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2006-02-27Made vertex clear work for selected faces from the menu, to be the same as ↵Campbell Barton
Shift+K. Also makde Shift+K work in weightpaint mode.
2006-02-27Sorry for the big commit, but I've been fixing many of theseNils Thuerey
issues in parallel... So this commit contains: an update of the solver (e.g. moving objects), integration of blender IPOs, improved rendering (motion blur, smoothed normals) and a first particle test. In more detail: Solver update: - Moving objects using a relatively simple model, and not yet fully optimized - ok for box falling into water, water in a moving glass might cause trouble. Simulation times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot might also cause slowdowns. - Additional obstacle settings: noslip (as before), free slip (move along wall freely) and part slip (mix of both). - Obstacle settings also added for domain boundaries now, the six walls of the domain are obstacles after all as well - Got rid of templates, should make compiling for e.g. macs more convenient, for linux there's not much difference. Finally got rid of parser (and some other code parts), the simulation now uses the internal API to transfer data. - Some unnecessary file were removed, the GUI now needs 3 settings buttons... This should still be changed (maybe by adding a new panel for domain objects). IPOs: - Animated params: viscosity, time and gravity for domains. In contrast to normal time IPO for Blender objects, the fluidsim one scales the time step size - so a constant 1 has no effect, values towards 0 slow it down, larger ones speed the simulation up (-> longer time steps, more compuations). The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect). - For objects that are enabled for fluidsim, a new IPO type shows up. Inflow objects can use the velocity channels to animate the inflow. Obstacles, in/outflow objects can be switched on (Active IPO>0) and off (<0) during the simulation. - Movement, rotation and scaling of those 3 types is exported from the normal Blender channels (Loc,dLoc,etc.). Particles: - This is still experimental, so it might be deactivated for a release... It should at some point be used to model smaller splashes, depending on the the realworld size and the particle generation settings particles are generated during simulation (stored in _particles_X.gz files). - These are loaded by enabling the particle field for an arbitrary object, which should be given a halo material. For each frame, similar to the mesh loading, the particle system them loads the simulated particle positions. - For rendering, I "abused" the part->rt field - I couldnt find any use for it in the code and it seems to work fine. The fluidsim particles store their size there. Rendering: - The fluidims particles use scaled sizes and alpha values to give a more varied appearance. In convertblender.c fluidsim particle systems use the p->rt field to scale up the size and down the alpha of "smaller particles". Setting the influence fields in the fluidims settings to 0 gives equally sized particles with same alpha everywhere. Higher values cause larger differences. - Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals computed by the solver are used. This is basically done by switching off the normal recalculation in convertblender.c (the function calc_fluidsimnormals handles other mesh inits instead of calc_vertexnormals). This could also be used to e.g. modify mesh normals in a modifier... - Another change is that fluidsim meshes load the velocities computed during the simulation for image based motion blur. This is inited in load_fluidsimspeedvectors for the vector pass (they're loaded during the normal load in DerivedMesh readBobjgz). Generation and loading can be switched off in the settings. Vector pass currently loads the fluidism meshes 3 times, so this should still be optimized. Examples: - smoothed normals versus normals from subdividing once: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png - fluidsim particles, size/alpha influence 0: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png size influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png size & alpha influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png - the standard drop with motion blur and particles: http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg (here's how it looks without http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg) - another inflow animation (moving, switched on/off) with a moving obstacle (and strong mblur :) http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg Things still to fix: - rotating & scaling domains causes wrong speed vectors - get rid of SDL code for threading, use pthreads as well? - update wiki documentation - cool effects for rendering would be photon maps for caustics, and motion blur for particles :)
2006-02-22[Two Sections here; First is the log that *should* have been includedGeoffrey Bantle
