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2011-07-19fix for [#28012] Mat ID messy with shader nodesJeroen Bakker
Issue was that the Shader tree execution changed the ShaderInput. Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel. When the material is not a node material the pass_index will be shown at the "options" panel To test enable nodes on the material Add a new input material change the pass_index of the material (render pipeline options) Enable RenderPass material ID and use the compositor to read out the material pass Jeroen
2011-07-17cmake source definitions:Campbell Barton
remove missing includes and use more strict formatting.
2011-07-12Bokeh blur in the blur node is wronlgy calculated.Jeroen Bakker
when using the node on a single white pixel on black background, the output should look like as the bokeh image. being a round image, but it looked like a donut. the make_gausstab used dist/rad and bokeh used (dist/rad)*2 - 1 I changed it to reflect the correct bokeh circular image
2011-07-12Add delete with reconnect feature.Jeroen Bakker
this will reconnect nodes as if the deleted node is muted. Operation is added to the space_node node menu and to the keymap as CTRL-X to test this just add some nodes to the space_node select one or multiple nodes and press CTRL-X It should reconnect the nodes as they were muted limitations: 1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole 2. mute only supports Value, Vector and Color data types, so does this feature 3. not usable for nodes where input and output does not match (like colorToBW) Where reconnect could not be preformed the links will be removed from the model. Undo works with this delete with reconnect.
2011-07-09fix for using uninitialized value in gpu_shader_materialCampbell Barton
2011-07-06Ergh! first compile and test then commit!Ton Roosendaal
2011-07-06Making Blender compile for C90 standard, var declared after code :)Ton Roosendaal
Also cleaned a line of code that was horribly spread over 4 lines.
2011-07-06Fix #27875: different texture nodes result after decompose/compose.Brecht Van Lommel
2011-07-04Updated the indent, sorry!Jeroen Bakker
2011-07-04Current situationJeroen Bakker
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 :)
2011-06-27Minor warning cleanup & fixCampbell Barton
- comment/remove assignments from values to themselves. - add case break statements (no functional change but some source code checkers notice). - fix python errors when the sculpt brush is None.
2011-06-19fixed possible use of uninitialized variable.Campbell Barton
2011-06-09Fix for GLSL material node inside groups. These were using the GPULink point ↵Lukas Toenne
from the input stack argument, but this only exists for directly linked nodes. If a node is linked directly to a group socket, which is not linked externally, the stack argument is actually the external group input.
2011-06-09fix for own mistake & fix some comments.Campbell Barton
2011-06-08Bugfix #27601Ton Roosendaal
Revision for previous fix; fast gaussian now survives on images with a dimension smaller than 3 pixels! Thanks Bastien Montagne for patch.
2011-06-08Bugfix #27601Ton Roosendaal
Scaling in compostior down to 1 pixel size crashed gaussian blur.
2011-06-07getting useful results out of the round compo node was tricky, use the ↵Campbell Barton
second value to determine how much to round by (can be used like a posterize filter)
2011-06-07error pointed out by Jeroen Bakker with the math nodes round function. was ↵Campbell Barton
incorrectly using the output rather then the input.
2011-05-31Material nodes were checking the nodestack->hasinput flag to determin ↵Lukas Toenne
whether the original material settings or the node input data would be used. This causes trouble when the input data is not the direct input constant of the node nor a direct link in the same tree (i.e. a group socket). Just checks if sockets are linked now (not very nice, but not hackier than the rest of that node). Fixes bug #27511.
2011-05-31fix [#27514] Fix Bug 27510 Color key hue flipping error (composite node)Campbell Barton
2011-05-31cmake maintenanceCampbell Barton
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python). also only build wm_apple.c on apple+carbon configuration.
2011-05-10Bugfix #27305Ton Roosendaal
RGB color node supports to set alpha too but never put alpha in the output. Report + fix provided by Dani G. Thanks!
2011-04-30- pass the camera to the render stamp function.Campbell Barton
- add BKE_write_ibuf_stamp() since saving environment maps & screen shots shouldn't have stamp.
