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2008-12-142.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17434:HEAD
2008-11-132.5: merge with trunk, previous merge was only up to yesterday.Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
2008-11-12Patch #7897 Texture Nodes!Ton Roosendaal
Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-05-02== PyNodes ==Willian Padovani Germano
Bug #10104 reported by bebraw: missing check for how many node sockets were being created by a pynode script. Too many (more than MAX_SOCKET == 64) would crash Blender. http://projects.blender.org/tracker/?func=detail&atid=125&aid=10104&group_id=9 Notes: moved the MAX_SOCKET define from node.c to BKE_node.h so I could use it in Node.c. Also improved error reporting in pynodes when errors occur in the init stage. Thanks Juho (bebraw), Tom (assigned the bug to me) and Brecht (mentioned the MAX_SOCKET define).
2008-03-11Added an Alpha Convert compositor node, to convert betweenBrecht Van Lommel
premultiplied and key alpha.
2008-02-25Fix for bug #6747: make single button for node groups didn't work,Brecht Van Lommel
functionality was not implemented.
2008-02-11== Pynodes ==Willian Padovani Germano
1) Trying to bring back compatibility with Python2.3. 2) Adding some stubs to compile blender player again on linux. Please tell me if Blender still doesn't compile with py 2.3 or if the player isn't compiling. There was a binreloc related stub I needed to add, so probably the player wasn't compiling before the pynodes commit. Thanks PanzerMKZ for reporting and testing part of the fix to py 2.3.
2008-02-10* Merge of PyNodes to trunk. Finally!Nathan Letwory
See http://wiki.blender.org/index.php/BlenderDev/PyNodes and http://wiki.blender.org/index.php/BlenderDev/PyNodes/API For current documentation. Very very big thanks go to William Germano for fixing the memory issues left and for improving on the code. In the coming time documentation will be finalised and further stabilising of PyNodes is to be expected.
2008-01-19Added new render pass: "Mist".Ton Roosendaal
This is actually just the alpha value as currently being calculated by the mist code. It is in many cases not very useful to have this as alpha in shading result, also for postprocess and composite. Note: this pass also works with "Mist" not set in World, of course.
2007-12-27Bilateral Blur NodeJuho Vepsalainen
Bilateral Blur node allows the user to blur images while retaining their sharp edges. Blurring can be controlled by following controls: *Iterations *Color Sigma *Space Sigma Also image input to blur and a determinator image is provided. The node produces a blurred image as its output. The more iterations are provided, the smoother the result. Use color and space sigmas to control the amount of blur. One way to use the determinator input is to feed a mix (add) of Z and normal passes to it. Examples of usage: Ambient Occlusion smoothing - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_01.blend Blurry Refraction - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_02.blend Smoothed shadows and smoothed Ambient Occlusion combined - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_03.blend If you check out the examples, render the image and alter the values to see how they affect. More information about the algorithm can be found at http://homepages.inf.ed.ac.uk/rbf/CVonline/LOCAL_COPIES/MANDUCHI1/Bilateral_Filtering.html . Thanks to Vilem Novak for contributing the patch.
2007-12-27Directional Blur NodeJuho Vepsalainen
Directional Blur node allows the users to do various blur operations on the input image. It essentially offers three different kind of ways of blurring in one node. It is possible to blur using a certain direction, spin and zoom. These three ways can be used in conjunction. The node contains following controls: *Iterations, Wrap *Center: X, Y *Distance, Angle *Spin *Zoom Iterations is used to determine the smoothness of the result. The more iterations, the smoother result. Low values are good for preview. Wrap means that the image is wrapped as if it was tiled on both x and y directions. To see better what this means, try it with spin for instance. Center values (X and Y) determine the location which is used as a pivot point for the operations. It is center (0.5) of the image by default. Distance and angle are used to adjust directional blur. The result can be described as a sweep that varies based on given distance (bigger distance, longer sweep) and angle. Angle is given in degrees. Spin produces rotating blur based on given angle. Yet again it is in degrees. Also negative values work. Zoom causes the image to be zoomed towards set center point (Center values). Thanks to Alfredo de Greef (eeshlo) for contribution. Possible development ideas: *Make an algorithm to extend image in case spin is used. Extend would temporarily change the size of the canvas of the input image. Canvas would be filled based on colors on the edges of the input image. After the blur operation has been done, the image would be cropped back to normal size. The advantage of this would be nicer result of spin (no problems with image size) on a computational cost. *Make values animatable. This is something that is better solved on more general level. ("everything is animatable" paradigm) *Provide an option to calculate automatic value for iterations. A good value that produces a smooth result could be calculated based on direction deltas. This would be useful in conjuction of animatable values.
