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2010-05-27Progress indicators for threaded jobsMatt Ebb
Now, rather than the bit-too-alarming stop sign, threaded wmJobs display a progress indicator in the header. This is an optional feature for each job type and still uses the same hardcoded ui template (could use further work here...). Currently implemented for: Render - parts completed, then nodes comped Compositor - nodes comped Fluid Sim - frames simulated Texture Bake - faces baked Example: http://mke3.net/blender/devel/2.5/progress.mov
2010-04-06Fix #21545: geometry node front/back incorrectly depended on camera angle, canBrecht Van Lommel
actually be implemented simpler now.
2010-02-16Texture Nodes:Brecht Van Lommel
* Remove the manual OSA method but rather pass on derivatives to the textures. This means that at the moment e.g. the bricks node is not antialiased, but that image textures are now using mipmaps. Doing oversampling on the whole nodetree is convenient but it is really the individual textures that can do filtering best and quickest. * Image textures in a texture node tree were not color corrected and did not support 2d mapping, now it's passing along shadeinput to make this possible. Would like to avoid this but not sure how. * Fix preview not filling in all pixels when scaling or rotating in the texture nodes.
2010-02-12correct fsf addressCampbell Barton
2010-01-28Ambient Occlusion split up into:Brecht Van Lommel
Ambient occlusion: multiplied with direct lighting by default, add is also still available and more blending methods might be added if they are useful. This is fundamentally a non physical effect. Environment lighting: always added as you would expect (though you can subtract by specifying negative energy). This can be just white or take colors or textures from the world. Indirect lighting: only supported for AAO at the moment (and is still too approximate), and also is always added. A factor is available to specify how much is added, though value 1.0 is correct. Also: * Material ambient value now defaults to 1.0. * Added Environment, Indirect and Emit pass. * "Both" blending method is no longer available. * Attenuation, sampling parameters are still shared, some could be split up, though if they are different this would affect performance.
2009-12-30bake is now modal like render and updates the image view while baking.Campbell Barton
it also has an exec function which doesnt update (like render too)
2009-11-30Approximate AO: Diffuse Bounce HackBrecht Van Lommel
This brings back the single bounce indirect diffuse lighting for AAO, it's not integrated well but that will be tackled later as part of shading system refactor and subdivision changes. The caveats are the same as AAO, with one extra thing, the diffuse lighting is sampled once per face, so it will not be accurate unless faces are subdivided. I'm committing this now so we can start testing it for Durian, and since changes need to make it work properly are planned.
2009-10-06svn merge -r 23528:23646 ↵soc-2009-jaguarandiAndre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2009-10-01Texture stack influences are now all separate values, and negativeBrecht Van Lommel
mapped values now have their influence negated instead. Also a few RNA changes for TextureSlot. Bumped subversion for the version patch.
2009-09-15svn merge -r 22571:22800 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender svn merge -r 22800:23207 https://svn.blender.org/svnroot/bf-blender/trunk/blender Merged volumetric with new raytrace code (it compiles and rendered volume-cube.blend withouth problems) Part1: source/blender
2009-08-19svn merge -r 22450:22627 ↵Matt Ebb
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
2009-08-17svn merge -r 22371:22571 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
2009-08-152.5: Material buttonsBrecht Van Lommel
* Transparency is now it's own panel, with a boolean toggle + enum for z/ray transparency (following mockup made by William). Also had to change DNA flags for this. * Disabled radiosity a bit more in render engine, it still had some effects like auto autosmooth. * Make some sliders in material buttons percentages in RNA. * Some other small tweaks in layout and naming.
