Age | Commit message (Collapse) | Author |
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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when i changed it from a short to an int.
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terrain baking)
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needed to add a small value to the baking distance for it to include faces of that distance (maybe should make this happen from the user interface too)
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(Note to who-ever made all the changes referring to r.scemode:
r.scemode is an int, not a short!)
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docs and an exception if called.
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* Added Normalize option for diplacement so everything in the 'Dist' range is mapped 0-1
* Increased the maximum Dist and Bias to1000.0 (was 10.0)
* Added python utility function in BPyRender.py - bakeToPlane(...), to automate heightmap, normalmap generation for Crystalspace.
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changed env variable check order $TMP, $TMPDIR - aparently $TMP is more common.
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A new file could have its Blender.Get("filename") return "<memory>" after undo'ing on an open file.
Fix for own error with python sys.path, messed up game engine.
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could be 0, hanging yafray. This commits removes the separate yafray
number of processor setting and simply using the blender threads
button, there is no reason for a separate setting.
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http://www.blender.org/documentation/246PythonDoc/
http://www.blender.org/documentation/246PythonDoc/Render.RenderData-class.html
http://www.blender.org/documentation/246PythonDoc/bpy_api_2_46.zip
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Submitted By: Stephane SOPPERA (soppera)
Also fixes a small typo with wrong filetype for TIFF commandline rendering.
Kent
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renderData.removeRenderLayer() was not returning a Python object; make it
return None;
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Removed FTYPE from render output panel - was some old format that did index colors, and wasn't even used anywhere.
Added 2 options to the render output panel that can be used for a really basic local renderfarm (even artists can use it!),
"NoOverwrite" and "Touch"
When both are enabled, rendering 1 scene between many pc's on a fast network will populate the directory with frames.
Also useful to delete frames that have errors and re-render (without manually re-rendering each frame)
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Added RenderData.activeLayer attribute, lets user access the active
rendering layer. Also corrected description of RenderData.freeImages
attribute.
Note: doesn't seem like there is any support in the python API for accessing
the renderlayers settings....
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I was careful in selectively rolling back revisions, but if you've committed changes unrelated to BPY mixed with BPY changes, I might have reverted those too, so please double check.
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Document Peter's fps_base attribute for scene rendering objects; also remove
framesPerSecBase() method (preference is to add only attributes, and he did
add fps_base attribute).
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This adds fractional FPS support to blender and should finally
make NTSC work correctly.
NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough.
I added a seperate variable frs_sec_base and FPS is now
frs_sec / frs_sec_base.
I changed all the places, where frs_sec was used to my best knowledge.
For convenience sake, I added several macros, that should make life
easier in the future:
FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS : return current FPS as a double precision number
(last resort)
This closes bug #6715
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.
https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125
Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.
The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.
Enjoy!
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subclass and C/subtypes work.
was reported as a bug a while ago.
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* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
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PyObjects type, now only use macro's
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options like saveBuffers are available from Python and threads can be set from 1 to 8
usefull for python based renderfarms.
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being modified was G.scene
Before this, calling scene.currentFrame(val) would not work to update object displists where Blender.Set('curframe', val) did work.
Also used less python BuildValue calls.
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some platforms
commited temporary fix: executable name is quoted for all platforms except Windows now,
nicely wrapped in #ifdefs. Will be doing nice wrapper function BLI_system for system calls in blenlib
after release.
Please test on all platforms!
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(Empty space will get OSA options, that I add tomorrow or so)
- Removed a lot of old unused variables in renderdata. Also meant I had
to remove this from python API... please check if this gives valid
scripts?
- Cleaned up bad formatted code for FFMPG buttons (spaces instead of tabs)
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Please read:
http://www.blender3d.org/cms/Imaging.834.0.html
Or in short:
- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images
Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
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http://projects.blender.org/tracker/index.php?func=detail&aid=4786&group_id=9&atid=125
It seems like you can't quote the executable path on win32 using system().
So, playing back a rendered animation now works again on win32, however,
the bug remains... no idea how to correct it.
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http://projects.blender.org/tracker/index.php?func=detail&aid=4786&group_id=9&atid=125
If the path to Blender contained whitespace, various places which called
the Blender executable wouldn't run. Now the path to the executable
should be quoted correctly everywhere.
