Age | Commit message (Collapse) | Author |
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can type in any value, and only when sliding the number value there is a limit.
It was already possible to assign any value to a socket with node linking, so
this shouldn't cause any new issues.
Also raised the limits on the math nodes, with a patch by Agustin Benavidez.
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Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines):
* The node types definitions into rna_nodetree_types.h
* The vgroup name functions into rna_particle.c
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Addresses:
* C++ comments.
* Spaces after if/for/while/switch statements.
* Spaces around assignment operators.
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an obj file
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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!
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while translating in french).
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french...
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by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
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materials.
The internal render engine does not support them, and they are not accesible in
the UI yet, but cycles will use them.
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http://markmail.org/message/fp7ozcywxum3ar7n
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also rename backface_culling --> use_backface_culling (which is used elsewhere in rna)
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on by default
under suggestion of Mitchell Stokes (Moguri)
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Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
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Plus a few splits of very long lines…
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A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.
In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal
With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.
In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface
On the properties-space the next changes will be done
Scene⇒Render layer⇒Passes⇒Material index will be added
Material⇒Options⇒Pass index will be added
DNA
Material struct will get an new field called “index”. this will be a short-type.
Material struct the field pad will be removed.
A new Render-layer pass will be added (bit 1«18)
RNA
Material RNA is updated (based on “pass index” from object)
Render layer RNA is updated (based on IndexOB)
Blender internal renderer
The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor
The render layer input will get a new output socket called “IndexMA”
Usage
An example on how to use material index can be found at:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend
This is also example of a commit message longer than the commit itself :)
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selector even if there is no active texture slot or node, now it's disabled
in that case.
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needed for dynamic python enums.
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lot!
Reviewed by Tom Musgrove and myself.
From the patch description:
ValterVB on #blendercoders submitted a long list of missing tooltips in Blender, and I went through the list and added all I knew. After that I crowdsourced the rest by putting a spreadsheet on Google docs and having people fill in the missing ones that I didn't know. So if there's some weird tooltip in there that doesn't make sense, that's why.
Thanks to Wolter, spacetug and others on BlenderArtists for contributing tooltips.
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- also fix own bad assert from yesterday & remove testing cmake print.
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made enum items shared with material ramp and mix node.
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- for new shadow only enum, use humanly readable RNA enum values.
- update cmake unix example for custom python.
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Patch from Miika Hämäläinen.
The old Material "Only Shadow" used an ancient 'best guess'
formula using Lamp Distance and some averaging for converting
shadow values to alpha.
A couple of bug reporters already complained about the not
very predictable renders. Miika fixed this by adding two
new options, to only give the true shadow factor exclusively,
or to give a result including light intensity values.
More info:
http://projects.blender.org/tracker/index.php?func=detail&aid=26413&group_id=9&atid=127
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the old FH setting was blended with the other physics settings (friction and elastic)
Also in the Physics panel it was saying "Use Material Physics" but the button is only for Force Field.
Since I was here I decided to change the Constraint FH ui name from Fh to Force. I don't think users really understand what FH is (I for once don't).
Thanks to Carsten Wartmann for pointing that out.
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Switching layers reveiled hidden objects in wrong positions, changes
are currently not being handled for hidden objects.
Only way to fix it is by completely update newly visible objects...
(Also fixed a typo and a compile warning)
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Allowing IOR smaller than 1.0.
This is for people who want to trace air bubbles under water :)
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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)
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bpy.data.materials['XXX'].texture_slot.clear(0) dosen't delete texture from screen
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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we may need to preserve the previous method.
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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
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Object color option now is incorporated in preview render, and
in display in 3D window.
Note that Object-color is "modulating" the render result, it just
multiplies... which is very limited for practical use. This was
added for Apricot game project. The original meaning however was
to replace diffuse only... so specular and light work still correct.
ALso made header for properties editor start on top, to reflect
default (report in tracker).
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Normal Map bool and the normal_space menu are only used for material based textures, not for textures used by lamp/world etc. Accidentally ported this over from 2.49, where these buttons are drawn even they don't work in that context.
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* Particle age can now be used as the texture x-coordinate, and location in a particle trail as the y-coordinate.
* This finally enables particles in 2.5 to change their color (or any other texturable material property) by their age.
* In 2.4x this was accomplished with the "100 frames == particle age", but this was both non-intuitive and slow as the animation system had to be recalculated for every particle.
* Currently these are 2d coordinates (age/lifetime == x-coordinate, trail particle index/number of trail particles == y-coordinate), but other particle properties or possibly even a user definable property can be added as coordinates in the future.
* On the code side this uses the same coordinate definition number (for halo materials) as strand coordinates (for surface materials). This is also nice as they intuitively mean nearly the same thing, i.e. along strand or during particle life.
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only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
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- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
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even when greyed out
* The actual flag was set at render time, was not supposed to be editable manually.
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