2009-08-13* First commit merging 2.4-based sim_physics in to volume25 branch.Matt Ebb
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983 More to come, but this makes things much easier to work on for me :)
2009-07-06*Added output of BB/primitves test/hitsAndre Susano Pinto
*"Added" SCE_PASS_RAYHITS to visually see each pixel primitive and BB tests (not-completed for UI) *Added runtime exchange of tree structure *Removed FLOAT_EPSILON from BLI_bvhkdop BB's
2009-06-092.50:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
2008-11-19svn merge -r 17201:17502 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-11-132.5: merge with trunk, previous merge was only up to yesterday.Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
2008-11-12Patch #7897 Texture Nodes!Ton Roosendaal
Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
2008-10-21* reimplemented some things, hopefully may fix some problems zanqdo was havingMatt Ebb
2008-10-20New volume rendering feature: Light CacheMatt Ebb
This was a bit complicated to do, but is working pretty well now, and can make shading significantly faster to render. This option pre-calculates self-shading information into a 3d voxel grid before rendering, then uses and interpolates that data during the main rendering phase, rather than calculating shading for each sample. It's an approximation and isn't as accurate as getting the lighting directly, but in many cases it looks very similar and renders much faster. The voxel grid covers the object's 3D screen-aligned bounding box so this may not be that useful for large volume regions like a big range of cloud cover, since you'll need a lot of resolution. The render time speaks for itself here: http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_interpolation.jpg The resolution is set in the volume panel - it's the resolution of one edge of the voxel grid. Keep in mind that the higher the resolution, the more memory needed, like in fluid sim. The memory requirements increase with the cube of the edge resolution so be careful. I might try and add a little memory calculator thing like fluid sim has there later. The voxels are interpolated using trilinear interpolation - here's a comparison image I made during testing: http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_compare.jpg There might still be a couple of little tweaks I can do to improve the visual quality, I'll see.
2008-10-12svn merge -r 16866:17042 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-10-07Fix for bug #13363: ray (qmc) shadows had some light leaking issues,Brecht Van Lommel
due to jittering of the start position for antialiasing in a pixel. Now it distributes the start position over the fixed osa sample positions, instead of of random positions in space. The ugly bit is that a custom ordering was defined for osa 8/11/16 to ensure that the first 4 are distributed relatively fair for adaptive sampling to decide if more samples need to be taken.
2008-10-04* New volumetrics feature: scattering typesMatt Ebb
Otherwise known as a phase function, this determines in which directions the light is scattered in the volume. Until now it's been isotropic scattering, meaning that the light gets scattered equally in all directions. This adds some new types for anisotropic scattering, to scatter light more forwards or backwards towards the viewing direction, which can be more similar to how light is scattered by particles in nature. Here's a diagram of how light is scattered isotropically and anisotropically: http://mke3.net/blender/devel/rendering/volumetrics/phase_diagram.png The new additions are: - Rayleigh describes scattering by very small particles in the atmosphere. - Mie Hazy / Mie Murky more generalised, describes scattering from large particle sizes. - Henyey-Greenstein a very flexible formula, that can be used to simulate a wide range of scattering. It uses an additional 'Asymmetry' slider, ranging from -1.0 (backward scattering) to 1.0 (forward scattering) to control the direction of scattering. - Schlick an approximation of Henyey-Greenstein, working similarly but faster. And a description of how they look visually (just an omnidirectional lamp inside a volume box) http://mke3.net/blender/devel/rendering/volumetrics/phasefunctions.jpg * Sun/sky integration Volumes now correctly render in front of the new physical sky. Atmosphere still doesn't work correctly with volumes, due to something that i hope can be fixed in the atmosphere rendering, but the sky looks quite good. http://mke3.net/blender/devel/rendering/volumetrics/sky_clouds.png This also works very nicely with the anisotropic scattering, giving clouds their signature bright halos when the sun is behind them: http://mke3.net/blender/devel/rendering/volumetrics/phase_cloud.mov in comparison here's a render with isotropic scattering: http://mke3.net/blender/devel/rendering/volumetrics/phase_cloud_isotropic.png * Added back the max volume depth tracing limit, as a hard coded value - fixes crashes with weird geometry, like the overlapping faces around suzanne's eyes. As a general note, it's always best to use volume materials on airtight geometry, without intersecting or overlapping faces.
