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2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2012-10-15code cleanup: define sizes of vectors for function args and use C style commentsCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-02-27doxygen: blender/render tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2010-07-22Fix for volume render light cache:Matt Ebb
Now the bounding box for the light cache's voxel grid is calculated in global space, rather than camera space as it was previously. This fixes flickering lighting on static volumes with camera motion, caused by the camera space bounding box changing from frame to frame.
2010-02-12correct fsf addressCampbell Barton
2009-10-12* crash fix in volume render, less reliance on global RMatt Ebb
2009-09-30Rework of volume shadingMatt Ebb
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-08-26* Hopefully fix some weird merging businessMatt Ebb
2009-08-26* Fix for yesterday's valgrind fixMatt Ebb
* Fix for plane material preview render. Now, light cache aborts if there isn't enough volume, and falls back on non-cached single scattering. It still doesn't make much sense to render a plane as a volume, but for now in the preview it will shade the region in between the plane and the checker background.
2009-08-262.5 - Warning cleanups (for mingw+scons)Joshua Leung
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
2009-02-26* Fix for a small bug where multiple scattering wasn't being enabled properly.Matt Ebb
* Also a MSVC compile fix
2009-01-26Volume rendering: multiple scatteringMatt Ebb
This is mostly a contribution from Raul 'farsthary' Hernandez - an approximation for multiple scattering within volumes. Thanks, Raul! Where single scattering considers the path from the light to a point in the volume, and to the eye, multiple scattering approximates the interactions of light as it bounces around randomly within the volume, before eventually reaching the eye. It works as a diffusion process that effectively blurs the lighting information that's already stored within the light cache. A cloudy sky setup, with single scattering, and multiple scattering: http://mke3.net/blender/devel/rendering/volumetrics/vol_sky_ss_ms.jpg http://mke3.net/blender/devel/rendering/volumetrics/sky_ms.blend To enable it, there is a menu in the volume panel (which needs a bit of cleanup, for later), that lets you choose between self-shading methods: * None: No attenuation of the light source by the volume - light passes straight through at full strength * Single Scattering: (same as previously, with 'self-shading' enabled) * Multiple Scattering: Uses multiple scattering only for shading information * Single + Multiple: Adds the multiple scattering lighting on top of the existing single scattered light - this can be useful to tweak the strength of the effect, while still retaining details in the lighting. An example of how the different scattering methods affect the visual result: http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.jpg http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.blend The multiple scattering methods introduce 3 new controls when enabled: * Blur: A factor blending between fully diffuse/blurred lighting, and sharper * Spread: The range that the diffuse blurred lighting spreads over - similar to a blur width. The higher the spread, the slower the processing time. * Intensity: A multiplier for the multiple scattering light brightness Here's the effect of multiple scattering on a tight beam (similar to a laser). The effect of the 'spread' value is pretty clear here: http://mke3.net/blender/devel/rendering/volumetrics/ms_spread_laser.jpg Unlike the rest of the system so far, this part of the volume rendering engine isn't physically based, and currently it's not unusual to get non-physical results (i.e. much more light being scattered out then goes in via lamps or emit). To counter this, you can use the intensity slider to tweak the brightness - on the todo, perhaps there is a more automatic method we can work on for this later on. I'd also like to check on speeding this up further with threading too.
2008-12-13* Volume Rendering: Voxel dataMatt Ebb
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández with some additional tweaks. Thanks, Raúl! The texture works similar to the existing point density texture, currently it only provides intensity information, which can then be mapped (for example) to density in a volume material. This is an early version, intended to read the voxel format saved by Raúl's command line simulators, in future revisions there's potential for making a more full-featured 'Blender voxel file format', and also for supporting other formats too. Note: Due to some subtleties in Raúl's existing released simulators, in order to load them correctly the voxel data texture, you'll need to raise the 'resolution' value by 2. So if you baked out the simulation at resolution 50, enter 52 for the resolution in the texture panel. This can possibly be fixed in the simulator later on. Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, probably the easiest way to map it is with and empty, using Map Input -> Object. Smoke test: http://www.vimeo.com/2449270 One more note, trilinear interpolation seems a bit slow at the moment, we'll look into this. For curiosity, while testing/debugging this, I made a script that exports a mesh to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, rendered as a volume: http://www.vimeo.com/2512028 The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py * Another smaller thing, brought back early ray termination (was disabled previously for debugging) and made it user configurable. It now appears as a new value in the volume material: 'Depth Cutoff'. For some background info on what this does, check: http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/ * Also some disabled work-in-progess code for light cache
2008-11-15cleaned some code and split volume precaching into a new fileMatt Ebb