to my previous commit (whoops). The second part covers the changes I have made to the code since then (all related to merge tools code).] # Part One: Complete Log for Commit from 2/13/06 -> Upgraded merge tools. The new merge tools add several options to blenders Merge submenu, accessed via the WKEY whilst in Editmode for meshes. The new options depend on current mode: - Vertex mode: "At First" and "At Last" When choosing "At First" or "At last" it will merge all selected vertices at the first or last selected vertex. (Note: Blender now keeps track of the last and first verts selected in editMode (G.editMesh->lastvert and G.editMesh->firstvert pointers. This meant additions were made to the undomesh code in editmesh.c as well). - Edge mode: "Collapse Edges" When choosing this option, Blender examines the current set of selected edges and groups them according whether or not they are topologically connected. It then goes through each group and merges them one by one to a single point. - Face Mode: "Collapse Faces" Works the same as "Collapse Edges", only works on groups of topologically connected faces. -> Inclusive selection mode conversion. This feature extends the ability of blenders selection mode conversions. Currently when you change selection modes from a "lower order" mode to a "higher order" one (vertex->edge, vertex->face or edge->face) blender only selects elements in the new mode whose elements were completely selected in the previous mode. This patch does not change blenders default behavior but offers implicit selection mode conversion as an alternative. To access it, hold either the left or right CTRL keys and click on a selection mode in the view 3d selection mode header buttons. This can be accessed via the CTRL-TAB selection mode switching as well, simply hold CTRL while clicking the mode you want or entering its number on the keypad. In some programs, such as Wings and Mirai, it has been demonstrated that it can also be very useful to exploit selection mode switching to implicitly select previously unselected elements as well. For instance switching selection mode from vertex to edges will select all edges currently associated with the currently selected vertices. The same behavior is applied to switching between vertex->face and edge->face. By exploiting this sort of selection conversion complex selection sets can be built quicker. Furthermore I modified blenders UndoMesh code to make selection mode switching "undo coherent". Aside from its relevance to inclusive selection mode conversion, this really counts as a "bug" in my mind. Previously selection mode switch could cause the selection state of the mesh to be invalid when certain modeling operations were undone. An example of this would be "edge subdivide-> switch to face mode-> undo"; you end up with edges selected while still in face mode! # Part Two: Log for this Commit -> Code Cleanup As per Ton's request I reformatted all my code, changed variable names and eliminated my use of "LinkNode" structs and replaced them with "ListBase" instead. There should be no warnings while compiling now either. -> Remove doubles bug Fixed small problem in removedoublesflag() in editmesh_tools.c that caused editface structs to get their UV's scrambled. Vertex colors might not be safe though? Need to investigate later. -> Small bug in in the the code for merge last/first It could cause a crash when exiting editmode, switching meshes, then entering editmode again. "lastvert" and "firstvert" pointers are now set to NULL whenever exiting editmode now (see load_editmesh() in editmesh.c). I will find a better solution to this *soon*... -> All merge tools now UV aware (optional) The default behavior is to leave UVs alone, but if you hold CTRL while clicking on the menu entry, UV's are merged. This works fine in most situations, although some investigation into how to best handle merging of UVs at the border of UV islands needs to be done. This last item brings up a point about the current state of the interface: several functions accessed through the WKEY menu now use the CTRL modifier to change how they behave (This convention has been in place for a while, see subdivide for example). Unfortunately there is no way to communicate the way modifier keys change the behavior of certain functions to the user. This makes such options invisible for all intents and purposes...
2006-02-19Path: [ #2789 ] Add a "copy size" constraintMartin Poirier
At long last! This new constraint is pretty simple. Following in the footsteps of such giants as Copy Loc and Copy Rot, it lets you constrain the size of an object/bone to another object/bone, with per axis restrictions.
2006-02-19More compositing goodies.Ton Roosendaal
- Texture Node Allows to use any Blender Texture block as input for masks or color blending. The texture node doesn't generate a real image, but adjusts to the size as mapped with during an operation. So it won't work to use it as Image input for Blur or Filter nodes. Note; the Vector inputs for this node only work with manual input now! - Translation Node Give any image an offset in X or Y direction For the Texture node to work, I needed to move the central 'pixel processor' up one level... to allow differently sized images to merge and allow 'procedural images' without size. Temporal image of the day: http://www.blender.org/bf/rt.jpg
2006-02-18Four-in-one commit:Ton Roosendaal
(NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-14Weekly cleanup in my precious blender tree :)Ton Roosendaal
Unused variables, missing prototypes mostly.