2008-09-25* Worked a bit on cleaning up the code involving layering volumes on Matt Ebb
solids, in front of other volumes, etc. Now there's a 'layer depth' value that works similarly to refraction depth - a limit for how many times the view ray will penetrate different volumetric surfaces. I have it close to being able to return alpha, but it's still not 100% correct and needs a bit more work. Going to sit on this for a while.
2008-03-07Normal map tangents are now not always averaged at vertices anymore,Brecht Van Lommel
but only when the UV's are connected. That fixes some artifacts when baking and using tangent space normal maps. It does mean increased memory usage because it now stores 4 tangents per face like UV's, and increased processing time, but there's no simple way around that.
2008-01-30- Bugfix for ztransp not being filled into the z-pass after FSA changes.Brecht Van Lommel
- Bugfix for speedvectors being not properly set for some strands.
2008-01-28New rendering option: FSA!Ton Roosendaal
This completes the pipeline make-over, as started in 2006. With this option, during rendering, each sample for every layer and pass is being saved on disk (looks like non-antialiased images). Then the composite and color correction happens, then a clip to 0-1 range, and only in end all samples get combined - using sampling filters such as gauss/mitch/catmul. This results in artefact-free antialiased images. Even Z-combine or ID masks now work perfect for it! This is an unfinished commit btw; Brecht will finish this for strands. Also Halo doesnt work yet. To activate FSA: press "Save Buffers" and the new button next to it. :)
2008-01-19Added new render pass: "Mist".Ton Roosendaal
This is actually just the alpha value as currently being calculated by the mist code. It is in many cases not very useful to have this as alpha in shading result, also for postprocess and composite. Note: this pass also works with "Mist" not set in World, of course.
2008-01-17Approximate Ambient OcclusionBrecht Van Lommel
============================= A new approximate ambient occlusion method has been added, next to the existing one based on raytracing. This method is specifically targetted at use in animations, since it is inherently noise free, and so will not flicker across frames. http://www.blender.org/development/current-projects/changes-since-244/approximate-ambient-occlusion/ http://peach.blender.org/index.php/approximate-ambient-occlusion/ Further improvements are still needed, but it can be tested already. There are still a number of known issues: - Bias errors on backfaces. - For performance, instanced object do not occlude currently. - Sky textures don't work well, the derivatives for texture evaluation are not correct. - Multiple passes do not work entirely correct (they are not accurate to begin with, but could be better).
2008-01-09Misc Render FeaturesBrecht Van Lommel
==================== - "From Dupli" option for orco and uv texture coordinates. For dupliverts, duplifaces and dupli particles, this uses the orco and uv at the point on the parent surface. Can for example be used for texturing feathers and leafs. Note that uv only works for duplifaces and particles emitted from faces, these are not defined at vertices. - "Width Fade" option for strand render, to fade out along the width of the strand. Committing this so it can be tested, might be changed or removed even, if it doesn't give nice results.
