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2011-07-21Bugfix #28034Ton Roosendaal
Blender render optimizes alpha=0 materials away, unless it has a number of properties... but there wasn't a check for material being ray-mirror, it then should be rendered always.
2011-07-17cmake: cleanup include paths, some duplicates and going up some unneeded dirs.Campbell Barton
2011-07-17cmake source definitions:Campbell Barton
remove missing includes and use more strict formatting.
2011-07-13cmake option to build without smoke sim: WITH_MOD_SMOKECampbell Barton
2011-07-11Fix for [#27293] Group Instance of particle system is rendered wrongJanne Karhu
* Silly mul_m4_v3 had turned into a mul_m4_v4 at some point!
2011-07-10Fix for [#26873] Animated displacement modifier on an object doesn't work ↵Janne Karhu
with hair particle objects * Noise is now considered an animated texture as it changes with every frame * Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
2011-07-09Fix #27888: Render artifacts in 2.58.1Sergey Sharybin
It was a regression introduced in rev36301. Average normal calcilation used to fail due to triangular faces which are too slight. Do not use triangles with too small area for average normal calculation.
2011-07-06The material index did not work when FSAA was turned on.Jeroen Bakker
The information was written in the temp exr files, but was not read back. After checking I saw that the pass was not merged back in the rendercore. After adding this it worked. tested with all FSAA settings.
2011-07-06Fix #27873: nan pixels in render with degenerate faces.Brecht Van Lommel
2011-07-04Updated the indent, sorry!Jeroen Bakker
2011-07-04Current situationJeroen Bakker
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done. In blender movies this feature is known to be implemented, but until now it never got integrated into trunk. Proposal With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index. In the compositor the ID Mask node can be used to extract the information out of the Render pass. Impact User interface On the properties-space the next changes will be done Scene⇒Render layer⇒Passes⇒Material index will be added Material⇒Options⇒Pass index will be added DNA Material struct will get an new field called “index”. this will be a short-type. Material struct the field pad will be removed. A new Render-layer pass will be added (bit 1«18) RNA Material RNA is updated (based on “pass index” from object) Render layer RNA is updated (based on IndexOB) Blender internal renderer The Blender internal renderer will process the render pass as a copy of the Object index. Blender compositor The render layer input will get a new output socket called “IndexMA” Usage An example on how to use material index can be found at: https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend This is also example of a commit message longer than the commit itself :)
2011-06-30fix/workaround [#27807] bake malloc loop if Deep Shadow && strand && childrenCampbell Barton
render strands use the window matrix and window size which were both zero while baking, this caused divides by 0 and eternal malloc loop. So set unit window matrix and dummy view size. This is more a workaround then a fix but avoids crashing.
2011-06-30minor edits, no functional change.Campbell Barton
2011-06-28RenderEngine API: add self.report() error reporting function for render engines,Brecht Van Lommel
works the same as for operators. Also includes some refactoring of render error reporting code to use ReportList.
2011-06-28fix [#27782] Tileable displacement map issue in Blender 2.58Campbell Barton
this bug was introduced in 2.58 (r37342), when adding filtering support to imagewrap(), the problem is boxsample was getting float values which were not wrapped as int values are.
2011-06-25Fix [#27748] undeterministic behaviour of volumetric rendererMatt Ebb
* Made clearer in the UI that the approximate multiple scattering always enables light cache * Fixed a potential problem in anisotropic scattering
2011-06-24own patch [#27752] Python Callback (Scriptlink functionality)Campbell Barton
Python: * adds bpy.app.handlers which contains lists, each for an event type: render_pre, render_post, load_pre, load_post, save_pre, save_post * each list item needs to be a callable object which takes 1 argument (the ID). * callbacks are cleared on file load. Example: def MyFunc(scene): print("Callback:", data) bpy.app.handlers.render_post.append(MyFunc) C: * This patch adds a generic C callback api which is currently only used by python. * Unlike python callbacks these are not cleared on file load.
2011-06-24fix [#27746] Black and White Render doesn't work and/or Saves as a Blank screenCampbell Barton
convert to grayscale when saving renders rather then only writing the red channel.
2011-06-23More flexible size options for particle billboards. This adds scale factors ↵Lukas Toenne
for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards. In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-20Bugfix #27692Ton Roosendaal
Render + compositing error: When adding renderlayer nodes in a composite, without having own scene render, the renderlayer nodes were not tagged as changed, causing compositing to give previous result.
2011-06-20fix for incorrect bake api usage. but not a bug.Campbell Barton
2011-06-20since render branch isnt planned to be merged now, enable strict warning ↵Campbell Barton
flags for cmake and tag unused vars.
