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2008-09-26svn merge -r 16608:16749 ↵soc-2008-jaguarandiAndre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-19Merge from trunkAndre Susano Pinto
(The last time there was some files missing due to failed connection to svn server while merging.. thats why this stuff of reverting last merge and redoing it) svn merge -r 16231:16608 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-19Revert last merge from trunkAndre Susano Pinto
svn merge -r 16539:16538 https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-jaguarandi/
2008-09-15svn merge -r 16231:16536 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-18svn merge -r 16077:16174 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-15There was a problem with the last merge :SAndre Susano Pinto
Somehow it didnt finished and didnt added some files under the svn control (found thanks to lguillaume that reported some files were missing) Last merge fixed and also merged modifications up to revision 15584. I checked the diff svn diff --new . --old https://svn.blender.org/svnroot/bf-blender/trunk/blender And everything seems to be right now
2008-07-13svn merge -r 15392:15551 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-06-12Merge from trunkAndre Susano Pinto
svn merge -r 15104:15202 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-15Fix for bug #11650: removing uv layers in editmode did not work correct.Brecht Van Lommel
Fix for bug #11661: bake to viewport uv layer instead of render uv layer.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-14Patch #8034: "soft" option for halos, which avoids ugly intersectionsBrecht Van Lommel
with geometry, and makes halos look more volumetric. Patch contributed by Markus Ilmola, thanks!
2008-04-14Attempted fix for bug #8349: QMC raytracing being very slow on someBrecht Van Lommel
computers, probably due to slow multithreaded malloc. Now each render thread keeps a list of qmc samplers that it fills as needed while rendering (since it is hard to predict the actual amount needed in advance due to ray recursion).
2008-03-14Fix for bug #8555: geometry node front/bake was broken.Brecht Van Lommel
Fix for bug #7418: texture ipo's didn't show for textures in node materials. Fix for part of bug #6758: node materials in other node materials could miss texture coordinates.
2008-03-14Bugfix: baking selected to active did not include materials withBrecht Van Lommel
Traceable disabled.
2008-03-12Baking now does material texture anti-aliasing if the OSA button isBrecht Van Lommel
enabled, result of that is mainly visible for image textures.
2008-03-11Bugfix: render instancing didn't work correct with layer ipo's,Brecht Van Lommel
each instance should have it's own layer.
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.
2008-03-04Bugfix: the shadow samplenr increment to reuse shadow results inBrecht Van Lommel
the renderer could lead to results being reused for unrelated points, result was one wrong pixel or strand per part. Now instead of setting the sample counter to 0 multiple times, it keeps a global counter per thread for the whole render.
2008-02-22Bugfix: objects in groups with texture mapping Object now get textureBrecht Van Lommel
coordinates from the object as if they were in their original position, untransformed by dupligroups or dupliverts. Otherwise the textures of such objects would change depending on their position.
2008-02-20Negative zmask rendering: now there is a setting to render everythingBrecht Van Lommel
behind the zmask instead of in front. Might need tweaks, and doesn't work with halo yet.
2008-02-15Bugfix for unnecessary missing object warnings for speed vectors,Brecht Van Lommel
caused by optimization that doesn't compute vectors for objects that don't need them.
2008-02-13Render SimplificationBrecht Van Lommel
This adds a few settings to control global render quality, for faster renders when tweaking lighting etc. The implementation is not so great, and this should really be part of a proper render profile and preset system. So for now it's a hidden Peach feature, enabled by setting rt to 1. Before the next release, I'll either remove or improve it. Settings are: - Maximum subsurf level - Child particles percentage - Maximum shadow map samples - AO and SSS quality factor
2008-02-09== Multires ==Nicholas Bishop
Fixed bug #8215, Crash with shaded view + multires mesh
2008-02-07FSA: tweaked merging samples with filter to correctly map edges of theTon Roosendaal
images. Found method that doesn't require image to be rendered larger. Note: assembling pre-rendered parts that are result of FSA renders might still give minor visible artefacts on edges; however, we should include such render methods in the render pipeline, so multiple computers can each render parts, save all samples, and have 1 computer assembling and compositing all. This is for another project... :)
2008-01-29Bounding box clipping in the render engine.Brecht Van Lommel
Now bounding boxes are computed per object, and checked first before zbuffering objects. For strands, bounding boxes are computed per original face in the mesh. Overall the speed improvement from this is quite small (zbuffering is rarely the bottleneck), but it seems a sensible thing to do anyway.
2008-01-28Strands now mix together correctly with ZTransp.Brecht Van Lommel
They now also store a list of samples per pixel, and then get shaded together with the ztransp samples. This comes with a slight speed hit, but mainly memory might be a concern. However, testing some peach scenes I haven't problems.