If this breaks anything on other platforms, please shout :)
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- It saves a file with indicated type on each change, with number
appended denoting the current frame (like ANIM saving).
- Output filename button supports relative paths ("//")
- Shows optional preview image too
- For now, added a print on each file save as feedback
To make this option work nicely, changed the BKE_makepicstring() function
to have less globals inside, so it is more generic. Todo: allow amount of
digits in filenames to be set (to support files like tmp_123456.jpg)
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Plumiferos request: added sceneRender.set attribute, which give access
to the Render "Set" link for scenes. Always wondered what that button
was for.
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Change to displayMode attribute to support the new render window options, and
correct description in the documentation.
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Next to the "DispWindow" there are now two new choices:
- Display render output to Image Editor
- Display render output to Screen-sized Image Editor
Both options won't open a 2nd window anymore, which makes work quite more
smooth even, especially because 'focus' isn't lost. Further it fits in the
'single window UI' paradigm of Blender. Should have been done 10 years ago!
Lastly it might bypass issues with X11... having 2 windows with opengl
context is not always stable in Linux.
This option uses an identical trick as for the Compositor viewer, using an
Image block with a fixed name ("Render Result").
The flow, when invoking a Render, goes as follows:
- first it checks if there's an Image Editor visible displaying the "Render
Result", if so then it uses that area-window.
(Use this option for dual-monitor setups for example, a render will always
go to the same location then)
- else it checks if there's an Image Editor open in general, it then
assigns that window the "Render Result" Image.
- else: it searches for the largest Area in the screen, and turns that into
a temporal Image Editor showing render output.
After a render, an ESC will push back the former view, if the Area type has
changed.
Same rules apply for the "Full Screen" option. Here an ESC will always go
back to the regular Screen, and restore Area type if required.
While rendering, the queue for the renderwindow isn't handled yet, so you can
not zoom (nor get full redraws), as for the regular render window.
Existing conflicts:
- in FaceSelect mode, the Image editor enforces to display the face texture
after rendering again.
- when using an Image window for compositing, you'll lose the Viewer output
on a render.
Implementation note:
While rendering updates, nothing is drawn in frontbuffer anymore. That's
good news for b0rked OpenGL drivers (and faster). However, for the few
OpenGL cards that don't do a "swap copy" but a "swap exchange" you get
issues... has to be worked on. I'm afraid we have to drop frontbuffer
drawing altogether.
Other fixes:
- Hotkeys NumPad 1, 2, 4, 8 will set zoom levels (was half coded only?)
Use SHIFT to zoom out (smaller).
- Rendering Tile updates still had draw errors on edges of tiles, in OSA
only. (Caused by commit 4 days ago)
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made xparts and yparts consistent in the different places it can be set now python and the buttons are max 64 (was 512 in some python locations) and xparts is max 512 (was max 64 in some python locations), also made the minimum xparts and yparts 1 again. Ed Halley suggests that we should up the max xparts to 1024 (instead of the current 512) for 'smoother panoramas'
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Removed "#if 0" conditionals of future code which were causing compiler
problems on some platforms.
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Second pass at sceneRender.c / Scene.Render API clean-up. Most of the remaining clean-up needs to wait for the API refactor, since the "good" attribute names are already used by methods.
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First pass at sceneRender.c / Scene.Render API clean-up. Mainly implementing
attribute via tp_getset, but a few new features too.
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[ #4228 ] Blender.Image.Load(filename) loads only on the first loading
- Image.Load() will now reload the image buffer when a image of the same name is loaded again
- small textual change in render code
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- save_rendered_image_cb_real has a popup window embedded in it that prevents automation through python as a result python scripts would get a popup which is ignorned by the script
- modified so python scripts overwrite the image by default
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* C uses braces unlike python :/
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- added documentation to Render - saveRenderedImage has an option to save the zbuffer along with the image
(off by default)
- fixed a really annoying runtime error of uninitialized data being passed to a method in pipeline.c during a render
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- fixed Render.saveRenderedImage() so now it works once again
(it was broken since render refactor)
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