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2008-04-09Made aspx/y into floats so we can render precise regions (for apricot ↵Campbell Barton
terrain baking)
2008-03-26UV Unwrap (lscm, project from view, cube etc) now default to correcting for ↵Campbell Barton
the active images aspect ratio. This is now default but can be disabled in the UV Calculation panel. At the moment its called "Image Aspect" but another name could be better.
2008-03-21Bugfix: don't do full sample merging on re-rendered layers inBrecht Van Lommel
the compositor.
2008-03-21Fixed bug #8514, sculpt: pivot last and undoNicholas Bishop
Undoing in sculpt mode correctly returns to previous pivots now.
2008-03-10Add an option for saving/loading DPX with in log color space withBrecht Van Lommel
reference black, reference white and gamma. Added 16 bit TIFF saving. This needs more work to cleanup code and add 16 bit TIFF reading, but committing it now so it can be tested.
2008-02-22* Displacement baking wasnt working with negative distances.Campbell Barton
* Added Normalize option for diplacement so everything in the 'Dist' range is mapped 0-1 * Increased the maximum Dist and Bias to1000.0 (was 10.0) * Added python utility function in BPyRender.py - bakeToPlane(...), to automate heightmap, normalmap generation for Crystalspace.
2008-02-21made auto threads default (noob's get faster renders in their dual core CPU's)Campbell Barton
changed env variable check order $TMP, $TMPDIR - aparently $TMP is more common.
2008-02-20Python BugfixCampbell Barton
A new file could have its Blender.Get("filename") return "<memory>" after undo'ing on an open file. Fix for own error with python sys.path, messed up game engine.
2008-02-20Negative zmask rendering: now there is a setting to render everythingBrecht Van Lommel
behind the zmask instead of in front. Might need tweaks, and doesn't work with halo yet.
2008-02-20automatic threads, next to the Threads button, so you can set threads to use ↵Campbell Barton
whatever the system has, useful in the studio with 2,4,8 core systems when sharing files.
2008-02-19Added an option to bake AO normalized, without material settings takenBrecht Van Lommel
into account. The normalized result can often be easier to integrate into different materials, e.g. for games.
2008-02-18Fix for bug #7936: render baking selected to active now has a BiasBrecht Van Lommel
value that is an offset along the normal when looking for the nearest face, which allows baking faces further away, e.g. an ID badge onto a shirt. Also fixes a bug baking to float images, for things other than displacement it didn't work sometimes, and a memory leak in the extend filter.
2008-02-18Bugfix: yafray number of processors was not properly initialized, andBrecht Van Lommel
could be 0, hanging yafray. This commits removes the separate yafray number of processor setting and simply using the blender threads button, there is no reason for a separate setting.
2008-02-16sculptmode mtex texture pointers are now duplicated too, should resolve ↵Campbell Barton
scene copy errors.
2008-02-141) Revert previous commit, rendering negative won't work that simple...Ton Roosendaal
Needs much more attention. 2) Fix for zcombine node: - it skipped execution when no image rgba out was used - didnt work for FSA yet
2008-02-13Render SimplificationBrecht Van Lommel
This adds a few settings to control global render quality, for faster renders when tweaking lighting etc. The implementation is not so great, and this should really be part of a proper render profile and preset system. So for now it's a hidden Peach feature, enabled by setting rt to 1. Before the next release, I'll either remove or improve it. Settings are: - Maximum subsurf level - Child particles percentage - Maximum shadow map samples - AO and SSS quality factor
2008-02-01== Sculpt ==Nicholas Bishop
Added a new brush option, "Anchored". When enabled, the brush doesn't move with the mouse, but rather stays in it's initial location and grows larger or smaller to follow the mouse. Good for brushing alphas on to the mesh. (Note that this option isn't available for the grab brush, and ignores the smooth stroke option.)
