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2012-12-31Alpha premul pipeline cleanupSergey Sharybin
This assumptions are now made: - Internally float buffers are always linear alpha-premul colors - Readers should worry about delivering float buffers with that assumptions. - There's an input image setting to say whether it's stored with straight/premul alpha on the disk. - Byte buffers are now assumed have straight alpha, readers should deliver straight alpha. Some implementation details: - Removed scene's color unpremultiply setting, which was very much confusing and was wrong for default settings. Now all renderers assumes to deliver premultiplied alpha. - IMB_buffer_byte_from_float will now linearize alpha when converting from buffer. - Sequencer's effects were changed to assume bytes have got straight alpha. Most of effects will work with bytes still, however for glow it was more tricky to avoid data loss, so there's a commented out glow implementation which converts byte buffer to floats first, operates on floats and returns bytes back. It's slower and not sure if it should actually be used -- who're using glow on alpha anyway? - Sequencer modifiers should also be working nice with straight bytes now. - GLSL preview will predivide float textures to make nice shading, shading with byte textures worked nice (GLSL was assuming straight alpha). - Blender Internal will set alpha=1 to the whole sky. The same happens in Cycles and there's no way to avoid this -- sky is neither straight nor premul and doesn't fit color pipeline well. - Straight alpha mode for render result was also eliminated. - Conversion to correct alpha need to be done before linearizing float buffer. - TIFF will now load and save files with proper alpha mode setting in file meta data header. - Remove Use Alpha from texture mapping and replaced with image datablock setting. Behaves much more predictable and clear from code point of view and solves possible regressions when non-premultiplied images were used as textures with ignoring alpha channel.
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-10Google Summer of Code project: "Smoke Simulator Improvements & Fire".Daniel Genrich
Documentation & Test blend files: ------------------ http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements Credits: ------------------ Miika Hamalainen (MiikaH): Student / Main programmer Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch Google: For Google Summer of Code 2012
2012-08-04style cleanupCampbell Barton
2012-07-17code cleanup: spellingCampbell Barton
2012-05-29more plugin removalCampbell Barton
2012-05-29Massive Code cleanup:Thomas Dinges
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore. * DNA structures are kept, all read/writefile code is gone.
2012-05-15Add 'area' mode for brush texture projection.Nicholas Bishop
This is similar to the 'view' mode, but uses the average local surface normal rather than the view normal for projection. Original code by Jason Wilkins (GSoC). Documentation: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Sculpting#Brush_Map_Mode
2012-05-15Code cleanups for sculpt-related code.Nicholas Bishop
* Renamed flip_coord as flip_v3_v3 * Added flip_v3 for same input/output * Moved special case for grab brush's normal into calc_area_normal() * Renamed 'fixed' texture mode as 'view plane', mirrors Brush.sculpt_plane terminology
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-01Spelling CleanupCampbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-21change filepath limit from 240 to 1024Campbell Barton
2012-01-16use FILE_MAX instead of 240 or comment where define cant be used.Campbell Barton
2012-01-11Longer names support for all ID and other object namesSergey Sharybin
This commit extends limit of ID and objects to 64 (it means 63 meaning characters and 1 for zero-terminator). CustomData layers names are also extended. Changed DNA structures and all places where length constants were hardcoded. All names which are "generating" from ID block should be limited by MAX_ID_NAME-2, all non-id names now has got own define called MAX_NAME which should be used all over for non-id names to make further name migration stuff easier. All name fields in DNA now have comment with constant which corresponds to hardcoded numeric value which should make it easier to further update this limits or even switch to non-hardcoded values in DNA. Special thanks to Campbell who helped figuring out some issues and helped a lot in finding all cases where hardcoded valued were still used in code. Both of forwards and backwards compatibility is stored with blender versions newer than January 5, 2011. Older versions had issue with placing null-terminator to DNA strings on file load which will lead to some unpredictable behavior or even crashes.
2011-12-30minor dna header cleanupCampbell Barton
2011-12-15Bicubic bump map filtering.Antony Riakiotakis
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to "best quality" Previous "best quality" setting becomes "medium quality" now. For non OpenGL 3.0 GPUs this becomes the same as "medium quality" Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST!
