Age | Commit message (Collapse) | Author |
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Freestyle module is added. The following modules are implemented: BinaryPredicate0D, BinaryPredicate1D, Id, Interface0D, Interface1D. I added a Convert module to help in the creation of Python objects for Freestyle's data structures. I also added a missing file for guarded_alloc needed for compilation on Windows.
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objects. It does not work yet: I cannot manage to read from the correct buffer yet.
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actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an
event at the start of the game or when entering a state or at
object creation. The event will be positive or negative
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed
with force. The control if of type "PID" (Propotional, Integral,
Derivate): the force is automatically adapted to achieve the
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style:
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world
coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
coordinates of LinV). No limitation means that the force
will grow as large as necessary to achieve the target
speed along that axis. Set a max value to limit the
accelaration along an axis (slow start) and set a min
value (negative) to limit the brake force.
P: Proportional coefficient of servo controller, don't set
directly unless you know what you're doing.
I: Integral coefficient of servo controller. Use low value
(<0.1) for slow reaction (sliding), high values (>0.5)
for hard control. The P coefficient will be automatically
set to 60 times the I coefficient (a reasonable value).
D: Derivate coefficient. Leave to 0 unless you know what
you're doing. High values create instability.
Notes: - This actuator works perfectly in zero friction
environment: the PID controller will simulate friction
by applying force as needed.
- This actuator is compatible with simple Drot motion
actuator but not with LinV and Dloc motion.
- (0,0,0) is a valid target speed.
- All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp: Time constant (in nb of frames) of distance and
orientation control.
Dist: Select to enable distance control and set target
distance. The object will be position at the given
distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be
detected.
N : Select to enable orientation control. The actuator will
change the orientation and the location of the object
so that it is parallel to the surface at the vertical
of the point of contact of the ray.
M/P : Select to enable material detection. Default is property
detection.
Property/Material: name of property/material that the target of
ray must have to be detected. If not set, property/
material filter is disabled and any collisioning object
within range will be detected.
PER : Select to enable persistent operation. Normally the
actuator disables itself automatically if the ray does
not reach a valid target.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
rotDamp: Time constant (in nb of frame) of orientation control.
0 : use Damp parameter.
>0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
does not change the position and orientation of the
object; it works as a ray sensor.
- The ray has no "X-ray" capability: if the first object
hit does not have the required property/material, it
returns no hit and the actuator disables itself unless
PER option is enabled.
- This actuator changes the position and orientation but
not the speed of the object. This has an important
implication in a gravity environment: the gravity will
cause the speed to increase although the object seems
to stay still (it is repositioned at each frame).
The gravity must be compensated in one way or another.
the new servo control motion actuator is the simplest
way: set the target speed along the ray axis to 0
and the servo control will automatically compensate
the gravity.
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is
placed BEFORE the Drot motion actuator (the order of
actuator is important)
- All parameters are accessible through Python.
Orientation constraint
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is placed
BEFORE the Drot motion actuator (the order of
actuator is important).
- This actuator doesn't change the location and speed.
It is compatible with gravity.
- All parameters are accessible through Python.
Actuator sensor
===============
This sensor detects the activation and deactivation of actuators
of the same object. The sensor generates a positive pulse when
the corresponding sensor is activated and a negative pulse when
it is deactivated (the contrary if the Inv option is selected).
This is mostly useful to chain actions and to detect the loss of
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
want to detect the On-Off transition of an actuator
after it has been activated at least once, unselect the
Lvl and Inv options and use a NAND controller.
- Some actuators deactivates themselves immediately after
being activated. The sensor detects this situation as
an On-Off transition.
- The actuator name can be set through Python.
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buttons and mode flags, Freestyle API refactoring, modified pipeline to incorporate the new render layer. Compared to previously, the layer functionality is available when selecting 'Blender Internal' as the rendering engine. Freestyle's result is not available in the layer yet. I need to integrate OpenGL offscreen rendering properly (with framebuffer objects) to reach that goal.
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http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9
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FIXED_THREADS has previously been turned on
Command line threads now override blendfile setting in background mode.
Command line Threads greater then 8 are now clamped.
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* For 2D filters, don't require opengl 2.0 but just the extensions,
so it works on computers without full 2.0 support too.
* In debug mode, don't print memory statistics for preview render.
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still a bit larger than Blender's internal renderer, probably a field of view problem). 3d scene is now no longer rendered, only 2d scene (strokes from view map information) is. Style module is still static (contour.py), will soon be handled via independent UI panel.
Phase 1 is considered finished. Phase 2 starts now: the objective is integrating Freestyle as an independent render layer.
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too far back.
/a/b/../../../ - problematic
/a/b/c/../../../ - ok
Also got rid of warnings in shadbuf.c with GET_INT_FROM_POINTER
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with UV distortion would get very different results depending on the split direction.
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Baking would split non-planer quads in an unpredictable way, which is fine for rending but game engines often use a fixed order (0,1,2), (0,2,3) or (1,2,3) (1,3,0).
Added an option to use a fixed order when baking.
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also submitted by gsr
It just updates a comment to correct values.
Kent
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only rendering the strokes, not the toatl scene (explaining why the render color was being inverted). i added a call to the view's draw() method. Now, the rendering steps are complete and display both the object and the silhouette.
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on a black background. The correction was made by following Yafray's rendering and display implementation, which is very clear.
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random sampling code as well.
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clamped in sphere_sampler but not in ray_ao_spheresamp that calls it. giving uneven art deco
results.
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* python api render() would clamp the endframe to a short.
* python api's render() and renderAnim() would not render compositing because the name they gave to RE_NewRender was NOT G.scene->id.name, added comments to
G.scene->id.name
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correct for envmap, could give objects rendering in the wrong
position.
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bump mapping not work for diffuse.
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textures for the Texface material option.
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NOT linking
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appglwidget corrected. Freestyle is called but cannot be linked (ImBuf issues). This is an unstable commit.
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Broken in revision 14473
Camera IPO needs a special exception to be done earlier than others, that was removed in that revision.
I added a better comment to make sure nobody removes it again, unless they really understand what's happening.
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Fix for bug #11661: bake to viewport uv layer instead of render uv layer.
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baking)
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auto-threads wasnt working for baking.
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texture input as vectors.
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source/blender/freestyle
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also get lit.
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(not the directory name) to fix bug [#10566] File Open Dialog replaces '#' with '0' in directory names.
removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway.
in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...)
There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
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in the shading because of ramps.
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now counts all faces as it did before.
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normalized normal. Patch by André Pinto, thanks!
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of writing 0.0 it now writes the neutral value of 0.5.
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FSA requires exr, so I've disabled the buttons too in that case. I also
noticed CMake doesn't enable openexr by default, but a lot of the render
code relies on it, so I've enabled it by default now.
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