Age | Commit message (Collapse) | Author |
|
and dopesheet view into trunk
Mostly related on changes in poll functions for tracking operators and some changes
to how interface is initializing for different view types.
|
|
Sponsored by the Blender Development Fund.
http://www.blender.org/blenderorg/blender-foundation/development-fund/
Remarks:
The original code was not designed to support moving obstacles so I had to introduce some velocity constraints into the code to prevent smoke from exploding. If this causes problems with "fire" emulation, please let me know.
|
|
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
|
|
to BLI_array macros.
|
|
Expose option into interface to use modal solver which currently
supports only tripod motion.
This solver requires two tracks at least to reconstruct motion.
Using more tracks aren't improving solution in general, just adds
instability into solution and slows down things a lot.
Refirement of camera intrinsics was disabled due to it's not only
refines camera intrinsics but also adjusts camera position which
isn't necessary here
To use this solver just activate "Tripod Motion" checkbox in
solver panel.
Merged from tomato: svn merge ^/branches/soc-2011-tomato -r45622:45624 -r46036:46037
P.S. Quite experimental yet, requires more checking and probably
tweaks to prevent camera jumps when tracks apperars/disappears
from the screen.
|
|
=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
|
|
* Remove RNA, Operator and UI for Texture and Sequence plugins.
Since 2.5x no effort has been done to bring that back, so there is simply no reason in keeping that code and the UI for that ;-)
* Low Level code still exists and is unchanged.
|
|
|
|
sequencer strip.
|
|
|
|
slight modifications.
Thanks!
|
|
blender - http://www.viva64.com/en/b/0145/
|
|
now stored in the loops.
|
|
|
|
|
|
bpy.data.scenes.tag() was missing.
|
|
- fix for own mistake (Ctrl+T didnt set beauty peroperty).
- remove bad level includes in bmesh.
|
|
add filtering for document generator to support --partial bpy.types.SomeType
|
|
|
|
|
|
|
|
incorrect argument to gluBuild2DMipmaps()
|
|
|
|
|
|
the node to read arbitrary multilayer exr files. Output sockets of this node are now generated dynamically when the image is updated. The image buffer has to be loaded to detect multilayer files on update.
|
|
* Replaced the hard coded viscosity presets with Python ones.
* Added version check, so older files load fine.
Loading new files into 2.62 also works fine.
|
|
|
|
* Also change UI name for ColorRamp node in rna_nodetree_types.h (Had a different name than in the actual UI)
|
|
formatter (able to get very close to our own style guide).
|
|
* Made Frameserver building optional, added WITH_BF_FRAMESERVER.
* Enabled per default in btools.py
|
|
|
|
a) Remove "animatable" flag from resolution property
b) "Hide fluid surface": Add description and changed prperty name. Nobody really understood the purpose of that checkbox.
|
|
|
|
|
|
Expose option into interface to use modal solver which currently
supports only tripod motion.
This solver requires two tracks at least to reconstruct motion.
Using more tracks aren't improving solution in general, just adds
instability into solution and slows down things a lot.
Refirement of camera intrinsics is supported by this solver.
To use this solver just activate "Tripod Motion" checkbox in
solver panel.
|
|
|
|
as they are not available from python...
|
|
|
|
|
|
Soft limit is still 5, so should be pretty safe even if it's not
supported well in all cases.
|
|
* When converting mfaces to mpolys, load external MDisp data in, add
CustomDataExternal struct to loopdata if needed.
* Fix multires modifier's filepath RNA functions to use ldata rather
than fdata.
|
|
Made name property required for new().
|
|
|
|
supported.
|
|
viewport.
Should be really handy for painting clean plates.
|
|
Collision Bounds.
Now use soft limit of 0.01 .. 10.0 for radius but hard limit is 0.01 .. FLT_MAX
|
|
|
|
Precision Flaws.
use the same precision for location all over (2-5 was used), use define as 5.
also disallow boolean to have any subtype besides PROP_LAYER_MEMBER, some booleans had TRANSLATION / XYZ subtypes which don't make sense.
|
|
|
|
though…).
|