Age | Commit message (Collapse) | Author |
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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.
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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.
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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.
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found or created (just removed some silly duplicated work).
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--------------------------
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.
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a bit more sane and readable (actually fit in an 80 character term too).
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- 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!
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- 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. :)
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reflection normals... NULL pointer reference.
(thanks Desoto!)
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compile round. Wrong prototypes, unused variables, zealot const usage,
and in action.c fixed insane & unreadable function call syntax.
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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
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error was caused by moving render calls to render module... but some
are still called in blender kernel...
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compiler!
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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!
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- 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.
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- 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.
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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.
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The maximum vertex count for a mesh has been raised from 65000 to
2000000000L (yep, 2 billion!).
Please test!
Chris
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using the Makefiles (an #include was #excluded). Thanks
for doing the rest of it, Willian!
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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.
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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.
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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.
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- 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
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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.
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occured)
- MetaBalls/MetaElems with too small stiffness are not polygonized, but still can influence others MetaBalls/MetaElems
- better behavior of negative MetaBalls/MetaElems
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with multiple bump-mapping channels not to work
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activated for rendering when other fonts were packed too.
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Code notes:
The constraint_has_target can be used to test if a constraint has a target at all.
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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.
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Homework from Michel: do grep BPY source/blender/src/*
and see if there is anything that needs fixing.
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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.
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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...
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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.
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text buffer not marked as modified after delete operation
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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.
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doesn't do object its tied to but does everything else for envmaps
now. (clipsta, depth, etc...)
Kent
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It was causing plugins not to accept changes to buttons.
Now it works correctly, defaults are set only when you press the button.
Kent
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for subsurf
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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.
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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
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IPO).
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- 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!)
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looks indeed a lot better!
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