Age | Commit message (Collapse) | Author |
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Old bug (2.42): when using node material, transparent shadow did not work.
It was missing to set the proper 'pass flag'.
Do note an important difference with non-node materials for 'transparent shadow'.
If there are no nodes, it uses the color from the unshaded material. When it has
nodes, it uses the color output from the entire node tree, which is typically
from shaded materials. The latter is because node shaders have no support for
shade passes yet (it only outputs rgb + a).
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Map a texture to Material Ambient factor didn't work.
Probably not since 2.42 or so... :)
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cache can only be used for the first hit.
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Ray-transparent didn't pass on thread number to shading code, giving
"blothes" in render, when using node materials.
This also rewinds Campbells commit of feb 21, which tackled the error,
but not the cause.
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Using "Key Alpha" didn't work when using MBlur render. The accumulation
code was assuming regular alpha then. Now it corrects for it.
Still it's a bit of a weak spot in Blender's render system. I will look
in the future to make this a real post process; converting all RGBA
buffers in the system, including for all passes, to "key alpha".
Combined with that our compositor should become alpha type aware too.
Everything in Blender assumes premul alpha, which still just will work
best in general...
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- Removed the gen_utils.c dependency from Mathutils (since gen_utils wont go into 2.5 but mathutils will), repalced with python functions.
- removed Blender.Mathutils.Point, since it was not documented, the C api never used it, none of our scripts used it (and I never saw a script that used it).
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Halos for objects (not particles) can get texture color, but they skipped
the alpha mapt-to channel when that was set. Actually bug from ehh 1995!
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"Emitter" to be activated.
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hopefully no new bugs.
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mesh.faces.deltete(...) with an empty list no longer returns an error.
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replace VecMulf(var,-1) with new VecNegf(var) function.
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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. :)
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their includes when building.
writefile.c had usless include.
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fix a divide by zero in the subsurf code found in the process.
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Bah... fix for envmaps just before 2.48 release gave good looking envmaps
only when there was no sky involved...
The alpha in environment maps should be reset to 255... something that was
never done before, but also didn't show errors until other fixes in image
rendering were done.
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- cleanup of boolean usage - use True and False now instead of 'true'/'false' or 0/1
- changed SConscripts accordingly
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render textures, related to other recent bugfix for baking.
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Particle system crashed in convertblender, missing NULL check.
This fixes crash, render survives, but I doubt it was meant so...
Will leave it Janne to evaluate later.
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regression files, it showed small dark outline errors on envmap.
This commit rewinds bugfix #8437, which actually had to be fixed on
another location in code, which was done a few weeks ago. :)
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Index OB pass didn't support FSA for Ztransp.
Also made buttons to set black/white for non-RGBA images hide in Image Window,
the Curves color code only supports 4 channels atm.
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proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
and newer.
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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.
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- the number of segments was always 1 too many on cyclic curves.
- [#17739] - normals were not being calculated when rendering curves.
Replaced macro DL_SURFINDEX with a function. it that assumes variable names and could break from the loop that called it.
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work correct, also refactored some code here to make it more clear.
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SunSky didn't include skycolor in raytrace.
Note: there seems to be an error in sunsky when looking straight down,
so this option requires raytracing stuff not in outer space. :)
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* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
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- removed ugly clamping function (it was dividing XYZ based on max of
one of the values)
- added option to use Exposure, this only works for brightness (Y).
results look very pleasant, foggy and hazy results are possible.
with exposre==0, no exposure happens for HDR extreme range skies,
this is how yafray rendered it.
- added menu for choosing color spaces (CIE = modern lcds)
Please review! (and yes i know it's still not in World :)
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- Area lamp with 1 sample still used an offset for the first sample
- Sample buttons were not visible for area without shadow.
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Scaled cameras get orthogonalized on render, and did not get a signal
to refresh the matrix, resulting in wrong display of camera in 3d win.
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give correct results.
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Zbuffer error in render: when you render faces clipped by 'clip end' the
z values could wrap around, resulting in errors. Code not nicely clamps,
plus should be faster even!
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Thanks matt for the typing work :)
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provided by Nils Thuerey.
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- Added blending mode and factor option, so it's more clear and
controllable what happens with it. Also nice for crazy effects
of course!
- Preview render now shows preview for it too
On the todos:
- have this in World buttons (as well) for quicker sky setups
- review math of color clamping and scaling, this is definitely
not good... but a fix will make old files look very different.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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- Changed order for applying atmosphere, it does it now before alpha-adding
sky, giving correct transparency
- Added correction for de-premulling and premulling scatter color
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FSA didn't work for atmosphere option.
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This unifies all usage of FTOCHAR, putting it in utildefines.h
Submitter did several interesting tests for speed, check it here:
http://projects.blender.org/tracker/?func=detail&atid=127&aid=8461&group_id=9
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"overflow in implicit constant conversion"
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Commit patch #7788, allow to set the render step, so it's
possible make render every N frames only.
The step is change in Scene buttons (F10), below start and
end frame buttons.
Also add a command line options (-j), so it's possible to
overwrite the file step (useful for renderfarm).
[ Brecht, this work with OpenGL renders and simulated
the skipped frames, please double check ]
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Finally, after a long time new render candy for the non-game peoples! :)
Good doc is here: (url splits in two)
http://www.harkyman.com/2008/08/06/controllable-shadow-intensity-
and-color/
Note the colorpicker for shadow is in "Shadow and Spot" panel. A bit
hidden, could get more attention. For later. :)
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Option for Image render "Clip" gave wrong alphas on the edge of image.
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Border render didnt work for ANIM render.
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