2011-04-21converted more mixed tab/space indentations to tabs. only whitespace changes.Campbell Barton
2011-04-21whitespace only, no functional change mixed tabs/spaces --> tabs.v2.57aCampbell Barton
2011-04-21minor changesCampbell Barton
- remove some warnings - fix typos - cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined) - cmake, use an explicit list of rna files (don't glob)
2011-04-18Bugfix #26901Ton Roosendaal
Compositing, lens distortion node: it delivered RGBA out with alpha zero, making it not draw previews, violates both premul or straight alpha usage. Now it just sets alpha to 1 for entire output. Cleaned code readability a bit as well.
2011-04-18Fix [#26896] Displace Node crashes Blender when connected to Z-BufferMatt Ebb
Clamped the maximum displacement distance to 4 x the input image dimensions - prevents hanging when vary large values are mistakenly plugged in, such as Z buffers,
2011-04-18Committing patch [#26960] bu MiikaH, fixes bug:Matt Ebb
[#26945] Hue Correct doesn't Hue But Rather Saturate thanks!
2011-04-06add option WITH_BUILTIN_GLEW, so linux packagers can disable to use their ↵Campbell Barton
own glew library.
2011-04-03quiet various warnings, also disable -Wdouble-promotion with cmake since it ↵Campbell Barton
gives warnings with variable length args.
2011-03-292 fixes for un-initialized memory uses, when running testfile: ↵Campbell Barton
teapot_envmap.blend boxsample() expected talpha to be set beforehand, also dont set the int value as a float since its confusing.
2011-03-28misc nodes & editors: floats were being implicitly promoted to doubles, ↵Campbell Barton
adjust to use floats. + minor update to demo_mode
2011-03-24Bugfix #26584Ton Roosendaal
- Colormanagement code was gamma correcting non-RGBA buffers in composite. (Like vector buffers). - Crash on using "use Color Management" button during composites, because it was freeing all node images. Added code to stop first jobs before freeing. It sends notifier for recomposites after free anyway.
2011-03-19Fix #26543: lamp sky settings were missing soft/linear light blend types,Brecht Van Lommel
made enum items shared with material ramp and mix node.
2011-03-07Bugfix #26388Ton Roosendaal
Actually a todo item I forgot: Material nodes previews now follow the scene "color managenent" setting.
2011-03-06Applied patch by Alexander Kuznetsov for bug 26373: math node 'round' mode ↵Lukas Toenne
was not working correctly for negative numbers.
2011-03-05use NULL rather then 0 for pointer assignments & comparison, modifier, imbuf ↵Campbell Barton
& editors.
2011-02-27doxygen: blender/nodes tagged.Nathan Letwory
2011-02-27pedantic warning cleanup, also remove texspace_edit() since its been added ↵Campbell Barton
using a different method.
2011-02-23The material "Dynamic" node (disabled anyway) had incomplete base type ↵Lukas Toenne
initialization, which made it appear as an empty item in the input node category.
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-21doxygen: entry for gpu, modifiers, nodes, python and renderNathan Letwory
2011-02-19Fix for building math nodes provided by DustyDingoDaniel Salazar
2011-02-18Bugfix #26128Ton Roosendaal
Compositor/texture nodes: math node now allows to use pow() for negative raising too, but only when that value is near-integer. For other negative cases result is zero. Patch provided by Aurel W
2011-02-14more vars made staticCampbell Barton
2011-02-13Patch 26068Ton Roosendaal
Fast-gauss node didn't respond to socket-input "Size" factor. Thanks Philipp Oeser for the fix!
2011-02-13fix for warnings from Sparse static source code checker, mostly BKE/BLI and ↵Campbell Barton
python functions. - use NULL rather then 0 where possible (makes code & function calls more readable IMHO). - set static variables and functions (exposed some unused vars/funcs). - use func(void) rather then func() for definitions.
2011-02-10Different method for blur node aspect correction. Now the user can still set ↵Lukas Toenne
different sizes for x/y blurring in relative mode, but choose to use aspect correction on either of the axes.
2011-02-10More options for the blur node filter size. This can now be pixel based or ↵Lukas Toenne
relative to both axes or just either width or height.