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. :)
2008-01-24Phase one of better masking support while rendering.Ton Roosendaal
Problem: artist wants character to walk in grass, but still have all rendered in seperate render-layers, for postpro effects and vblur. How to efficiently create a mask image you can put *over* the character for the grass? Solution has two parts; this commits allows any layer inside of the renderlayers to become a Z-mask (Z values for solid gets filled in, but not rendered). Second part of commit is render option "Only render stuff that's in front of a zbuffer value that was filled in (saves render time)
2008-01-24Fix for strand render + simplification + vector blur. With the numberBrecht Van Lommel
of strands changing between frames, vector blur couldn't work. Now speed vectors are interpolated from the surface. This also means child particles don't have to be computed in the previous and next frames, so saves time too.
2008-01-23Bugfix to filter strands with solid correctly.Brecht Van Lommel
2008-01-23Minor render memory usage optimization, removed layer andBrecht Van Lommel
radface from VlakRen, saves about 100mb for 10 million faces.
2008-01-22Fix for error in approximate AO in last commit, made it really slow.Brecht Van Lommel
Also, duplis are now taking into account, the proper way to exclude them is to set the material to be not traceable. Removed an unnecessary pointer from the VlakRen struct to save some memory, not really that significant, but still, saves 70 mb for 10 million faces.
2008-01-22Render instancing can now also handle the same object in multiple,Brecht Van Lommel
non-animated dupligroups.
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).
2008-01-17Render control feature: shader-level shadowbuffer biasTon Roosendaal
Lampbuffers require painful bias tweaking (to prevent aliasing or to get shadow detail). Sometimes you want this different per object, like for gras you want less shadow detail, but for the ground you want high detail. This feature allows to tweak it. The new "LBias" slider is in shader panel, bottom. Ugly! But, thats for later...
2008-01-17Dupli Bugfixes!Brecht Van Lommel
It seems everytime I try to fix something here I break something else, but anyway, another try at getting this to work properly. Fixes for: - Getting dupliverts/faces derivedmesh with orco caused wrong results on meshes in linked dupligroups with proxy, because modifier stack was revaluated with wrong object matrix, now gets orco another way. - Fix render instances being hidden when original object was not added to the object render list. - Changed the way object instances find their original objects, now works the other way around, original objects look for their instances instead. There's probably issues still with recursive dupligroups..
2008-01-14Strand render shadow now only renders lines for shadow insteadBrecht Van Lommel
of polygons, to avoid shadow flicker between frames. Added some code that makes it possible to generate APixbuf's from strands.
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.
2008-01-02Bugfix for incorrect strand clipping in shadow maps, not sure yet itBrecht Van Lommel
actually fixes the problem.
2007-12-20Strand Render SimplificationBrecht Van Lommel
============================ - Strand render now has options to remove child strands as the object's faces becomes smaller, in the Simplification particle panel. - "Reference Size" is the approximate size of the object on screen, after which simplification starts. - "Rate" is how fast strands are removed. - "Transition" is the percentage of strands being faded out as they are removed. - Another "Viewport" option removes strands on faces that are outside of the viewport. "Rate" again controls how fast these are removed. - Strand render in Blender Units now has an adjustable minimum width. Below this minimum width, strands start fading out instead of getting smaller.
2007-12-18Threaded Shadowbuffers CreationBrecht Van Lommel
=============================== - One shadowbuffer per thread. - Added more break tests in shadow buffer code. - Removed R.clipcrop global, solution is not nice yet, but at least threadsafe. - Fixed bug in strand render shadow buffer code.
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.
2007-12-04ParticlesBrecht 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/
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
2007-09-16* Extra lamp falloff options, including custom curve!Matt Ebb
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-07* QMC RaytracingMatt Ebb
This introduces QMC sampling for use in glossy reflections/refractions, soft raytraced shadows, and ambient occlusion. This work includes many new features and speed-ups, so check out the nice docs here: Glossy Reflection/Refraction http://www.blender.org/development/current-projects/changes-since-244/glossy-reflectionrefraction/ Raytraced Soft Shadows http://www.blender.org/development/current-projects/changes-since-244/raytraced-soft-shadows/ QMC Sampling http://www.blender.org/development/current-projects/changes-since-244/qmc-sampling/ Many thanks to Brecht van Lommel for some initial code snippets and for reviewing the patch, and especially to Alfredo de Greef who gave me a lot of guidance and help along the way!
2007-07-26Refactor the raytracing code to split the tracing and shading parts intoBrecht Van Lommel
two separate files, raytrace.c and rayshade.c. The tracing code can now be used separately from the renderer (will be used in a later commit), and the raytracing acceleration structure can now also be easily replaced, if someone wants to experiment with that.
2007-05-04Subsurface scattering:Brecht Van Lommel
Documentation on the settings, known limitations and implementation info can be found here: http://www.blender.org/development/current-projects/changes-since-243/subsurface-scattering/
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling