Age | Commit message (Collapse) | Author |
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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.
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remove missing includes and use more strict formatting.
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* Silly mul_m4_v3 had turned into a mul_m4_v4 at some point!
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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.
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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.
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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.
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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 :)
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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.
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works the same as for operators. Also includes some refactoring of render error
reporting code to use ReportList.
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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.
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* Made clearer in the UI that the approximate multiple scattering always enables light cache
* Fixed a potential problem in anisotropic scattering
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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.
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convert to grayscale when saving renders rather then only writing the red channel.
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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.
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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.
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flags for cmake and tag unused vars.
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use and tangent lighting will be used
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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
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- don't clear alpha when baking RGB images
- when baking results in partial alpha. set the depth to 32.
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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.
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use 240 char limit, remove backbuffer path which wasn't used.
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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!
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Lower density limit for shading optimisation was set too high
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=======================
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!
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fallof for object vertices.
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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.
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failing on orthogonal cameras; bug #27492
Commiting bug kill by Sparky
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(refined patch #23430)
+ specular color
+ specular intensity
+ mirror color
+ mirror intensity
+ alpha (tranparency)
+ emission (glow)
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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()
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also fixed a possible bug assigning incorrect DPX function types to
imbuf.
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anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
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- duplicate cases in if/else
- calc inside sizeof(...)
- redundant NULL checks.
- assignment to self.
- fix error getting text prefix for screen ID button.
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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).
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Also, use tabs for indentation in previous fix for the same crash
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where the preview render was calling getCam before setting the scene.
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