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2004-01-05Basic initial yafray integration by Eeshlo.Alejandro Conty Estevez
Materials are exported the best we can do by now. It will look almost as in blender except for the missing procedural textures and some minor issues. You have to tweak normal modulation amount to get the desired result cause is not the same in yafray. We added a panel in render space to adjust some yafray settings (GI and so) Also we export transparency and reflection using new raytracing settings, but that will be changed and improved soon. Remember that you have to set YFexport path in user defaults and yafray must be on path (version 0.0.6) We added the "yafray" button to activate all this stuff in the render window. Panel and settings are only shown when checked. So now when activated the code calls yafray export instead of the internal renderer and finally the resulting image is loaded back into render window's buffer. So animation is also possible and results can be saved using blender usual scheme.
2004-01-05SCons build system files added.Michel Selten
You'll need SCons (www.scons.org) to build. Platforms currently working: * Linux (me) - options for quicktime, openal and international disabled - uses the system libs and include files for building - no option to build with the precompiled libraries yet. * Windows (jesterKing) - builds with quicktime (optional) - builds with openal (optional) - builds with international support (optional) - Use the DOS box to build - builds with precompiled libraries * Irix (Hos) - Uses default Irix compiler - Not all optimization levels correct yet - options for quicktime, openal and international disabled - builds with precompiled libraries * Cygwin (me) - has a problem in the linking stage - uses free build tools (gcc) - options for quicktime, openal and international disabled - uses the system libs and include files for building - no option to build with the precompiled libraries yet. * MacOS (sgefant) - builds with quicktime (optional) - options for openal and international disabled - builds a nice bundle - builds with precompiled libraries Thanks to IanWill for a bugfix in the Linux build. Note: This is a work in progress. A lot still has to be done - for example the optional parts are only to be enabled by directly setting 'true' or 'false' in the SConstruct file. This needs to be moved to a user config file. Also, the .o/.obj files are stored in the source tree. This needs to be fixed as well. The game engine is not yet built.
2004-01-03Armature speed ups, Part IIIChris Want
---------------------------- Another (major) armature speed up for bones with many constraints. When tranform()-ing, figure out which bones need to be recalculated beforehand and only update those bones.
2004-01-03made verify_pose_channel() return the pose channel that is eitherChris Want
found or created (just removed some silly duplicated work).
2004-01-03Armature speed ups, Part IChris Want
-------------------------- Major speed up for armatures during times when you aren't posing a figure. Background: the calculation of poses generated by actions and the calculation of displists were getting somewhat out of sync. This was being remedied by 'clearing the constraint done flag' of the pose channels and recalculating the displists every time the 3d view was redrawn, making life slow and unpleasant. Commenting out the code that was doing this, then reinserting the 'clearing the constraint done flag' at the right times made things a bit more perky.
2004-01-03Decoded the 'do_all_actions()' function into smaller functions that areChris Want
a bit more sane and readable (actually fit in an 80 character term too).
2004-01-02Fixed the goofy way the function prototypes in these files were doneChris Want
2003-12-30Added improved exposure calculationTon Roosendaal
- based at 1.0-exp(-color) trick in Yafray. But to guarantee backwards compatibility, and some more control, Stefano Selleri hacked a useful formula for it. - We now have 2 values to set: - "exp": the exponential correction value (0-1) - "range": the light range that maps on color 1.0 (0-5) - Using exp(x) (is e^x) we can much better prevent overflows from render, which are currently hard-clipped in Blender. Setting a small 'exp' value wil efficiently smooth out high energy and map that back to a color for display. - total formula: newcol= linfac*(1.0-exp(col*logfac)) col, newcol are colors linfac= 1.0 + 1.0/((2.0*wrld.exp +0.5)^10) logfac= log( (linfac-1.0)/linfac )/wrld.range wrld.exp and wrld.range are the button values - default setting: exp=0.0 and range=1.0 give results extremely close to previous rendering. - graph: http://www.selleri.org/Blender/buffer/Image1.png for 'exp' setting ranging from 0-1, and with 'range'=2 Thanks Stefano for the help!
2003-12-29Area lights and more...Ton Roosendaal
- New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-24- fixed bug in shaded view mode (SHIFT+Z) when it tried to calculateTon Roosendaal
reflection normals... NULL pointer reference. (thanks Desoto!)
2003-12-24- only cosmetic stuff; result of going over the output of mipspro ccTon Roosendaal
compile round. Wrong prototypes, unused variables, zealot const usage, and in action.c fixed insane & unreadable function call syntax.
2003-12-24- Fresnel V4.0Ton Roosendaal
Based on feedback (thnx phase!) I found a big disadvantage of the 'real' fresnel formula. It doesnt degrade to 0.0, causing 2-3 times too many rays being fired compared to the previous one. So; a lot slower. Now committed is a hybrid which allows (close to) real, and nice artistic freedom, *and* it really goes to 0.0 and 1.0, assisting nicely in optimal render times. A real doc how it works (with pics) will be made before real release. - Fixed bug in raytrace: the first renderpass didn't use fresnel for mirror. - Fixed bug in previewrender, now it closer matches how fresnel renders
2003-12-22- fixes for the stubs, to make sure blenderplayer compiles.Ton Roosendaal
error was caused by moving render calls to render module... but some are still called in blender kernel...
