Age | Commit message (Collapse) | Author |
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- New manipulator tracks lamps to position under cursor.
- Works with multiple lamps, keeping relative offsets.
- Holding Ctrl moves the lamp.
- Access via manipulator or Shift-T.
Code could be improved, but like to get feedback from users.
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This changes the Cycles exporting and Cycles/Eevee UI code to support both
output material nodes, giving priority to the renderer native one. Still
missing is Eevee code to prefer the Eevee output node.
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Clamp will now works as in Cycles.
Max roughness limit ssr to a certain roughness level: for noise / performance tweaking.
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It now uses a quality slider instead of stride.
Lower quality takes larger strides between samples and use lower mips when tracing rough rays.
Now raytracing is done entierly in homogeneous coordinate space. This run much faster.
Should be fairly optimized. We are still Bandwidth bound.
Add a line-line intersection refine.
Add a ray jitter between the multiple ray per pixel to fill some undersampling in mirror reflections.
The tracing now stops if it goes behind an object. This needs some work to allow it to continue even if behind objects.
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Also adds cursor-lock flag, to be used in next commit.
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The Blender text editor's built in python template "Gamelogic" has a reference near the bottom to "objectHitList" as an alleged attribute to the KX_TouchSensor. This name is incorrect, it's correct name is "hitObjectList."
Attempting to access the suggested objectHitList returns error...
```
AttributeError: 'KX_TouchSensor' object has no attribute 'objectHitList'
```
The provided diff corrects this minor error.
Reviewers: kupoman, moguri, campbellbarton, Blendify
Reviewed By: Blendify
Tags: #game_engine, #game_python
Differential Revision: https://developer.blender.org/D2748
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Adds bpy.app.factory_startup,
used to check if user scripts should be loaded.
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This simplifies creation of register, unregister functions that
simply forward calls submodules.
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-Allow a maximum of 4 rays per trace pixel.
-Removes parameter Normalize: use normalization all the time now.
-Add firefly clamp slider.
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This option add another raytrace per pixel, clearing some noise.
But multiplying the raytrace cost.
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Also polished the raytracing algorithm.
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Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
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In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
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In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
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Before that if you went to the object panel tab in the Properties Editor
the active object wouldn't show in the first panel.
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Gives more convenient access from Python: `mathutils.Color`
Also correct some copy-paste error w/ property subtypes.
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Missed stencil layer
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Also disable for dyntopo & multires since its currently not supported.
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Support using full material shading in sculpt & paint modes mode.
Access 'Full Shading' from the display panel when in paint modes.
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* Display a warning above the pose list if the pose library is in an invalid
state (i.e. when it has keyframes but no pose-markers associated with those
keyframes). This warning prompts users to run the "Sanitize Pose Library Action"
operator, which should fix up such issues.
* "Sanitize" operator now creates unique names for each newly create pose
marker it generates, including the frame on which it found the pose
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Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
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Color GraphEditor tabs, brighter 3D viewport gradient
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engine
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Up until now users had to switch to Blender Internal to set the dimension of their openGl renderings. This simple change adds the panel at the top of the scene render tab.
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Fix float promotion and missing layer parameters.
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This avoid too much variance at light centers and remove some noise.
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