2006-02-14Modified Files:Geoffrey Bantle
source/blender/blenlib/BLI_editVert.h source/blender/include/BIF_editmesh.h source/blender/src/edit.c source/blender/src/editmesh.c source/blender/src/editmesh_lib.c source/blender/src/editmesh_mods.c source/blender/src/editmesh_tools.c source/blender/src/header_view3d.c Log: Commit of the 'upgraded merge tools' (Patch #3345) and 'inclusive selection mode conversion' (Patch #3768).
2006-02-13Preview rendering improvement;Ton Roosendaal
Until now, on each mouse/key event preview render restarted with first tile. It now rememers where it was, and continues rendering. Also tried to get threaded preview working, but its more work than I can spend right now. Back to bugs :)
2006-02-11Added ability to render Zbuffer to an image.Kent Mein
Just use SHIFT-F3 and save an image. Basically all this does is copy the zbuffer to a new Image buffer and pass that to the save image function. Sample output: http://www.cs.umn.edu/~mein/blender/kungfu_zbuf255.jpg Also thanks to Jesterking for helping me debug dumbness... ;) and the nice screenshot. Kent
2006-02-09Compositing workflow upgrade;Ton Roosendaal
You now can set a Preview panel in the Image window, to define a sub-rect of an image to be processed. Works like the preview in 3D Window. Just press SHIFT+P to get it activated. Very nice speedup! This is how it works: - The compositor still uses the scene image size (including % setting) for Viewer or Composite output size - If a preview exists, it calculates the cropped rect from its position in the Image window, and stores that in the Scene render data - On composite execute, it copies only this part from the 'generator nodes', right now Images or Render Results. That makes the entire composite tree only using small rects, so it will execute fast. - Also the render window will only display the cropped rect, and on F12 only the cropped part is being executed - On rendering in background mode, the cropping is ignored though. Usability notes: - translating or zooming view will automatically invoke a recalculation - if you zoom in on details, the calculated rect will even become smaller - only one Imagewindow can have this Preview Panel, to prevent conflicts of what the cropped area should be. Compositing is on Scene level, not local per image window. (Note; 3D Previews are local per window!) - Closing the preview panel will invoke a full-size recalculation - All passes/layers from rendering are nicely cropped, including Z and vectors. The work to make the compositor do cropping was simple, but getting the Image window displaying correctly and get all events OK was a lot of work... indeed, we need to refactor Image Window usage once. Sorry for making the mess even bigger now. :) I've tried not to interfere with UV edit or Paint though... only when you're in compositing mode the panel will work. BUG fix: 3D Preview render didn't work when multiple layers were set in the current scene.
2006-02-09Seam Cutting in Faceselect Mode:Brecht Van Lommel
- Mark Border Seam: mark edges on the border of face selection as seam. - Clear Seam: clears seams in selected faces. Hotkey: Ctrl+E - Alt+RMB Click: mark/clear edge as seam - Alt+Shift+RMB Click: mark/clear seams along the shortest/straightest path from last marked seam. The cost of the path also includes some measure of 'straightness' next to the typical distance to make things work more predicatble and edgeloop friendly. Note that this cuts a path from edge to edge, not vertex to vertex. That gives some nice control over the direction of the seam. Also includes: - Removed old LSCM code. - Fix updates glitches with DerivedMesh/Subsurf drawing in FaceSelect mode. Now there's a drawMappedFacesTex instead of drawFacesTex. - Minimize Stretch menu entry called Limit Stitch. - Removed the lasttface global, was being set before it was used anyway, so might as wel return from a function. - Moved some backbuf sampling code to drawview.c from editmesh, so it can be used by Faceselect and VPaint. - Use BLI_heap in parametrizer.c.