2003-12-22- globals were defined double... showed up thanks to warning of irixTon Roosendaal
compiler!
2003-12-22- removed render.h from this file.Ton Roosendaal
2003-12-22Phew, a lot of work, and no new features...Ton Roosendaal
Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-19More render stuff:Ton Roosendaal
- added 'Mapping to" channel "RayMirror", to control mirror with texture - fixed bug in using mirror-rgb as texture channel... this is cumbersome because it is abused by Envmap in a not nice way. Fixing the abuse will cause compatibility errors, which can be fixed when we up release # to 2.32. - added "Translucency", which is nothing else than allowing another shading pass for the backside of a face (with normal inverted). This is interesting for all kinds of situations where you want light from behind to 'shine through'. Also works to reduce dark areas in unlighted parts of rendering transparent faces. Light from behind on transparent red window should make it glowing some, right?! - added texture channel for this as well - Reorganized Material Panels to reveil some consistancy where buttons can be found. Not perfect yet, but at least all options for Shaders and options for Mirror & Transparency now are together. This gives some space in Shader Panel for nice expansion.
2003-12-19another trace commitTon Roosendaal
- implemented tracing of transparency for shadows. This is a material option, in the new RayTrace panel. it only traces color and alpha, not shading. So the results of some transparant colored unlit faces can look odd. I will look onto that. - changed fresnel formula (got hint from eeshlo!). this simplifies the UI, now only one button needed. The fresnel value "should" be identical as the refraction index, but that is booooring! So i added a special fresnel refraction slider for both mirroring and transparency. By setting all 3 sliders equal, you get 'realism'. - fresnel for transparancy works for Ztra rendering too. Same for transpa- rent shadow. But then you need to set 'ray' on in F10 menu. - uploaded new monkey_glass blend in download.blender.org/demo/test/ Next stage: killing the globals from render, and implement "translucency" which is effectively allowing faces being lit from behind, as paper or cloth.
2003-12-16Another commit for raytracing, now with glass refraction & fresnel!Ton Roosendaal
Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16OK, My turn to break things ...Chris Want
The maximum vertex count for a mesh has been raised from 65000 to 2000000000L (yep, 2 billion!). Please test! Chris
2003-12-16The final piece to make blender build with the new python stuffChris Want
using the Makefiles (an #include was #excluded). Thanks for doing the rest of it, Willian!
2003-12-16Trying again to fix build problems with traditional makefiles.Willian Padovani Germano
I took a look at how other BPY_* functions were working in blenkernel/ and got to bad level calls (ah, so this is what that is for...). As a test, I added BPY_clear_script to the "stubs", argh. If this works, I'm curious: are these bad level calls needed only by some targets (irix) because of peculiarities in compiler linkage? Thanks again, Chris, if this doesn't work, I'll move or copy the function to script.c, probably, also adding Python.h to it.
2003-12-15Chris reported build errors w/ traditional makefiles.Willian Padovani Germano
This commit moves the 2 undefined references to BPY_interface.c and changes things a little, hopefully fixing the problem. I had to add a new dir, source/blender/include/ to auto*'s Makefile.am in source/blender/python/. Thanks Chris for the report, and Jiri, for adding a missing declaration.
2003-12-15- fix for particle duplicators:Ton Roosendaal
when an object has an Ipo, the timing for each duplicated Object is corrected for the lifetime of particle. Looks great! Remark: this won't work for object location (is at particle) or for particle type 'Vect' which gives a rotation already. But now you can scale an object small, and let it grow over time.
2003-12-14BPython - first step for better integration of Python in Blender:Willian Padovani Germano
- add a new space: Space Script - add a new dna struct: Script - add these two properly everywhere they are meant to It's not a tiny commit, but most of it is ground work for what is still to be done. Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window Some files are added, so some build systems (not autotools) will need updates
2003-12-10- Xmas special: shiny mirroring bells & whistles!Ton Roosendaal
This is a revision of the old NeoGeo raytracer, dusted off, improved quite a lot, and nicely integrated in the rest of rendering pipeline. Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the Material a "RayMirror" value. It has been added for 2 reasons: - get feedback on validity... I need artists to play around with it if it's actually useful. It still *is* raytracing, meaning complex scenes will easily become slow. - for educational purposes. All raytracing happens in ray.c, which can be quite easily adjusted for other effects. When too many disasters pop up with this, I'll make it a compile #ifdef. But so far, it seems to do a decent job. Demo files: http://www.blender.org/docs/ray_test.tgz An article (tech) about how it works, and about the new octree invention will be posted soon. :) Note: it doesn't work with unified render yet.