2007-12-15Render InstancingBrecht Van Lommel
================= Big commit, but little user visible changes. - Dupliverts and duplifaces are now rendered as instances, instead of storing all of the geometry for each dupli, now an instance is created with a matrix transform refering to the source object. This should allow us to render tree leaves more memory efficient. - Radiosity and to some degree raytracing of such objects is not really efficient still. For radiosity this is fundamentally hard to solve, but raytracing an octree could be created for each object, but the current octree code with it's fixed size doesn't allow this efficiently. - The regression tests survived, but with I expect that some bugs will pop up .. hopefully not too many :). Implementation Notes ==================== - Dupligroups and linked meshes are not rendered as instances yet, since they can in fact be different due to various reasons, instancing of these types of duplis that are the same can be added for them at a later point. - Each ObjectRen now stores it's own database, instead of there being one big databases of faces, verts, .. . Which objects that are actually rendered are defined by the list of ObjectRenInstances, which all refer to an ObjectRen. - Homogeneous coordinatess and clipping is now not stored in vertices anymore, but instead computed on the fly. This couldn't work for instances. That does mean some extra computation has to be done, but memory lookups can be slow too, and this saves some memory. Overall I didn't find a significant speed impact. - OSA rendering for solid and ztransp now is different. Instead of e.g. going 8 times over the databases times and rendering the z-buffer, it now goes over the database once and renders each polygon 8 times. That was necessary to keep instances efficient, and can also give some performance improvement without instances. - There was already instancing support in the yafray export code, now it uses Blender's render instances for export. - UV and color layer storage in the render was a bit messy before, now should be easier to understand. - convertblender.c was reorganized somewhat. Regular render, speedvector and baking now use a single function to create the database, previously there was code duplicated for it. - Some of these changes were done with future multithreading of scene and shadow buffer creation in mind, though especially for scene creation much work remains to be done to make it threadsafe, since it also involves a lot of code from blenkernel, and there is an ugly conflict with the way dupli groups work here .. though in the render code itself it's almost there.
2007-12-05- fix for [#7327] Problem/issue with .PLY export,Campbell Barton
editmode was not exited, and vertex normals would not write at all! (probably own error) - Edited tooltip for texture DVar (was some user confusion in the studio as to its purpose) - Set render border is disabled when it has no area - so drawing a box outside the camera disables .
2007-12-04ParticlesBrecht Van Lommel
========= - Fix crash in particle transform with the particle system not editable. - Particle child distribution and caching is now multithreaded. - Child particles now have a separate Render Amount next to the existing Amount. The render amount particles are now only distributed and cached at render time, which should make editing with child particles faster. - Two new options for diffuse strand shading: - Surface Diffuse: computes the strand normal taking the normal at the surface into account. - Blending Distance: the distance in Blender units over which to blend in the normal at the surface. - Special strand rendering for more memory efficient and faster hair and grass. This is a work in progress, and has a number of known issues, don't report bugs to me for this feature yet. More info: http://www.blender.org/development/current-projects/changes-since-244/particles/
2007-11-29Render BakingBrecht Van Lommel
============= A new "Selected to Active" option in the Bake panel, to (typically) bake a high poly object onto a low poly object. Code based on patch #7339 by Frank Richter (Crystal Space developer), thanks!. Normal Mapping ============== Camera, World, Object and Tangent space is now supported for baking, and for material textures. The "NMap TS" setting is replaced with a dropdown of the four choices in the image texture buttons. http://www.blender.org/development/current-projects/changes-since-244/render-baking/
2007-11-15* New material option: TexFace AlphaMatt Ebb
This is an additional option for 'TexFace', which uses the alpha of the UV assigned faces as well as the colour. It appears in material buttons as a little 'A' button next to 'TexFace', when 'TexFace is switched on. It's a bit horrible, but no point tweaking that layout in isolation at this stage. This image is using texface alpha, with different assigned images, all sharing the one material: http://mke3.net/blender/devel/rendering/texface_alpha.jpg Usually I consider texface (and teaching people to use it for UV mapping) to be pretty evil, but in some cases, when you have lots of separate images that you want to control in the one material, it can be quite handy.
2007-05-31== Shader nodes ==Matt Ebb
* Geometry node: Front/back output This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov Give 1.0 if it's the front side, and 0.0 if it's the back side. * Extended material node This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it. == Comp nodes == * Invert node Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node: - makes it a lot faster to set up, rather than all the clicking required with the mix node - is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree. - has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too. There's also a shader node version too. * Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor: - adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input - making the fac value on RGB curves still work when there's nothing connected to it
2006-12-27Fix for bug #5523:Brecht Van Lommel
A crash on rendering with multiple UV layers, layer names weren't always getting copied correct.