2008-01-28New rendering option: FSA!Ton Roosendaal
This completes the pipeline make-over, as started in 2006. With this option, during rendering, each sample for every layer and pass is being saved on disk (looks like non-antialiased images). Then the composite and color correction happens, then a clip to 0-1 range, and only in end all samples get combined - using sampling filters such as gauss/mitch/catmul. This results in artefact-free antialiased images. Even Z-combine or ID masks now work perfect for it! This is an unfinished commit btw; Brecht will finish this for strands. Also Halo doesnt work yet. To activate FSA: press "Save Buffers" and the new button next to it. :)
2008-01-25New feature: Zmask renderingTon Roosendaal
It's quite a complex feature for simple log, so here's the log as it should be, with images: http://www.blender.org/development/current-projects/changes-since-244/rendering-features/
2008-01-24Phase one of better masking support while rendering.Ton Roosendaal
Problem: artist wants character to walk in grass, but still have all rendered in seperate render-layers, for postpro effects and vblur. How to efficiently create a mask image you can put *over* the character for the grass? Solution has two parts; this commits allows any layer inside of the renderlayers to become a Z-mask (Z values for solid gets filled in, but not rendered). Second part of commit is render option "Only render stuff that's in front of a zbuffer value that was filled in (saves render time)
2008-01-21=== Transform Snap ===Martin Poirier
Snapping Mode: Active With this mode, the active element (at this time, object or vertice) is used as snapping target. If there is no active element in the selection, it reverts back to median mode. Edit Mode snapping, other meshes no longer have to be selected to act as snapping point. Fix a potential bug with snapping point from other meshes.
2008-01-20Made it so locked strips inside metastrips are transformed.Campbell Barton
Removed FTYPE from render output panel - was some old format that did index colors, and wasn't even used anywhere. Added 2 options to the render output panel that can be used for a really basic local renderfarm (even artists can use it!), "NoOverwrite" and "Touch" When both are enabled, rendering 1 scene between many pc's on a fast network will populate the directory with frames. Also useful to delete frames that have errors and re-render (without manually re-rendering each frame)
2008-01-19Added new render pass: "Mist".Ton Roosendaal
This is actually just the alpha value as currently being calculated by the mist code. It is in many cases not very useful to have this as alpha in shading result, also for postprocess and composite. Note: this pass also works with "Mist" not set in World, of course.
2008-01-13=== Custom Transform Orientation ===Martin Poirier
Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2007-12-20== Sculpt Mode ==Nicholas Bishop
Applying Stephan Kassemeyer's patch (#6750) to add a curve modifier for sculpting. A few changes from the patch: * The default curve is closer to the old behavior * Fixed loading files already saved in sculpt mode * Changed the interface; split the brush texture controls off into a third sculpt tab, and put the curve (and curve reset) into the Brush tab.
2007-12-17Applied Ian Calvert's patch (#7801) to add a "rake" setting to sculpt mode; ↵Nicholas Bishop
when used with a 2D brush texture, the texture is automatically rotated to follow the direction of the brush stroke.
2007-12-15== Auto-IK ==Joshua Leung
-- Peach request (from wiki feature request list) -- When translating a bone using Auto-IK, you can now use the ScrollWheel on the Mouse or the Page Up/Down keys to adjust the chain length. Notes: * Up decreases the length, while Down increases it. * The previously used chain-length is stored per scene * Currently, it might be too sensitive. Also, it would help to have some kind of indication of the current chain-length somewhere... * The chain length specified this way determines the MAXIMUM chain length possible for all chains (if 0, then the default chain-length is used). Chains are clamped to have a chain length which does not exceed the default chain length. This restriction may be removed following further feedback...
2007-12-11Merge from Harmonic Skeleton branchMartin Poirier
This code adds a basic and simple skeleton generator. Examples and links are in the wiki, docs will come eventually: http://wiki.blender.org/index.php/User:Theeth/skeletor In a nutshell, select a vertex at the top of the head and press "Generate Skeleton". UI Panel is in the Editing buttons in Edit Mode, tooltips and semi-useful.
2007-11-29Render BakingBrecht Van Lommel
============= A new "Selected to Active" option in the Bake panel, to (typically) bake a high poly object onto a low poly object. Code based on patch #7339 by Frank Richter (Crystal Space developer), thanks!. Normal Mapping ============== Camera, World, Object and Tangent space is now supported for baking, and for material textures. The "NMap TS" setting is replaced with a dropdown of the four choices in the image texture buttons. http://www.blender.org/development/current-projects/changes-since-244/render-baking/
2007-11-28Adding spatial symmetry detection limit (used to differentiate between ↵Martin Poirier
purely topological symmetries and potential spatial symmetries that should be restored by merging symmetric arcs). Also shortening the names in the UI a bit and some rewording or tool tips.
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
2007-11-21Adding subdivisions by correlation.Martin Poirier
This is much nicer than subdivision by angle but is somewhat less intuitive for users. Added Bucket arc iterator, removing a lot of weird duplicated code in skeleton generator.