2007-12-27Toggle links tool for Node EditorJuho Vepsalainen
This commit adds a new tool, Toggle Links, to the node editor. This tool allows the user to toggle the status (linked/not linked) between desired sockets. The tool can be used either by using the f key or the menus. This functionality is analogue to one found in object editing modes except for its additional toggle functionality. To use this tool, the user has to first select an input and an output socket. Selecting is done by clicking with right mouse button on a socket. After the tool has been invoked, the link between those two sockets is toggled. The result may vary based on existing linkage. There can be only one input and one output selected at maximum in a node tree. This means that if the user selects a socket while one of the same type is already selected, the old one will be deselected. The tool complements the current way of connecting nodes. One possible use for it is to use it to review output of nodes by using a viewer node. Just select wanted input socket of a viewer node, set it visible and use selection of an output socket in conjuction with f key to show the output in the viewer node. Select another output and hit f to see its output and so on.
2007-11-14* New feature on compo scale node: "Scene Size %"Matt Ebb
This option sets the relative scaling factor to the amount set in the scene "100%/75%/50%/25%" buttons. It's useful when you've got a fixed background image, and want to do preview renders at a lesser percentage, so you don't have to go and change the scale node each time you change the %. Also removed unnecessary use of a global from texture node.
2007-10-29Crop Compositing Node:Juho Vepsalainen
This commit adds a new node, crop, to the compositor. This node can be used to crop input image. It has two modes of operation. It can either crop image size (Crop Image Size option) or crop while retaining original size of the image. This latter mode can be used to preview the crop. Use X1, Y1, X2, Y2 controls to manage the area to be cropped. Note that I added a check for image preview min and max values to node_update. This is because it could give inappropriate values in certain cases when Crop Image Size option was toggled (values such as x1=0, y1=0, x2=60, y2=0 would result in eternal loop due to bad min and max (min bigger than max!)). The check makes sure that min and max values are always valid.
2007-10-26nodes from eechloCampbell Barton
* glare * tonemap * lense distort * fast gauss blur http://projects.blender.org/tracker/?func=detail&atid=127&aid=7505&group_id=9 made fast gauss blur an option for the blur node rather then a separate node.
2007-08-31Hue Saturation Value node - port to material node systemJuho Vepsalainen
This commit ports Hue Saturation Value node to the material node system. Unlike in composite version, each value is an input. Composite node version will be updated later to use the same scheme.
2007-08-20"Combine RGB" and "Separate RGB" material nodes:Juho Vepsalainen
These nodes allow the user to separate and combine RGB color channels as in the composite node editor. However they don't contain Alpha channel as it is treated separately in case of material nodes. "Combine RGB" allows the user to use values beyond standard float range ([0.0, 1.0]) if value input node is used to feed the value to it.
2007-07-10Added normalize compositing node. Robert Holcomb
2007-05-31== Shader nodes ==Matt Ebb
* Geometry node: Front/back output This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov Give 1.0 if it's the front side, and 0.0 if it's the back side. * Extended material node This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it. == Comp nodes == * Invert node Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node: - makes it a lot faster to set up, rather than all the clicking required with the mix node - is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree. - has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too. There's also a shader node version too. * Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor: - adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input - making the fac value on RGB curves still work when there's nothing connected to it
2007-04-13Added gamma, fixed typos in brightnessRobert Holcomb
2007-04-13Added brightness/contrast nodeRobert Holcomb
2007-04-04=== Node editor ===Nathan Letwory
* refactor copying and freeing of node->storage by handlerizing them. - freestoragefunc - copystoragefunc - node_util.c/h have generic handlers for these.
2007-03-28Long wanted feature; decent ESC processing in composite nodes.Ton Roosendaal
Works simple; just check for if(node->exec & NODE_BREAK) break; The main process (node processor) sets such a flag, checking for esc 20 times per second. That means you can check for ESC while doing image processing without much cpu overhead. Currently only added in blur nodes and defocus. Needs to be added all over, nice for others... needs careful tests too. What we now could do is even calling ESC on editing commands or mouseclicks in composite editor? Could give user feeling of interactive app :) Further, finished nodes are kept in memory anyway.
2007-03-28moved node_shader_lamp_loop to node.c and put an extern declaration in ↵Robert Holcomb
BKE_node.h to prevent multiple definition link errors.
2007-03-26Changed node type definitions to use a dynamic list.Ton Roosendaal
This will allow python or plugin defined nodes to work as well. (And fixes compile issues with MSVC in yesterdays commit for nodes) Code provided by Nathan L. Fixes in his code: - free_nodesystem() was called too late (after guarded alloc was closed) - free_nodesystem() was freeing nodes that were not malloced even - free_nodesystem was using free, not freeN :) - the typedefs needed to be malloced yes, to allow duplicate nodes like group but also for dynamic nodes.
2007-03-26All UI code reverted to drawnode.cRobert Holcomb
2007-03-24Scons build system. MSVC 7.1 in a moment.Robert Holcomb
2007-03-13Bugfix #6211Ton Roosendaal
Group nodes with animation nodes inside (like Time) did not get updated correctly. I also noticed that with time Nodes, the hotkey "E" (execute) fails to do a composite after frame changes, fixed that too.