2006-12-22Bugfix #5489Ton Roosendaal
Variable "osatex" was hanging in cases, giving weird noisy results in cases (like when you use extreme high frequency image texture).
2006-12-21Added names to UV and vertex color layers, and display them as a list.Brecht Van Lommel
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
2006-12-08Numerous fixes in Render code:Ton Roosendaal
- Bug: material emit was ignored (showed in preview render backdrop) - Bug: world exposure was ignored - Bug: lamp halo was ignoring 'render layer light override'. Further reshuffled the way shadows are being pre-calculated, this to enable more advanced (and faster) usage of Material lightgroups. Now shadows are being cached in lamps, using a per-sample counter to check if a recalc is needed. Will also work (later) for Raytracing node shaders. - New: Material LightGroup option "Always", which always shades the lights in the group, independent of visibility layer. (so it allows to move such lights to hidden layer, not influencing anything).
2006-12-07Work on RenderLayer and Pass control:Ton Roosendaal
Full log: http://www.blender3d.org/cms/Render_Passes.829.0.html In short: - Passes now have option to be excluded from "Combined". - RenderLayers allow to override Light (Lamp groups) or Material. - RenderLayers and Passes are in Outliner now, (ab)using Matt's nice 'restriction collumns'. :)
2006-12-06Three fixes:Ton Roosendaal
- Crash, caused by commit of 1 hour ago to fix 'All Z' render problem - Bug: yesterday's fix for node material renders caused some issues with precalculating correct shadow. - Composite Translate node: input sockets allowed multiple inputs
2006-12-05Damn! Commit for render passes in wrong dir....Ton Roosendaal
2006-11-22Render Baking candy: while baking, the UV Image window shows the progressTon Roosendaal
in rendered images, once per second. Also switches to other images. This happens threaded, so might need a good test :)
2006-11-21Bugfix #5277Ton Roosendaal
Bake-render: Quad faces still didn't get handled properly, error visible for vertex color or UV textures. Also: added error meny when a Bake cannot work because there are no Images or no Images with buffers
2006-11-19Long waited feature: Render BakingTon Roosendaal
Here's the full release log with example file. http://www.blender3d.org/cms/Render_Baking.827.0.html For people who don't read docs; just press ALT+CTRL+B on a Mesh with texture faces! Todos: - maybe some filter options extra? - Make normal maps in Tangent space
2006-10-14New shadow feature: Irregular Shadow BuffersTon Roosendaal
Full log: http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html In short: this is a shadow buffer approach that always results in crispy shadows, independent of lamp buffer size or zoom level. This shadow buffer system also supports transparent shadow. This is part of work on refreshing Shadow Buffers in Blender. You now can choose of two types (Classical, Irregular). More types will follow. Also quality issues for Classical shadow buffers are going to be reviewed, especially to solve the lousy Biasing. For the CVS log record; it is based on articles: Gregory Johnson et al, University of Texas, Austin. (Regular grid method). Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
2006-07-09Bugfix #4647Ton Roosendaal
The raytracer wasn't calling node shaders yet, so results showed only shading for the base material. This now works, but there's a conflict in the internal Blender shader that makes recursive raytracing with nodes unpredictable. Basicaly the conflict is that when a ray wants to shade a point, it should be able to check the material for mirror properties, but this is undefined for node trees... Probably we need to separate raytrace entirely from material shading. Is a good topic for NodeShader 2.0, when we really split up materials in shading components. I'll add a note in the release log about this. Best results you get now when you don't include mirror/ray-transp insde a node tree, in that case a regular material mirror can render that material perfectly.
2006-05-28More render pipeline finishing up;Ton Roosendaal
- Shaded drawmode is back (shift+z). Note it still only uses orco texture; but lighting/shading is using the internal render module entirely. - "Make Sticky" option back. (Also fix in sticky texture render, was wrong scaled)