2011-06-20small fix, This enables correction of the tangent when normal mapping is in ↵Michael Fox
use and tangent lighting will be used
2011-06-20small safety fix for recent commit to normal mapping (uninitialised variables)Michael Fox
2011-06-20By Morten S. Mikkelsen; this adds support for tangent bump shadingDaniel Salazar
left: legacy bump, righ: sparkybump http://pasteall.org/pic/show.php?id=13875 bugs [#26320], [#27506] there's still an issue with texture OSA as you can see
2011-06-18rename cmake include/libraries to conform with suggested cmake namesCampbell Barton
2011-06-15Code cleanup: remove unused shaded draw mode code.Brecht Van Lommel
2011-06-15correction for own commit r37492Campbell Barton
2011-06-15de-duplicate multires image filter function. (no functional change)Campbell Barton
2011-06-15fix [#27662] Storing png/tga images ignore Alpha settingsCampbell Barton
- don't clear alpha when baking RGB images - when baking results in partial alpha. set the depth to 32.
2011-06-13Fix #27540: bug with bump mapping + reflection texture coordinates + nodes.Brecht Van Lommel
2011-06-12Bugfix #27519Ton Roosendaal
Full Sample AA (FSA) was failing in cases. Bug report was an empty scene (with compo nodes) linking in another .blend scene (with render). That case gave warning "FSA not supported with rendering". That now is allowed. Then I noticed FSA was giving corrupt sample buffers or crashes in cases, especially on first buffer, this appeared to be a missing compo tag on first sample buffer. Lastly, to make FSA render a tiny bit less frustrating: added render window statistic to show which of the FSA steps is being done.
2011-06-11remove backbuf from internal struct's (unused in 2.5x)Campbell Barton
2011-06-10fix [#27607] Scene's render.filepath gets cropped to 159 charactersCampbell Barton
use 240 char limit, remove backbuffer path which wasn't used.
2011-06-09Bugfix #27081Ton Roosendaal
Displacement mapping didn't do linear interpolation between pixels, causing render artefacts. Now it uses for image render without AA a default interploation filter of 1 pixel size. Fix provided by Miika Hamalainen. Thanks!
2011-06-09replace log() calls with constantsCampbell Barton
2011-06-06Fix [#27438] Volume Material Density InaccuracyMatt Ebb
Lower density limit for shading optimisation was set too high
2011-06-06Bake from multires meshSergey Sharybin
======================= Added option to baked named "Bake From Multires" which is avaliable for normals baking and displacement baking. If this option is enabled, then no additional hi-res meshes and render structures would be created . This saves plenty of memory and meshes with millions of faces could be successfully baked in few minutes. Baking happens from highest level against viewport subdivision level, so workflow is following: - Set viewport level to level at which texture would be applied during final rendering. - Choose Displacement/Normals baking. - Enable "Bake From Multires" option. - You're ready to bake. Displacement baker had aditional option named "Low Resolution Mesh". This option is used to set if you want texture for realtime (games) usage. Internally it does the following: - If it's disabled, displacement is calculated from subdivided viewport level, so texture looks "smooth" (it's how default baked works). - If it's enabled, dispalcement is calculated against unsubdivided viewport levels. This leads to "scales". This isn;t useful for offline renders much, but very useful for creating game textures. Special thanks to Morten Mikkelsen (aka sparky) for all mathematics and other work he've done fr this patch!
2011-06-02Fix #27241: crash with point density texture when using particle age/velocityBrecht Van Lommel
fallof for object vertices.
2011-05-31cmake maintenanceCampbell Barton
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python). also only build wm_apple.c on apple+carbon configuration.
2011-05-29General error in coderivative for orthogonal camera. Culprit of new bump ↵Daniel Salazar
failing on orthogonal cameras; bug #27492 Commiting bug kill by Sparky
2011-05-18additional bake modesM.G. Kishalmi
(refined patch #23430) + specular color + specular intensity + mirror color + mirror intensity + alpha (tranparency) + emission (glow)
2011-05-13* Enabled rna access to fluid sim velocity vectorsMatt Ebb
The main purpose for this is to allow rendering motion blurred blender fluids in external renderers (eg. http://vimeo.com/21870635 ). Python code snippet for interpreting this data here: http://www.pasteall.org/21577 . Cleaned up some ugly hacks in this area too * Also added read-only access to scene.subframe to RNA - setting current frame and subframe should still go via scene.frame_set()
2011-05-10minor cleanup: make functions static, use NULL for pointer comparisons,Campbell Barton
also fixed a possible bug assigning incorrect DPX function types to imbuf.
2011-05-08comment some unused code.Campbell Barton
2011-05-07Code cleanup: remove source/kernel module, this wasn't really the kernel ofBrecht Van Lommel
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-01Style CleanupCampbell Barton
- duplicate cases in if/else - calc inside sizeof(...) - redundant NULL checks. - assignment to self. - fix error getting text prefix for screen ID button.
2011-05-01=trunk=Joseph Eagar
Made some improvements to the point density texture. Added support for tweaking the falloff with a custom curve. Also coded new falloff types based on the age or velocity of particles. Also added a test break check to the volumetric shade cache code, to avoid nasty hangups from the preview render (on render, exit, etc).
2011-04-30Fix one more crash introduced with r36384: trying to bake resulted in a segfaultSergey Sharybin
Also, use tabs for indentation in previous fix for the same crash
2011-04-30fixed a crash introduced in r36384M.G. Kishalmi
where the preview render was calling getCam before setting the scene.