system, do send a patch, too.
I'll be giving first-aid today and tomorrow, after that it'll be all
regular development work :)
/Nathan
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- Scene support in RenderLayers
You now can indicate in Compositor to use RenderLayer(s) from other scenes.
Use the new dropdown menu in the "Render Result" node. It will change the
title of the node to indicate that.
The other Scenes are rendered fully separate, creating own databases (and
octrees) after the current scene was finished. They use their own render
settings, with as exception the render output size (and optional border).
This makes the option an interesting memory saver and speedup.
Also note that the render-results of other scenes are kept in memory while
you work. So, after a render, you can tweak all composit effects.
- Render Stats
Added an 'info string' to stats, printed in renderwindow header. It gives
info now on steps "creating database", "shadow buffers", and "octree".
- Bug fixes
Added redraw event for Image window, when using compositor render.
Text objects were not rendered using background render (probably a bug
since depsgraph was added)
Dropdown buttons in Node editor were not refreshed after usage
Sometimes render window did not open, this due to wrong check for 'esc'.
Removed option that renders view-layers on F12, with mouse in 3d window.
Not only was it confusing, it's now more efficient with the Preview Panel,
which does this nicely.
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* Added a user and a developer doc for the upcoming SCons commits.
These documents should get most people started after the commit
of the new scripts is a fact.
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Face indicies spanning over 1 line are now supported (had a freak obj that did this)
Small optimization @% overall speedup.
- Last release before move to Mesh over NMesh.
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optionally save a jpg next to it, with compression as set in buttons.
This allows quick previews or download from farms.
Button: next to the 'half' and 'zbuf' options for exr.
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different size as current frame. It now just skips making vectors then...
there exist solutions, but have to prove first vecblur actually works.
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http://www.blender.org/bf/filters/
I found out current blur actually doesn't do gauss, but more did regular
quadratic. Now you can choose common filter types, but more specifically;
- set gamma on, to emphasize bright parts in blur more than darker parts
- use the bokeh option for (current circlular only) blur based on true
area filters (meaning, for each pixel it samples the entire surrounding).
This enables more effects, but is also much slower. Have to check on
optimization for this still... use with care!
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Brought back threaded compositing, this was blamed incorrectly.
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- Material importing speedup.
- Tested with more models.
- Support some corrupt models.
(Bug in Mesh causes segfaults on some files still, kens looking into it)
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- disabled threading for composit for now, it has a memory error still...
will work on that tomorrow more.
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This commit removes old preview-image signals for Compositor, this was
obsolete when event-based updates were added, and was still causing
recalculations for example on loading files.
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the window edge. Also did a paranoia larger memory allocation... weird
reports I got.
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- RenderLayers with 'view layers' set, now also take visible lights into
account. Works just like for scene layer settings.
- On ESC from render, compositing (if set) is being skipped too
- While rendering with multiple RenderLayers it will end with a display
of the current RenderLayer (as in Scene buttons)
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the duplicated object correctly. This appeared like object disappeared.
Note; to see this fix work on older files, you have to invoke a depsgraph
call, like by grabbing the duplicated object.
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duplicates, enabling lighting and layer-render properly.
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path as reference for loading the image.
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- Enabled Groups to execute in Compositor. They were ignored still.
Note; inside of groups nothing is cached, so a change of a group input
will recalculate it fully. This is needed because groups are linked
data (instances use same internal nodes).
- Made Composit node "Viewer" display correctly input for images with
1/2/3/4 channels.
- Added pass rendering, tested now with only regular Materials. For
Material nodes this is quite more complex... since they cannot be
easily separated in passes (each Material does a full shade)
In this commit all pass render is disabled though, will continue work on
that later.
Sneak preview: http://www.blender.org/bf/rt.jpg (temporal image)
- What did remain is the 'Normal' pass output. Normal works very nice for
relighting effects. Use the "Normal Node" to define where more or less
light should be. (Use "Value Map" node to tweak influence of the
Normal node 'dot' output.)
- EVIL bug fix: I've spend almost a day finding it... when combining AO and
mirror render, the event queue was totally screwing up... two things not
related at all!
Found out error was in ray-mirror code, which was using partially
uninitialized 'ShadeInput' data to pass on to render code.
- Another fix; made sure that while thread render, the threads don't get
events, only the main program will do. Might fix issues reported by
people on linux/windows.
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a function (static vars) itself, causing mixups of curve data on usage.
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