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2014-09-17Fix T41761, muting not working with texture nodesAntony Riakiotakis
This was disabled to fix T41349, however seems that if we don't pass delegates for muted nodes everything work fine.
2014-08-12Fix T41349: Muting texture nodes can cause crashes.Lukas Tönne
Problem is that setup of stack indices which refer to the same stack entry can lead to cyclic TexDelegate node pointers, causing an infinite loop. Fixing this would take too much time and require recoding large parts of the texnodes system, which is earmarked for scrapping anyway ... So for now just disabled muting in texnodes to avoid crashes.
2014-08-12Freestyle: Added new UV Along Stroke shader node.Tamito Kajiyama
2014-08-12Freestyle: removed unnecessary call of node_type_storage() in the definition ↵Tamito Kajiyama
of the Output Line Style node.
2014-08-12Fix for renamed API functions in rB415af0b.Tamito Kajiyama
2014-08-12Freestyle: Added "blend_type" and "use_clamp" options to the Output Line ↵Tamito Kajiyama
Style shader node.
2014-08-12Freestyle: Changed the default Color value of the Output Line Style node.Tamito Kajiyama
2014-08-12Follow-up to rB647969f9b617: Renamed CTX_data_linestyle_from_scene() to ↵Tamito Kajiyama
BKE_get_linestyle_from_scene().
2014-08-12Added new Output Line Style shader node for defining a node-based line material.Tamito Kajiyama
2014-08-12Implemented a basic framework for node-based shaders.Tamito Kajiyama
Shader nodes will be used to define materials for stroke rendering, so as to allow users to interactively configure textures.
2014-07-29Cycles: Make Glass Shader Color default to 1.0.Thomas Dinges
This came up a few times already, most of the time you want a clear white glass, and not a greyish like one. :)
2014-07-26New compositor node "Sun Beams"Lukas Tönne
This allows adding a "fake" sun beam effect, simulating crepuscular rays from light being scattered in a medium like the atmosphere or deep water. Such effects can be created also by renderers using volumetric lighting, but the compositor feature is a lot cheaper and is independent from 3D rendering. This makes it ideally suited for motion graphics. The implementation uses am optimized accumulation method for gathering color values along a line segment. The inner buffer loop uses fixed offset increments to avoid unnecessary multiplications and avoids variables by using compile-time specialization (see inline comments for further details).
2014-07-23Bake-API: Test for cyclic node connectionDalai Felinto
If the active image node contributes to the final material shader (meaning it's either directly or indirectly connected to an Output Node) the user will receive an alert about circular dependency. Similar to what we do for Blender internal the baking will still happen, but the user will receive the alert which should prevent the image saving to happen if the result was not intentional. Core function to check for node output written by Lukas Toenne. Reviewers: lukastoenne, campbellbarton Differential Revision: https://developer.blender.org/D673
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-07-19Fix T40658: UV map node not working for GLSL materials.Brecht Van Lommel
2014-07-16Cleanup: Adhere to our naming convention for BKE_linestyle.h APICampbell Barton
2014-07-16Renamed CTX_data_linestyle_from_scene() to BKE_get_linestyle_from_scene().Tamito Kajiyama
The function is to retrieve the active line style ID datablock from a scene and there is nothing related to bContext.
2014-07-15No preemptive removal of muted and reroute nodes from compositor nodeLukas Tönne
trees for localization (previews and viewer evaluation). This is handled entirely by the compositor already. Doing this during localization is redundant and risks divergent behavior.
2014-06-30Fix T40795: Dot output is inverted in viewport with CyclesSergey Sharybin
2014-06-20Fix 2 GLSL errors, with Cycles Hair BSDF.Thomas Dinges
2014-06-18Fix T40585, group textures cannot be selected for painting.Antony Riakiotakis
Issue here is that if there's a texture in the tree, chances are it has already been set as active texture so groups are never traversed. Now changed logic so that if a group node is active, its own active texture takes priority over the parent group active texture.
2014-06-14Cycles: Don't show "Sharp" distribution in the Anisotropic node.Thomas Dinges
2014-06-14Cycles: glossy and anisotropic BSDF changesBrecht Van Lommel
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been removed because other distributions are superior. * GGX is now the default distribution for all glossy and anisotropic nodes, since it looks good, has low noise and is fast to evaluate. * Ashikhmin-Shirley is now available in the Glossy BSDF.
2014-06-14Cycles: Ashikhmin-Shirley anisotropic BSDFKarsten Schwenk
* Ashikhmin-Shirley anisotropic BSDF was added as closure * Anisotropic BSDF node now has two distributions Reviewers: brecht, dingto Differential Revision: https://developer.blender.org/D549
2014-06-14Implement GLSL code for XYZ nodes.Thomas Dinges
2014-06-13Cycles: Add dedicated nodes to split/combine vectors.Thomas Dinges
This was already possible via the RGB nodes, but that seems weird.
2014-06-13Code cleanup: reorder BKE_scene_use_new_shading_nodes checks lastCampbell Barton
2014-05-14Code cleanup: indentationCampbell Barton
2014-05-09Code cleanup: styleCampbell Barton
2014-05-07Fix some nodes showing up as undefined after the fix in 79c345acc21b.Brecht Van Lommel
A bunch of nodes had invalid storage definitions that don't refer to an actual DNA struct. Ref T40033.