2007-11-14Fixing up angle based subdivisions.Martin Poirier
Adding symetry detection (right now, only primary symetries and only used to determine bone orientation). Fixing bugs (infinite loops) in length based subdivisions. Adding number of post processing passes parameter
2007-11-09Still nothing to see here <shifty eyes>Martin Poirier
This fixes up angle based subdivisions, adds embedding post processing methods (before, only average was there, added smooth and sharpen). More parameters are controllable through the UI.
2007-11-08* new stamp option to stamp forground sequence strip name.Campbell Barton
* made stamp filename optional * renamed weightpaint "Filter" to "Blur" * made the defailt weightpaint opacity 1.0 rather then 0.2 so when you select 1.0 weight you can paint it with without multiple clicks.
2007-11-08Update from school work.Martin Poirier
2007-11-07Initial commit for Harmonic Skeleton generation.Martin Poirier
This is very much a work in progress commit to allow me to work outside of home. While it does somewhat work, I wouldn't recommend anyone to use it.
2007-11-07Filling in branch from trunkMartin Poirier
2007-10-26nodes from eechloCampbell Barton
* glare * tonemap * lense distort * fast gauss blur http://projects.blender.org/tracker/?func=detail&atid=127&aid=7505&group_id=9 made fast gauss blur an option for the blur node rather then a separate node.
2007-10-25==Curve Editing==Campbell Barton
Curve select lasso and border didnt work with hide handles enabled. Hiding handles was using the scene->selectmode variable, but looking at this now, I see there are places where selectmode is compared with SCE_SELECT_VERTEX, EDGE, FACE etc. as well as being. Better to use a global flag, same as G_DRAWFACES. This is not good since anyone using this in the few days will have an invalid selectmode variable. simple way to fix is to change modes, so do_versions shouldnt be needed.
2007-10-23made drawing curve handles in the 3d view optional - this is much nicer for ↵Campbell Barton
editing curves with Automatic handles so you dont select a handle by mistake and change its type.
2007-10-22== Core ==Peter Schlaile
Tried to fix renderlayer crash, that was introduced with NTSC-patch on 64bit platforms.
2007-10-21== Core ==Peter Schlaile
This adds fractional FPS support to blender and should finally make NTSC work correctly. NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS. Therefore, it is not enough to simply make frs_sec a float, since you can't represent this accurately enough. I added a seperate variable frs_sec_base and FPS is now frs_sec / frs_sec_base. I changed all the places, where frs_sec was used to my best knowledge. For convenience sake, I added several macros, that should make life easier in the future: FRA2TIME(a) : convert frame number to a double precision time in seconds TIME2FRA(a) : the same in the opposite direction FPS : return current FPS as a double precision number (last resort) This closes bug #6715 Standard framerates not supported / breaks sync -- 23.967 29.967 etc. https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125 Please give this heavy testing with NTSC files, quicktime in/export and the python interface. Errors are most probably only spotted on longer timelines, so that is also important. The patch was tested by Troy Sobotka and me, so it most probably should work out of the box, but wider testing is important, since errors are very subtle. Enjoy!
2007-10-20Image Stamping patch by Diego (and peach request)- stamps image info into ↵Campbell Barton
metadata and optionally draws into the frame. This patch includes some changes I made... * use blenders bitmap fonts (rather then own fonts) * select font size * user interface layout changes * Marker as another image stamp option Also added some new API calls BMF_GetFontHeight(font); BMF_DrawStringBuf(...); - so we can draw text into an imbuf's image buffer. get_frame_marker(frame) - get the last marker from the frame. IMB_rectfill_area(...) - fill in an image buffer with a rectangle area of color. TODO - draw stamp info in 3d view, at the moment it just displays in the animation.
2007-10-19Mesh edit option 'AutoMerge' - access from the mesh menu, basically runs ↵Campbell Barton
remove doubles after transform. but only merges unselected verts into selected verts, so it wont merge verts your not editing.
2007-09-25store snapping in the scene, (theeth's suggestion)Campbell Barton
2007-07-30removing unused dnaCampbell Barton
2007-07-19added commends to some DNA_*.h files - as well as some TODO's for removal.Campbell Barton
header_view3d.c was doign an implicit declaration also.
2007-06-25This commit is a modified version of patch #6860Kent Mein
It adds read only dds support. (Writing will come later) Kent
2007-06-25== Sculpt Mode ==Nicholas Bishop
Removed the draw_flag field from SculptData, moved the two draw flags over to SculptData.flags