2006-02-08New:Ton Roosendaal
- ZTransp render now also delivers Z values and Speed vectors in passes Note that speed vectors accumulate within a pixel to store the minimum, so rendering ztransp on top of a non-moving plane won't give speed... Best results you get is by rendering it in a separate layer. The Z value stored is the closest visible transparent face in the pixel. Fixes: - Render to 'spare page' has been enabled again. Because of the strict separation of Render and UI, but especially because a 'render result' now can consist of unlimited images, I've not made this a Render feature. Instead, the render-window itself stores the 'spare' image... I also had to change the convention for it a bit. Now, instead of having two "render buffers" (which was a render feature), the RenderWindow will store each previous frame on a re-render. This storing will only start after you've pressed 'Jkey' once, but then always will happen for as long the rendered image is same size as previously. For clarity, I've also renamed the window title, to 'previous frame'. - RenderWindow shows alpha again on Akey - Display of the Zvalues in ImageWindow has been tweaked. White now denotes closest, and the color range goes from camera clip-sta to clip-end. - Bugfix: on splitting/merging/duplicating windows, the 3D Previewrender was not always freed correctly, potentially causing crashes or memory leaks.
2006-02-05- Header changes to support hdaudio, memcache limitor and framecount boost.Peter Schlaile
2006-02-05UV Editor Tweaks:Brecht Van Lommel
- 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.
2006-01-30More simple fixes to cleanup warnings and what not:Kent Mein
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h added newline at end of file. intern/boolop/intern/BOP_Face2Face.cpp fixed indentation and had nested declarations of a varible i used for multiple for loops, changed it to just one declaration. source/blender/blenkernel/bad_level_call_stubs/stubs.c added prototypes and a couple other fixes. source/blender/include/BDR_drawobject.h source/blender/include/BSE_node.h source/blender/include/butspace.h source/blender/render/extern/include/RE_shader_ext.h added struct definitions source/blender/src/editmesh_mods.c source/gameengine/Ketsji/KX_BlenderMaterial.cpp source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp source/gameengine/Ketsji/KX_RaySensor.cpp removed unused variables; source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp changed format of case statements to avoid warnings in gcc. Kent
2006-01-30== interface ==Matt Ebb
Two new mouse cursors (paintbrush and text I-bar) made by basse (he even made the patch!), inspired by Bart's page. I also changed screenmain() ever so slightly, so that the standard cursor is always used when the mouse is over a window header.
2006-01-291. making RenderData, xrect, yrect parameters in AviCodec callsJens Ole Wund
2. fixing MSVC6 projects to build
2006-01-29Fixed a few problems with wave drawing-Campbell Barton
Optimized so only samples inside the screens bounds are drawn. Wave display detail is based on zoom - so you can view realy large wave files as well as indervidual samples. Changed logic so an approximation of the wave is displayed rather then just the symetrical amplitude of the sound. Triangles at start and end were annoying and obscured the start of the sound. made them alpha 0.7 for sound clips only. a whole CD of music should display well and zoom smoothly now.
2006-01-28Cleanup of blender/ module; Makefiles now compile this warning free.Ton Roosendaal
Mostly was unused variables, unused functions, missing prototypes and missing include files.
2006-01-28Orange: made Compositing more interactive. It now has an event basedTon Roosendaal
system tracking changes in nodes, making sure only these nodes and the ones that depend, are executed. Further the 'time cursor' now counts down to indicate which node is being done. Also: you now can disable the "use nodes" button in the header, edit all changes, and when you press that button again it nicely executes the changes. Still on the todo: - make compositing threaded - find a way to nicely exit compositing on input events... so the UI keeps being responsive - idea; a 'percentage' menu in header to enforce calculations on smaller images temporally
2006-01-27Orange; more render & compo stuff!Ton Roosendaal
-> Rendering in RenderLayers It's important to distinguish a 'render layer' from a 'pass'. The first is control over the main pipeline itself, to indicate what geometry is being is rendered. The 'pass' (not in this commit!) is related to internal shading code, like shadow/spec/AO/normals/etc. Options for RenderLayers now are: - Indicate which 3d 'view layers' have to be included (so you can render front and back separately) - "Solid", all solid faces, includes sky at the moment too - "ZTransp", all transparent faces - "Halo", the halos - "Strand", the particle strands (not coded yet...) Currently only 2 'passes' are exported for render, which is the "Combined" buffer and the "Z. The latter now works, and can be turned on/off. Note that all layers are still fully kept in memory now, saving the tiles and layers to disk (in exr) is also todo. -> New Blur options The existing Blur Node (compositor) now has an optional input image. This has to be a 'value buffer', which can be a Zbuffer, or any mask you can think of. The input values have to be in the 0-1 range, so another new node was added too "Map Value". The value input can also be used to tweak blur size with the (todo) Time Node. Temporal screenies: http://www.blender.org/bf/rt.jpg http://www.blender.org/bf/rt1.jpg http://www.blender.org/bf/rt2.jpg BTW: The compositor is very slow still, it recalulates all nodes on each change still. Persistant memory and dependency checks is coming!