2011-12-11remove unused function, found when syncing with bmesh, also remove/comment ↵Campbell Barton
some unused defines
2011-12-04add define for deprecated DNA struct members: DNA_DEPRECATED,Campbell Barton
this means use of deprecated struct members gives a warning. - makesdna.c preprocessor skips this. - DNA_DEPRECATED_ALLOW is used so readfile.c can do versioning without warnings. - this exposes some use of deprecated struct members, will deal with this after.
2011-11-30Remove MTEX_BUMP_FLIPPED flag which was added temporary when white/black colorsSergey Sharybin
for bump maps were toggled.
2011-11-13Moving all node angle-type values to radians. This also fixes [#29151] ↵Bastien Montagne
rotate node wrong input (mixing up radians and degrees). Warning! Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel. Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull! Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)! And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher... This affects following nodes: * Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur * Shader: Mapping And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
2011-11-13Ocean Sim modifier patchLukas Toenne
by Matt Ebb, Hamed Zaghaghi This adds a new Modifier "Ocean" to simulate large-scale wave motion. Details can be found in the wiki documentation [1], the project homepage [2] and the patch tracker [3] The modifier is disabled by default for now. To enable it, the WITH_OCEANSIM (cmake) / WITH_BF_OCEANSIM (scons) flags have to be set. The code depends on fftw3, so this also has to be enabled. [1] http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean [2] http://www.savetheoceansim.com [3] http://projects.blender.org/tracker/?group_id=9&atid=127&func=detail&aid=28338
2011-11-07Textures/Shaders: extend TexMapping to include projection options, and add aBrecht Van Lommel
ColorMapping struct for color manipulation of textures. These will be the standard built-in texture node options for manipulating the incoming texture coordinate and outgoing color.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-30Bump maps flip: now white means salience, black means concavitySergey Sharybin
Files created in blender before this revision should be rendered in exactly the same way they used to render before. Patch by Morten Mikkelsen, finished by Ton and me.
2011-08-22glsl and render support for derivative mapsMorten Mikkelsen
2011-05-01=trunk=Joseph Eagar
Made some improvements to the point density texture. Added support for tweaking the falloff with a custom curve. Also coded new falloff types based on the age or velocity of particles. Also added a test break check to the volumetric shade cache code, to avoid nasty hangups from the preview render (on render, exit, etc).
2011-02-17DNA header files are now grouped under the same module. No further ↵Nathan Letwory
documentation done.
2011-02-12Particles todo item: particle texturesJanne Karhu
* Effecting particle properties with textures was possible in 2.49, but not in 2.5 anymore. * Now particles have their own textures (available in texture panel for objects with particle systems), which are totally separate from the material textures. * Currently a basic set of particle properties is available for texture control. Some others could still be added, but the whole system is not intended as an "change anything with a texture" as this kind of functionality will be provided with node particles in the future much better. * Combined with the previously added "particle texture coordinates" this new functionality also solves the problem of animating particle properties through the particle lifetime nicely. * Currently the textures only use the intensity of the texture in "multiply" blending mode, so in order for the textures to effect a particle parameter there has to be a non-zero value defined for the parameter in the particle settings. Other blend modes can be added later if they're considered useful enough.
2011-01-29new bumpmapping options for the rendererM.G. Kishalmi
oldbump -> original newbump -> compatible *new* -> default (3tap) *new* -> best quality (5tap) the latter two have an option to apply bumpmapping in viewspace - much like displacement mapping objectspace - default (scales with the object) texturespace - much like normal mapping (scales)
2011-01-07Revert bump mapping patch for now, backwards compatibility is not good enough,Brecht Van Lommel
we may need to preserve the previous method.
