Age | Commit message (Collapse) | Author |
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* added parameter to the compositor to really identify if the
compositor is called from an editor or from the renderer/pipeline
This is a fix so that the quality level and speedups are managed
appropriate.
- At Mind -
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It would skip rendering the latter if ambient was 0, however this is not actually
used in adding the contribution from these.
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Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
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Detect feedback loop and do not bake to images detected in this loop and show
nice warning message in such cases.
It's a way which wouldn't overcomplicate code trying to duplicate images and so
without real benefit.
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also add rgba_float_to_uchar, rgba_uchar_to_float
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linearrgb_to_srgb_uchar3, was being done inline.
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use rgb_to_grayscale in more places.
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animation and output is H264
Issue was caused by incorrectly set PTS value frames came form Scene strip renderer.
This value used to be calculated from RenderData current and start frame which
lead to non-uniformuly counting which totally confuses encoder.
Switch append_avi and append_ffmpeg to use current frame from rendering scene
(which was already passing to this functions and was used mostly for logging)
and start frame of rendering scene (it's new parameter added). This allowed to
calculate correct PTS value easily and get rid of global static sframe variable
in writeavi.c file.
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lines.
no functional changes.
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would be computed after displacement, but I don't think this made much sense.
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This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
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patch by Juha Maki-Kanto.
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Sequencer render context should be as large as the whole frame when rendering
using border without clipping.
Can be implemented in more clear way but it'll require more global refactoring.
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setting size)
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reporter - Shawn Zilbert (enigmatic) included patch.
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settings.
For premultiplied alpha images, this makes any color space conversion for the image
or render output work on color without alpha multiplied in.
This is typically useful to avoid fringing when the image was or will be composited
over a light background. If the image will be composited over a black background on
the other hand, leaving this option off will give correct results.
In an ideal world, there should never be any color space conversion on images with
alpha, since it's undefined what to do then, but in practice it's useful to have
this option.
Patch by Troy Sobotka, with changes by me.
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was calling memcpy with both src and dst args were the same pointer.
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byte => float, float => float, byte => byte conversions with profile, dither
and predivide. Previously code for this was spread out too much.
There should be no functional changes, this is so the predivide/table/dither
patches can work correctly.
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back the tile used wrong offsets.
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inconsistent with similar functions & math notation:
mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)
For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
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This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs.
To use the functionality change the bump mapping method to "best quality"
Previous "best quality" setting becomes "medium quality" now.
For non OpenGL 3.0 GPUs this becomes the same as "medium quality"
Also:
* added tooltip descriptions to the bump method settings.
* modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL.
Bicubic shader by Morten Mikkelsen. Thanks a lot!
Oh...and FIRST!
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render due to disabled Overwrite option.
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still being checked in a few places,
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broke forward compatibility. now the new values are copied into 'dscale' and existing ones remain.
this is annoying since now we have dsize and dscale, will look into a way to deprecate struct members next.
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different places.
added function: axis_dominant_v3(...)
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apply delta scale as a multiplier & do-versions on existing files.
- bumps subversion to 2.60.6
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speed vectors was checking object instead of object instance layer, which is the
one that is actually used for render layer checks.
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scale patch got accidentally committed in revision 41485, reverted now.
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length comparison can be done without sqrt for baking.
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it more clear what was rendered.
Fix #29407: external engine api doesn't support full sample yet, would give too
dark render result.
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than 3 float pointers.
also make particle draw use a float vec.
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by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
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supporting alpha (it reads but cant write)
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