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-13Orange: Display types and variable size for Empties.Matt Ebb
This is using instructions from Ton, so hopefully the implementation is ok. This is really needed here where we are using all sorts of wacky scales, and empties look too big or too small. Of course we don't want to scale the empties because there are often things parented to them. New options are in edit buttons for empties to control the display style and the size. New styles are easy to add, too. Just needs useful ideas and minor effort from anyone who wants to. Support for copying these values has also been added to the Copy Attributes ->Drawtype menu command.
2006-01-12Orange;Ton Roosendaal
Until now, the zbuffer was written straight from the internal zbuffer, which has values that are inverse-proportional (like 1.0/z) which makes it very hard to use it for postprocess, like zblur or other composit effects that require Z. Based on info from ILM, the values stored for Z in exr files is the actual distance from a camera. I think that's about time to migrate to that convention! By default now, after render, the z values are converted to floats. This saves in exr files now, but not in the Iris Z files. That latter was a blender-only anyway, so might be not a real hassle to drop. :) You can see the difference in the image window, but notice the range now is linear mapped from camera clipstart to clipend. Note; I just discover that ortho Z values need a different correction...
2006-01-11Orange: ImageWindow goodiesTon Roosendaal
- options to show with alpha-over (checkered backdrop), only alpha (BW) and when available: the zbuffer. Note: it's icons in the header, I just re-used existing ones, no time now for fancy design. :) Also: recoded the way alpha-only draws, also in renderwindow. Mucho faster! Oh, and sampling the buffer with LMB now displays z values in float range of 0.0 to 1.0. Note that we still save signed int in files for Z...
2006-01-10Orange: and now for the real exr fun: float buffer support in Image window!Ton Roosendaal
Image as loaded in Blender (from openexr.com): http://www.blender.org/bf/exrcurve1.jpg Image with different white point: http://www.blender.org/bf/exrcurve2.jpg Image with white and black point and a curve: http://www.blender.org/bf/exrcurve3.jpg Use SHIFT+click to set the black point, and CTRL+click for white point. The buttons in the panel work too, of course. The curves work after the black/white range was corrected, so you can stick to curves with a normal 0-1 range. There's also now a general color curve, marked with 'C' button. Note; this currently only maps the float colors to a visible 8 bits per channel rect. You can save it, but when the blender file loads the curve or mapping is not executed until you click in the curves... have to look at that still. Speed for this is also quite unoptimized... still WIP, but fun!