2003-12-08- some warning removedJiri Hnidek
2003-12-08- bug of hidden MetaBalls removed :-) (some problems with old TubeX/Y/Z can ↵Jiri Hnidek
occured) - MetaBalls/MetaElems with too small stiffness are not polygonized, but still can influence others MetaBalls/MetaElems - better behavior of negative MetaBalls/MetaElems
2003-12-02Fixed FollowPath flag annoyanceMartin Poirier
2003-11-26- version upped to 2.31Ton Roosendaal
2003-11-25- removed an old optimization line from code, which caused stencilingTon Roosendaal
with multiple bump-mapping channels not to work
2003-11-24- bug fix: in background render, the default builtin font was notTon Roosendaal
activated for rendering when other fonts were packed too.
2003-11-23No line for constraint without targetMartin Poirier
Code notes: The constraint_has_target can be used to test if a constraint has a target at all.
2003-11-23Added all necessary BPY_extern.h include files to the .c files.Michel Selten
Updated the Make environment to point to the correct location. The include paths were still pointing to source/blender/bpython/include while it should be source/blender/python. I did not encounter the build problems because I'm always working with the autoconf build environment.
2003-11-22Got rid of many #include "BPY_extern.h"Chris Want
Homework from Michel: do grep BPY source/blender/src/* and see if there is anything that needs fixing.
2003-11-21- made calloc for clear mverts in subsurf-mesh conversionTon Roosendaal
2003-11-21- fixed another oldie... displaylists for MBall was generated FAR too often.Ton Roosendaal
even for each redraw! Now its all smooth & fast again. introduced new kernel API call: int is_basis_mball(ob), this provides a quick check of the object is the actual basis for the displaylist and polygonization.
2003-11-20Fix for undo... it didn't do the UV coords (tface) nor the vertexpaintTon Roosendaal
colors. This because of the pretty weird (ab)use of load & make editmesh... For each added undo step, the load_editmesh was fed with an empty mesh to assign data to, without knowledge of what was in the original mesh. That way UV and color data got lost. Solved it in 2 steps: 1. removing the ->tface pointer from EditVlak, and make TFace a builtin struct inside EditVlak. This didnt cost much extra mem, since it already stored UV and color. This enabled some pretty cleanup in editmesh.c as well, storing tface pointers was cumbersome. 2. for each undo step, it then generates always a tface and mcol block to link to the undo Mesh. Even when it wasn't in the actual Mesh, at exit editmode the original Mesh is used as reference anyway, and undo-meshes are freed correctly. The enormous commit is because I had to change the BLI_editVert.h file, and found it was included in about every file unnecessary. I removed it there. ALso found out that subsurf has code ready (unfinished) to make UV coords for the displaylist in EditMode as well, nice to know for later...
2003-11-14Fixed the lag with Follow Path and optimized constraint loops with Track To ↵Martin Poirier
and Lock Track. I was plainly disabling the refresh of the target, but that caused a lag (3D window, not Render). Now, it raises a flag when it find a loop, so it only disables the refreshing when it needs to. This is a temporary fix, but a complete fix will require a rewrite of of some part of the where_is_object function, and that would take too much time before 2.31.
2003-11-10fix for bug #285Stephen Swaney
text buffer not marked as modified after delete operation
2003-11-08- fixed bug #253Ton Roosendaal
from NaN period, someone just commented out a piece of code... this to prevent the curve itself being converted (as edges) next to the 3d filled faces. but for 3D curves there are no filled faces.
2003-11-08Updated so that Default Vars button will reset envmap data, if it exists.Kent Mein
doesn't do object its tied to but does everything else for envmaps now. (clipsta, depth, etc...) Kent
2003-11-07Fixed my blunder with Default Vars button.Kent Mein
It was causing plugins not to accept changes to buttons. Now it works correctly, defaults are set only when you press the button. Kent
2003-11-06- little new feature; 'hide' vertices/edges/faces works in editmodeTon Roosendaal
for subsurf
2003-11-06bug fix: audio hangs on OSX when playback with ALT+ATon Roosendaal
reason: mixbuffer size was not correctly initialized in .blend. Doing this for struct UserData has some extra quirks, so better not do it with checking for version (if version<2.27 etc) but always (if U.mix==0 etc). I mail this to committers list as well.
2003-10-30- blender is 2.30 now! Oh my, what a nice color! :)Ton Roosendaal
2003-10-29- made option for auto open toolbox on left/mouse hold.Ton Roosendaal
standard starts with 0.5 sec. Turn the threshold value up to effectively disable it when you dislike it. But give it a try! - added 'Home' after splitting window for buttonswindow
2003-10-29fixed the last bug with FollowPath (it didn't work with path without a speed ↵Martin Poirier
IPO).
2003-10-25- fixed crash with ALT+C conversion of subsurf to mesh with subdiv level 0Ton Roosendaal
- also changed the limits in the subdiv levels buttons; ranging now 1-6 (note: '6' gives 16k new faces per old face... and max was 12!)
2003-10-25- fixed smooth drawing of subsurf & mesh in 'shaded' draw mode.Ton Roosendaal
looks indeed a lot better!