2014-05-07Nodes: add absolute value operation to all math nodesMatt Heimlich
Reviewed By: dingto, brecht Differential Revision: https://developer.blender.org/D507
2014-05-03Patch D246: Texture Marks for freestyle strokes, written and contributed by ↵Tamito Kajiyama
Paolo Acampora. Reviewers: brecht, kjym3, #freestyle Reviewed By: brecht, kjym3 Differential Revision: https://developer.blender.org/D246
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-26Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, ↵Campbell Barton
modifiers, nodes)
2014-04-23Fix T39849: Adding links directly between node group input/outputLukas Tönne
extension sockets would create additional extension sockets instead of simply ignoring them.
2014-04-21Cycles: add Transparent Depth output to Light Path node.Carlo Andreacchio
This can for example be useful if you want to manually terminate the path at some point and use a color other than black. Reviewed By: brecht Differential Revision: https://developer.blender.org/D454
2014-04-20Nodes: make default group nodes slighly wider, to match other node width ↵Brecht Van Lommel
defaults.
2014-04-02Cycles: add dedicated UV Map node, easier to find and has convenient auto ↵Kevin Dietrich
complete. Fixes T37954. Reviewed By: brecht, dingto Differential Revision: https://developer.blender.org/D230
2014-04-02Fix T39547: Toggling render passes on active scene does not updateLukas Tönne
render layer nodes in a pinned tree from different scene. The way these updates work is a nasty legacy hack: https://developer.blender.org/diffusion/B/browse/master/source/blender/nodes/composite/node_composite_tree.c$277 This function is called //very frequently// by the get_from_context method. However, this does not get called for pinned node trees, so when showing a different scene's compositing nodes in the editor they may not get updated correctly. Now moved this update call out of get_from_context so it happens in any case. Will be called no more frequently than before (on every redraw). Eventually the depsgraph should handle this more precisely, it's just a simple ID dependency anyway ...
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-26Code cleanup: style and warningsCampbell Barton
2014-03-12Code cleanup: de-duplicate switch statement, style editsCampbell Barton
2014-03-11New Corner Pin node: uses explicit corner values for a plane warp ↵Lukas Tönne
transformation. This was suggested by Christopher Barrett (terrachild). Corner pin is a common feature in compositing. The corners for the plane warping can be defined by using vector node inputs to allow using perspective plane transformations without having to go via the MovieClip editor tracking data. Uses the same math as the PlaneTrack node, but without the link to MovieClip and Object. {F78199} The code for PlaneTrack operations has been restructured a bit to share it with the CornerPin node. * PlaneDistortCommonOperation.h/.cpp: Shared generic code for warping images based on 4 plane corners and a perspective matrix generated from these. Contains operation base classes for both the WarpImage and Mask operations. * PlaneTrackOperation.h/.cpp: Current plane track node operations, based on the common code above. These add pointers to MovieClip and Object which define the track data from wich to read the corners. * PlaneCornerPinOperation.h/.cpp: New corner pin variant, using explicit input sockets for the plane corners. One downside of the current compositor design is that there is no concept of invariables (constants) that don't vary over the image space. This has already been an issue for Blur nodes (size input is usually constant except when "variable size" is enabled) and a few others. For the corner pin node it is necessary that the corner input sockets are also invariant. They have to be evaluated for each tile now, otherwise the data is not available. This in turn makes it necessary to make the operation "complex" and request full input buffers, which adds unnecessary overhead.
2014-03-07Code cleanup: styleCampbell Barton
2014-03-02Fix for own mistake: arc diff swallowed a commit somehow, breakingLukas Tönne
compilation.
2014-03-02Fix T37334: Better "internal links" function for muting and node disconnect.Lukas Tönne
Implements a more flexible internal connect function for standard nodes (compositor, shader, texture). Allow feasible datatype connections by priority. The priorities for common datatypes in compositor, shader and texture nodes are encoded in a simple function. Certain impossible connections (e.g. color -> cycles shader) are excluded by giving them -1 priority. Priority overrides link status: If a higher priority input can be found, this will be used regardless of link status. Link status only comes into play for inputs with same priority. Reviewers: brecht CC: sebastian_k Differential Revision: https://developer.blender.org/D356
2014-02-26Fix T38831: blender internal enabling shadow pass changes material node diffuse.Brecht Van Lommel
It would include/exclude shadow depending on the pass being disabled/enabled, but that should have no influence on the combined render result. Now it always includes shadow.
2014-02-25Fix T38773: Inconsistent conversion of colors and float values inLukas Tönne
Blender Internal shader nodes. All nodes now use the `nodestack_get_vec` function to convert whatever input values are connected to the desired type, instead of using the stack values directly regardless of what they contain. Note that this might break old node setups that have been adapted to the faulty behavior, but as discussed in the bug report the 2.70 version is the right time to fix this.
2014-02-24Fix T38813: missing color management in texture nodes preview.Brecht Van Lommel
2014-02-24Fix T38798: Can get stuck in world nodes when switching from Cycles toLukas Tönne
BI. The shaderfrom setting in the node editor only makes sense for "new" shading nodes (cycles), otherwise it should be ignored and default to SNODE_SHADER_OBJECT.