2006-01-09Orange: Further cleanup of EXR savingTon Roosendaal
- F10 scene buttons now has options "half" and "zbuf" for exr saving. Note: when no float buffer is available, it always saves as "half", that's sufficient anyway, since half is 16 bits per channel. - EXR in imbuf now uses compliant ibuf->ftype flags for denoting exr extensions such as 'half' and 'compression'. - Removed ugly blenkernel dependency from exr module
2006-01-09Orange branch: OpenEXR finally in Blender!Ton Roosendaal
Credits go to Gernot Ziegler, who originally coded EXR support, and to Austin Benesh for bringing it further. Kent Mein provided a lot of code for integrating float buffers in Blender imbuf and ImBuf API cleanup, and provided Make and Scons and static linking. At this moment; the EXR libraries are a *dependency*, so you cannot get the Orange branch compiled without having OpenEXR installed. Get the (precompiled or sources) stuff from www.openexr.com. Current default is that the headers and lib resides in /user/local/ Several changes/additions/fixes were added: - EXR code only supported 'half' format (16 bits per channel). I've added float writing, but for reading it I need tomorrow. :) - Quite some clumsy copying of data happened in EXR code. - cleaned up the api calls already a bit, preparing for more advanced support - Zbuffers were saved 16 bits, now 32 bits - automatic adding of .exr extensions went wrong Imbuf: - added proper imbuf->flags and imbuf->mall support for float buffers, it was created for *each* imbuf. :) - found bugs for float buffers in scaling and flipping. Code there will need more checks still - imbuf also needs to be verified to behave properly when no 32 bits rect exists (for saving for example) TODO: - support internal float images for textures, backbuf, AO probes, and display in Image window Hope this commit won't screwup syncing with bf-blender... :/
2006-01-08Orange:Ton Roosendaal
- New UI element: the "Curve Button". For mapping ranges (like 0 - 1) to another range, the curve button can be used for proportional falloff, bone influences, painting density, etc. Most evident use is of course to map RGB color with curves. To be able to use it, you have to allocate a CurveMapping struct and pass this on to the button. The CurveMapping API is in the new C file blenkernel/intern/colortools.c It's as simple as calling: curvemap= curvemapping_add(3, 0, 0, 1, 1) Which will create 3 curves, and sets a default 0-1 range. The current code only supports up to 4 curves maximum per mapping struct. The CurveMap button in Blender than handles allmost all editing. Evaluating a single channel: float newvalue= curvemapping_evaluateF(curvemap, 0, oldval); Where the second argument is the channel index, here 0-1-2 are possible. Or mapping a vector: curvemapping_evaluate3F(curvemap, newvec, oldvec); Optimized versions for byte or short mapping is possible too, not done yet. In butspace.c I've added a template wrapper for buttons around the curve, to reveil settings or show tools; check this screenie: http://www.blender.org/bf/curves.jpg - Buttons R, G, B: select channel - icons + and -: zoom in, out - icon 'wrench': menu with tools, like clear curve, set handle type - icon 'clipping': menu with clip values, and to dis/enable clipping - icon 'x': delete selection In the curve button itself, only LMB clicks are handled (like all UI elements in Blender). - click on point: select - shift+click on point: swap select - click on point + drag: select point (if not selected) and move it - click outside point + drag: translate view - CTRL+click: add new point - hold SHIFT while dragging to snap to grid (Yes I know... either one of these can be Blender compliant, not both!) - if you drag a point exactly on top of another, it merges them Other fixes: - Icons now draw using "Safe RasterPos", so they align with pixel boundary. the old code made ints from the raster pos coordinate, which doesn't work well for zoom in/out situations - bug in Node editing: buttons could not get freed, causing in memory error prints at end of a Blender session. That one was a very simple, but nasty error causing me all evening last night to find! (Hint; check diff of editnode.c, where uiDoButtons is called) Last note: this adds 3 new files in our tree, I did scons, but not MSVC!
2006-01-04Orange; merger with bf-blender.Ton Roosendaal
(Merging is *not* fun work, especially not with bugfixes in main branch for code that got cleaned up in the other! Poor Hos... :)
2006-01-03Orange; tweaks for further integrating node editing in UITon Roosendaal
- Previews inside groups now get updated too - Activating nodes inside of groups updates UI and preview render correctly - Entering/leaving groups updates UI and previewrender - Material Node: now draws socket name next to colorpicker for inputs
2006-01-03Moved Object.Join() into a function of an object.Campbell Barton
eg. ret_val = ob.join(objects) Now it dosent depend on the current selection, or change the selection context. Made respective join_* functions return 0 if the join was not mode, 1 when it workes.
2006-01-03Small commit, hopefully the last Duplicate change.Campbell Barton
Made pythons duplicate not redraw, documented adduplicate()
2006-01-02Orange: more noodle updates!Ton Roosendaal
**** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02Changed adduplicate() to take the dupflags as an argument. so faking the Alt ↵Campbell Barton
Key isnt needed anymore in Blender or python. Changed Pythons Object.Duplicate() to take keyword parms to enable duplication of spesific data. Eg- Object.Duplicate(mesh=1) # to duplicate mesh data also.