2011-01-07Improved bump mapping patch by M.G. Kishalmi (lmg) and M.S. Mikkelsen (sparky).Brecht Van Lommel
Many thanks to them! For comparison, see here: http://kishalmi.servus.at/3D/bumpcode/ Based on algorithm in: Mikkelsen M. S.: Simulation of Wrinkled Surfaces Revisited. http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf This fixes bugs: #24591: Artefacts/strange normal mapping when anti-aliasing is on #24735: Error at the Normal function. #24962: Normals are not calculated correctly if anti-aliasing is off #25103: Weird artefacts in Normal This will break render compatibility a bit, but fixing this bugs would have also done that, so in this case it should be acceptable. Patch committed with these modifications: * Bump method Old/3-Tap/5-Tap option in UI, 3-Tap is default * Only compute normal perturbation vectors when needed * Fix some middle of block variable definitions for MSVC
2010-12-06bpath iterator updatesCampbell Barton
- loop over sequencer plugin and texture voxel paths. - fix leak in python bpy.utils.blend_path() and use PyUnicode_DecodeFSDefault() to ensure correct paths with different encodings. - operators to make paths absolute & relative now redraw the view.
2010-11-08[#24593] Cloud Depth setting above 30 cause texture corruptionCampbell Barton
disallow cloud depth over 30, it causes a lot of floating point exceptions (and nan value pixels), because of hitting the int limit with 1<<(oct+1) in BLI_gTurbulence
2010-10-05Reorganisation of COLLADA import code. Classes have been split into their ↵Nathan Letwory
own files. No functional changes. Where necessary extern "C" {} blocks have been added.
2010-08-11bugfix [#23247] Load Image in Textures does not use a usefull pathCampbell Barton
2010-07-05texture saturation option.Campbell Barton
we'll need a do-version bump soon or this will convert 0.0 saturation to 1.0 on load.
2010-06-01Fix [#22469] Crashes with "segmentation fault" when opening an image for ↵Matt Ebb
Voxel Data texture of type Image sequence Cleaned up the code here, made it more efficient and more reliable with threaded render.
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-14Remove SAT texture filter. It's not working, thought it was but that'sBrecht Van Lommel
because the mipmap was not being refreshed. Also this will be problematic to support when I add tile/mipmap cache, so would not rather not try to. Can be added back afterwards if someone wants to make it work.
2010-03-01Fix #21227, #21346 and #21336: image texture wasn't centered correctlyBrecht Van Lommel
when sculpting and using it from material nodes.
2010-02-17Animation Editors - Texture Animation:Joshua Leung
Texture animation is now shown in the animation editors. Texture stacks are shown for each Material/Lamp/World block that uses them. There is currently still a bit of a bug with this which means that unless the owner of the texture stack is animated too, the animation data for the textures won't show up. This will get rectified soon though.
2010-02-12correct fsf addressCampbell Barton
2010-01-25Smoke: The well known Miika Hämäläinen (aka MiikaH) patch ↵Daniel Genrich
(http://blenderartists.org/forum/showthread.php?t=158317&page=42) * Better (and windows enabled) OpenMP handling (> 2x-5x speed) * More Volumetric Texture mapping options (heat, etc) <-- Matt if that's not to your liking, just revert that part, it's separate anyway * Initial velocity taken from particle settings (no more slow starting) * Option to select compression method (there seem to be a bug in my high compression usage, at least it's been reported to result in exploding smoke - better use low compression for the time being) It's been tested since a while but as usual please report any (new!) bugs. ;-)
2009-11-04Fix bug #19699: point density texture doesn't save particle system.Brecht Van Lommel
Non-ID pointers in DNA can only point to data from own ID block, so now instead it uses an index into the particle system list, but still exposed as a pointer through RNA.
2009-10-01Texture stack influences are now all separate values, and negativeBrecht Van Lommel
mapped values now have their influence negated instead. Also a few RNA changes for TextureSlot. Bumped subversion for the version patch.
2009-09-30Rework of volume shadingMatt Ebb
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-10committing patch #19252-Soft/Linear Light blend modes+Darken mode bug fixRobert Holcomb
2009-09-04* New and improved voxel interpolation methods, from Alfredo.Matt Ebb
Now there is (in order of speed): * Nearest neighbour (very rough quality) * Linear (medium quality) * Quadratic (good quality) * Cubic Catmull-rom (very good quality, crisp) * Cubic B-spline (very good quality, smooth) Thanks!
2009-08-18* Point density texture works againMatt Ebb