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2010-11-03[#23095] If no camera is present, a render starts but does nothing, and we ↵Sergey Sharybin
have no "No camera" warning Improve camera checking and move it before starting render jobs
2010-11-03bugfix [#24508] Render and changing scenes crashes.Campbell Barton
The scenes 'Render' is kept by blender while blender runs but the callbacks were not cleared when the render was done. In this case the callback would reference a freed render job. This isn't normally a problem because on re-rendering new callbacks are set, however the sequencer can render a previously rendered scene without setting up callbacks. Simple fix is to to dummy callbacks applied onto the scenes 'Render' struct once its finished.
2010-10-31Fix crashing running read full sample layers operator.Brecht Van Lommel
2010-10-19Fix for [#24293] Shadow pass is wrongJanne Karhu
* The problem is that shadow pass is derived from the diffuse pass as shad = shad'/diff, where shad' = shad*diff. In cases where diff is 0 and the division can't be done shad is left as shad' (=0). * This all works just fine until the diffuse color is 0 on just one channel (no red in material color for example). In this case the shadow pass is left as 0 too regardless of the existence of an actual shadow, so the end result is a colored shadow! * The only real solution is to use the original shadow intensity to determine if there actually is a shadow or not. This is now stored in shr->shad[3] from the lamp shadow calculation. Note: The best solution would probably be to calculate the shadow pass on it's own and not to derive it from the diffuse pass, but I didn't dare to start messing up the shading code totally.
2010-09-23bugfix [#23595] Texture paint with a node based brush produces artifactsCampbell Barton
also changed displace modifier not to link object depgraph when not using object texturespace.
2010-08-12Fix #23238: crash rendering multiple scenes from compositor.Brecht Van Lommel
2010-08-02Fix preview render crash after recent G.main changes.Brecht Van Lommel
2010-08-012.5: code changes to reduce the usage of G.main and pass it alongBrecht Van Lommel
or get it from the context instead.
2010-07-07Fix #22354, #22727, #22501: image window not display correctBrecht Van Lommel
renders with compositing and slots.
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.
2010-04-01Attempted fixes for render crashes on windows, still can't redo them hereBrecht Van Lommel
in a virtual machine, maybe that has some different threading behavior. Also should fix a problem with displaying render passes and multiple slots.
2010-03-30* Assign weight from bones in weight paint mode now respects paint faceBrecht Van Lommel
mask, also avoid making vertex groups if they will not be filled. * Add back image pin option in image editor header. * Fix deep shadow not respecting Cast Buffer Shadows option. * Tangent space normal map baking should work again now. * Fix a problem with particle duplis, due to own bugfix for #20350, the problem for that seems to be in dupliverts, not particles. * Fix external multires data link getting lost on exiting editmode. (commits 27776,27777,27830,27840,27841,27862 by Brecht from render25 branch)
2010-03-28External render engines now have option bl_postprocess to determineBrecht Van Lommel
if compositing, sequencer, fields, etc should be rendered, or if the render does that itself. The weak point is that this only applies to rendering, so if you open the compositor, it will still run on the rendered result. Enabled by default, set to False to disable.
2010-03-28External render engines can now render previews as well, disabled byBrecht Van Lommel
default, set RenderEngine property bl_preview = True to enable it.
2010-03-27Second attempt at committing the different render slot implementation. ThisBrecht Van Lommel
has a fix that hopefully solves the problem on mac/win. Also fixes #21322, render slots not working well with FSA.
2010-03-14Rendering from 3d view in local view or with unlocked layer was notBrecht Van Lommel
working yet, now layer is passed along to render engine, changes quite a few files because simple swapping trick no longer works with threading.
2010-02-16Revert render slots commit for release, I can't find the bug or even redoBrecht Van Lommel
it myself, there will still be render slots just old implementation.
2010-02-16Render Slots: change the implementation by moving it from the render to theBrecht Van Lommel
image code, this should be clearer and makes reusing the Render struct later on easier.