2007-02-07Fixed accidental commit from yesterday.Robert Holcomb
2007-02-07When converting a VAL buffer to RGBA the alpha is also set to the value in ↵Robert Holcomb
the VAL buffer. This should be set to 1.0f as in the other conversions or it results in an unevenly transparent buffer. Corrected to result in an opaque buffer. BKE_node.h commit is in error, but harmless (oops).
2007-01-19Bugfix #5748Ton Roosendaal
Composite: when using multiple scene render-nodes, and one of these scenes got re-rendered (by making scene active temporary), the composite cache should free the used buffers. Now, on each render, all scenes in a Blender project are being checked.
2007-01-14Fix for bug #5680:Brecht Van Lommel
Vertex color node worked only if VCol Paint/Light was enabled. Fixed that, and removed the vertex color node making it part of the geometry node instead. Also, preview.blend had black vertex colors for the sphere, so set them to white like the other primitives.
2007-01-14Re-added the Luma keyer after realizing channeldid not exactly same ↵Robert Holcomb
capability and could not without sgnificant change.
2007-01-09Format corrections.Robert Holcomb
2007-01-06Updated luminance node to work in all color spaces. Also made it work for ↵Robert Holcomb
any channel, not just luminance.
2007-01-04== Compositor ==Matt Ebb
* Ported Math node from shader nodes to composite nodes too It's a good general purpose utility node and also allows stupid stuff like this more easily :) http://mke3.net/blender/etc/math-spiral-h264.mov http://mke3.net/blender/etc/stupidmath.blend.zip
2007-01-02The combine HSVA node was missing, now all the color space seperatorsRobert Holcomb
and combiners are available.
2006-12-31== Compositor ==Matt Ebb
* Added a new top-level add menu category for compositing nodes: Distort It currently contains Translate, Rotate, Scale, Flip, Displace and Map UV Also did some cleaning up of the ordering of add node menu items to be a bit better organised.
2006-12-30=== Code Fixes ===Martin Poirier
Adding missing define for displace node (Matt can change the number when he gets back, this is just to fix compilation) Removing "#pragma mark" from node.c. IIRC, that's XCode leaving crap around, so be sure to remove them when you commit (it outputs warnings on other compilers).
2006-12-22Added Vertex Color material node, making render engine support for multipleBrecht Van Lommel
vertex color layers actually useful.
2006-12-21Defocus Composite Node, by Alfredo de GreefTon Roosendaal
Log: http://www.blender3d.org/cms/Composite__Defocus.836.0.html An incredible quality composite effect, might be slow but worth waiting for!
2006-12-10Composite & Pass render goodies:Ton Roosendaal
- New Passes: UV and Rad(iosity) - New Nodes: UV Map and Index Mask - Z-combine now is antialiased As usual, please check the log. Has nice pics! http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html For devs: the antialias code from Vector Blur is now exported in compo too. Works pretty good. Even fixed a bug in antialias, so vectorblur will be better. Also: found out that OpenGL display list speedup accidentally was still triggered with the rt button... so it did not work by default.
2006-12-05Damn! Commit for render passes in wrong dir....Ton Roosendaal
2006-11-17New Compo node: the Split-Viewer, showing two images halves to compare.Ton Roosendaal
Works internally already with masks, so we can have several builtin types.
2006-11-15Patch #5166, Juho V (bebraw)Ton Roosendaal
New Composite Node: Flip (X/Y/both)
2006-11-15Patch #2307, by Bob HolcombTon Roosendaal
Loadsa new compo nodes, most added in new menu "Mattes". - Seperate into YCC - Combine YCC - Seperate into YUV - Combine YUV - (Chroma) Difference Matte - Chroma Key - Luminance Key - Color Spill correction Main problem is missing docs still... Bob is working on it, he'll also make tooltips for all buttons. Some UI things might change too, like more clear names.
2006-09-14Patch #4970 (brecht)Ton Roosendaal
Added: Scale node in Compositor. - Only works for RGBA buffers now - I have added an option "Relative" or "Absolute" scale. So you can also define actual pixels for scale. Values for scale are reset when you switch, to prevent too weird situations. - Scaling wasn't foreseen to work with the preview-panel in UV window, this preview cropping only happens for Image and RenderResult nodes... actually should be done for the scale too. I wait with t hat though... this preview method isn't very advanced yet. - The pass_on_compbuf() here crashed in tests with preview panel, that's weak code... I have to recode that. For time being I use the dupalloc_compbuf to have it stable.
2006-08-29Patch #4199 (by David Millán, rewritte though)Ton Roosendaal
Compositor: Rotate Node It only delivers RGBA buffers for now. Also Image size is unaltered, so parts get cropped away. Doesn't work with translation Node before this node yet.
2006-08-03--Value Squeeze Node--Johnny Matthews
This material node takes an input value of any size and fits it to a sigmoid curve (value between 0 and 1) The width of the curve can set to make the sigmoid fall off faster (bigger number) or slower (smaller number) and the centerpoint (what value is mapped to 0.5) can be adjusted as well. Anyone smarter than me can feel free to tweak this and make it better.