Age | Commit message (Collapse) | Author |
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as PROP_THICK_WRAP does this.
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
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correctly in background mode correctly.
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renderlayer comp nodes).
This works with operator properties - if you pass the name of a scene and renderlayer to
the screen.render operator, it will render that layer as a single layer re-render.
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Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
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Also: Changed 'Spread' value to be proportional to the light cache voxel grid
(i.e. 0.5 spreads half the width of the grid), so that it's independent of light
cache resolution. This means that results should be similar as you increase/
decrease resolution.
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- volumetric material must be traceable
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when the ShaderInput's verts are not set.
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against 2.4x to make sure displacement for eg gives the same results
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it also has an exec function which doesnt update (like render too)
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Also fixes bug #19463: screencast to xvid ffmpeg crash.
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allowed,
for panels it would fail silently but for menu's it meant further references would give errors.
increase the registered class name from 32 to 64 and raise an error if the limit reached.
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Kent
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- added RNA_property_string_set to the RNA_access.h
- include BKE_animsys.h in pipeline.c for sequencer update, hope these are ok.
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Currently access by selecting a marking and binding with the active camera from the view menu.
Note:
after long discussion we decieded there is no nice way to do this.. animate pointers? animate multiple camera visibility?, use sequencer? use NLA?.... have a kind of event system (like framechange scriptlinks)... etc
so this is ifdef'd with DURIAN_CAMERA_SWITCH
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* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
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This adds BF_RAYOPTIMIZATION_SSE_FLAGS through which one can manage
what SSE flags are best for the platform built for.
Note that the ray optimizations coded by jaguarandi are SSE-intrinsics only.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
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* some cleanup of render module SConscript
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for real :)
Until now only SSE switches were defined, but to really enjoy the SIMD structures, the
__SSE__ define needs to be given. This can now be done with setting in your user-config.py
WITH_BF_RAYOPTIMIZATION=True
(or WITH_BF_RAYOPTIMIZATION=1 on command-line)
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Plisson, thanks!
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Don't use passes anymore for indirect lighting, people were using this
probably thinking it would do bounces, but that's not the intention of
this feature, it is to reduce problems with light bleeding. I want to
remove this option for AO as well, but will leave it in for now until
there is a better alternative.
Added bounces option for indirect, could be implemented much better,
but perhaps useful for testing now. Existing files need to set this to
1 to get the same results again.
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After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
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actually a metaball
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This brings back the single bounce indirect diffuse lighting for AAO,
it's not integrated well but that will be tackled later as part of
shading system refactor and subdivision changes. The caveats are the
same as AAO, with one extra thing, the diffuse lighting is sampled once
per face, so it will not be accurate unless faces are subdivided.
I'm committing this now so we can start testing it for Durian, and
since changes need to make it work properly are planned.
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trunk/2.5 at r24811 I thought I'd committed but did not, yeek.
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uncomment it after doublecheck testing, hmm...
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meta-objects with volume materials.
When metaballs were added to the render, if they weren't the basis ball, they'd be skipped, leaving a render object with no geometry. Now it doesn't add an object in the first place.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24483:24889
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Use user flags instead.
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when setting project x/y/z to none with a procedural texture.
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refresh.
- added a function id_data_find_fcurve() to get the fcurve without RNA vars. Aligorith: this could be made to use a path rather then a property name.
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-r24330:24483
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variables and functions.
* Added missing lib-linking code for Grease Pencil in nodetrees
* Uncommented some code for curve shapekeys
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Add support for OPTION WITH_OPENCOLLADA for Windows
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there.
Would also be good to wrap the input/output sockets, too, will check on it.
This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
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blending was only in place for nodes, not for general texture blending. This updates texture blending to reflect the fix. Now results don't trend toward black on Darken anymore as factor approaches 0.
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