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
2010-02-09J-key render switching back, now with 10 slots.Brecht Van Lommel
Implementation note: this was done by giving each Render a slot number, and for every slot a new Render will be created. Not sure if this is ideal, but it ensures that all passes, render info, etc are separate so you can also compare render layers and passes, in 2.4x only whatever it was currently displaying was backed up.
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.
2010-01-06Restored Compositor 're-render single layer' functionality (buttons on ↵Matt Ebb
renderlayer comp nodes). This works with operator properties - if you pass the name of a scene and renderlayer to the screen.render operator, it will render that layer as a single layer re-render.
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)
2009-12-22Reports: writing movies now uses the reports mechanism to throw errors.Brecht Van Lommel
Also fixes bug #19463: screencast to xvid ffmpeg crash.
2009-12-22quite a few python panels (10 or so) had names longer then the PanelType ↵Campbell Barton
allowed, for panels it would fail silently but for menu's it meant further references would give errors. increase the registered class name from 32 to 64 and raise an error if the limit reached.
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.
2009-10-08Fixed #19571Andre Susano Pinto
(was crashing when building a raytree from a scene withouth any geometry)
2009-10-06*Added memset's to make sure counters start on zeroAndre Susano Pinto
*Disabled ray counter (can be enabled on render/extern/include/RE_raytrace.h by commenting out the define) *marked bvh_node_merge() as static inline (hopping it now compiles on gcc and mingw)
2009-10-06svn merge -r 23528:23646 ↵soc-2009-jaguarandiAndre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2009-10-01*Updated UI options and added UI options to:Andre Susano Pinto
control whether instances are used or not control whether vertexs are stored localy or not *Removed unsused code
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.
2009-09-30Render & Compositing Thread FixesBrecht Van Lommel
* Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-28Raycounters fixAndre Susano Pinto
2009-09-25*Added VlakPrimitive (this rayobject rimitive only stores ↵Andre Susano Pinto
ObjectRenderInstance and VlakRen pointers) - it difers from RayFace that localy stored the vertex coordinates. - basicaly this reduces memory usage
2009-09-17* converted raytrace visibility test on meshlaplacian.c to new raytrace APIAndre Susano Pinto
I need test scenes and test instructions to make sure this is ok, since i have no idea how to test this feature.
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
2009-09-14*Ray counters (number of BB/primitive tests/hits and other raytrace ↵Andre Susano Pinto
counters) can now be enabled/disabled at compile-time. #define RE_RAYCOUNTER (/source/blender/render/extern/include/RE_raytrace.h) *Some other small organization on code (will be disable as this only matters for testing and developping)
2009-09-07Bug fix (layers and some other checks were disabled)Andre Susano Pinto
*bug found and isolated by ZanQdo (Daniel Salazar)
2009-09-06*introduced new method for packing/optimizing trees after buildingAndre Susano Pinto
(this is a generalization of some of the experimental stuff i tried during SoC, but only had time to improve a few days ago) - it should yield slightly better results - the cost model can somehow be tweaked to optimize for diferent trees. *cleaned up some code *added counters for number of SIMD BB tests *added GPL license block on missing files
2009-08-29Code reorganizationAndre Susano Pinto
-separated vbvh, svbvh, qbvh in diferent files (before the only way to switch between them was at compile time)
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
2009-08-172.5: Render ApiBrecht Van Lommel
* Add RenderResult.load_from_file to load whole multilayer exr's at once. * Removed x/y offset from RenderLayer.load_from_file, better to encourage using offset in begin_result() to minimize memory usage. * Added WITH_OPENEXR in some screen/file/image module for scons/make, exr was not working in some places there.
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 :)
2009-08-04Skip BB tests on primitivesAndre Susano Pinto
the efficiency of this depends on ray-bb and ray-triangle functions efficiency
2009-08-01svn merge -r 21508:22111 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
2009-07-27render api utility function to initialize a render layer from an image ↵Campbell Barton
rather then loading through python. lay = result.layers[0] lay.rect_from_file("somefile.png", part.x, part.y) If the source image is bigger then the render layer x/y offsets can be used to choose the part of the image use.