2005-12-30Added a python hook to Joining objectsCampbell Barton
Object.Join() Seperated the join calls from space.c and view3dmenu into join_menu() in space.c, like the select_group_menu(), okee's from join_curve, join_mesh.. etc are in join_menu() so python can call them without UI menu's in the way. this is also a bit neater since there were 2 places that were doing what join_menu() does now. - Cam
2005-12-30Orange: daily noodle updates;Ton Roosendaal
- Texture Node: now displays 'intensity values' in node too, and has input, and shows in buttons when activated in Node editor. (no browsing buttons yet...) - New: "Normal Node". This uses a new UI button, which allows to quickly input a normal vector, based on spherical coordinates. The Normal Node has optional vector input, and delivers a dot product then. This can be used as a blending factor between nodes, or for fake extra light in a certain direction. - New: "Geometry Node". This actually replaces the Input node. It offers all coordinates (vectors) as being the starting point for shading and for textures. Note: for preview render this doesn't give much different results yet... this is the start for real render support! - http://www.blender.org/bf/rt5.jpg The two new nodes in action - Bugfix: the "Block" button (which delivers popups) did not return a correct event when nothing happened (mouse moved out), which could cause mouse clicks to be passed on to the queue.
2005-12-30With the royal blessing of guitarGeek, I commit the sharp/flat meshChris Want
editmode selection tools. The documentation can (currently) be found here: http://mediawiki.blender.org/index.php/Requests/SharpFlatSelect
2005-12-29More node goodies!Ton Roosendaal
First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-29Fixed scaling of vector icons. Also cleaned up using explicit number forAndrea Weikert
icon height with #define ICON_DEFAULT_HEIGHT.
2005-12-28Christmas coding work!Ton Roosendaal
********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-23Some bugreports from the orangers for Shape Vert Copy :)Johnny Matthews
1. Selection is now not lost on cancel 2. Subsurf now Updates 3. MMB copys at 100% immediately 4. Full copy removed from menu since due to #3
2005-12-23Additional Shape Vert Copy Tools in editmode WKEYJohnny Matthews
Copy Shape Verts Blend (interactive blending copy) Propagate Verts (copys selected verts from current to all other shapes) UI for interactive needs work and Propagate verts needs tidying up, propagation does not show yet until TAB :(
2005-12-22Big commit in orange: Interface icons for materials, texturesAndrea Weikert
world and lamp. Also for images in pupmenus. Also preparation for work on using preview images in imagebrowser. -- Andrea
2005-12-22Copy Shape VertsJohnny Matthews
In mesh editmode, while editing a shape, select some verts, W Key, "Copy Shape Verts". You will be presented with a list of shapes and once chosen, the selected verts will be moved to the position of the verts from the chosen shape. Most handy use would be reverting part of a shape back to basis e.g. Making eyebrow shapes, add a key and model the eyebrow shape symetrically with the x-mirror tool Go out of editmode, copy that shape Go into each shape and revert 1 side to basis If the mesh has had verts added/removed since last entering editmode, you need to TAB-TAB first before copying
2005-12-21Orange; daily noodler update commit.Ton Roosendaal
- Adding execution code for Node trees. Was a bit a puzzle, since I want it to be multithreading by design. This now is solved by defining a stack per tree for all data that's being written into. This stack, which resides now in the NodeTree itself, then can be allocated per thread. - For testing pleasure, I've added a 'mix node' and a 'show node', so you can already see it do something. :) - reshuffled structure, to put things nice together, and have easier node adding. Current state is still WIP though, structure might change. For the record; new file node_shaders.c will contain all shader node definitions, apart from the drawing callbacks. Next: I'm going to check on Andrea's work on icons now, since this is very much needed for true shader/composit work. Now back to release work...
2005-12-19Orange: monday merger with bf-blender (loadsa bugfixes).Ton Roosendaal
ALso: a bit tidying up in editaction.c and python Object.c
2005-12-19orange: cleaning up / (msvc) compile fixes to the new editnla functions ↵Toni Alatalo
(experimental / made for baking and AvailRot/Loc keying methods)
2005-12-19Orange; update commit on WIP project for Noodle editing. :)Ton Roosendaal
- Grabbing works (Gkey) or tweak (LMB) or use RMB click-drag for grab - Shift+d works - Akey: select all - Drawing links works too now!