Age | Commit message (Collapse) | Author |
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versions.
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same name as the old one, the freed backbuffer image from the previous blend file would get reused.
also NULL the bakebuf just incase its accessed in future though at the moment this isnt causing any problems.
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scale did not get correct render normals.
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teapot_envmap.blend
boxsample() expected talpha to be set beforehand, also dont set the int value as a float since its confusing.
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When rendering, during processing scene data, drawing in 3d window
is now locked. Can get extended to more areas in UI easily.
At least this solves all crashes with conflicting memory access in
render && 3d drawing. Deleting objects via operators or delete
modifiers isn't locked yet.
Also fixed: crash on quitting a renderwindow when it was rendering.
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"Warp" texture map option didnt work for new bump methods yet.
Also fixed to not grey out bump menu for this mapping option.
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Using environment map type "load" increased user counter on each
preview render.
Also noticed that this type of envmap use wasn't threadsafe, causing
imbufs being allocated for all threads. Also fixed that.
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de-premul for image textures to avoid float precision issues.
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weighted normals as the render engine, and the render engine will copy
normals from the mesh rather than always recalculating them.
Subsurf/multires still use regular vertex normals, but they are expected
to be sufficiently high resolution to not need this.
This means that normal maps displayed in the viewport actually match the
render engine exactly and don't have artifacts due to this discrepancy.
It of course also avoids unexpected surprises where your render normals
look different than your viewport normals.
Subversion bumped to 4 for version patch to recalculate normals.
Patch by Morten Mikkelsen, with some small changes.
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* Mistake in the ui file.
* Also found a possible memory leak.
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for sampling were not consistent, now the RNG is seeded per strand, and some
tweaks were done to make the jittered sampler cache return consistent sample
numbers for strands.
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many different checks here, but I couldn't handle all cases in fewer lines.
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Also added a check for -inf/inf bounding boxes, just to be sure.
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some coordinates didn't have the instance matrix applied, while others had
it applied twice.
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* Grid distribution isn't really suited for hair, so this is now disabled.
* Setting a jittered distribution with particles/face = 1 now creates particles on the center of faces.
* Quite a bit of cleanup of the whole particle distribution code.
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Patch from Miika Hämäläinen.
The old Material "Only Shadow" used an ancient 'best guess'
formula using Lamp Distance and some averaging for converting
shadow values to alpha.
A couple of bug reporters already complained about the not
very predictable renders. Miika fixed this by adding two
new options, to only give the true shadow factor exclusively,
or to give a result including light intensity values.
More info:
http://projects.blender.org/tracker/index.php?func=detail&aid=26413&group_id=9&atid=127
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Actually a todo item I forgot:
Material nodes previews now follow the scene "color managenent"
setting.
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* Render level derived mesh (needed for proper hair rendering) was only calculated before duplication code if the particle object was a level 0 duplicator, so particles creating objects inside a dupligroup didn't work.
* I really don't see the need for the level == 0 check, so I just removed it and after some quick tests can't see any negative effects. If the check is needed for some case though then a more complicated test is needed to handle all cases.
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* For rendering every object's inverse matrix "ob->imat" needs to
be in render view coordinates, but for drawing in 3d view it needs
to be in global coordinates. Originally (way back in historical
times) ob->imat was only used for rendering, but over the years
other uses came up too. Before 2.5 this wasn't a problem as
rendering was a totally blocking operation, but with the new
"interactive ui while rendering" the problems started. Basically
any update that redrew the 3d view while rendering (like rotating
the scene with mouse) updated the inverse matrix into global
coordinates thus invalidating it for the render, leading to all
kinds of strange discontinuities with textures and volumetrics.
* Problems were very easy to achieve using orco/object coordinates
for pretty much any textures (bump, point density, volume, sky),
for examples see bug reports 24906 and 25229. Render baking normals
in object coordinates was wrong most of the time too.
* Now there is a separate inverse matrix ob->imat_ren that's
calculated at the beginning of rendering and is used in all places
inside render code where it's needed. This way the original ob->imat
can change at will during rendering without causing problems.
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was exporting normal maps with red and green channel inverted
relative to the geometry it actually exports.
This change makes blender export normal maps
which are very similar to most tools out there.
patch by Morten S. Mikkelsen
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"Calculating previous (frame) vectors"
now it fits better with
"Calculating next frame vectors"
@jesterking: yes you are
@jesterking: yes you are!!
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Node Materials: option "Front/Back" in geometry node failed for
"full osa" case in ZTransp.
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Node materials with 'ray transparency' set now work again.
Fix provided by Ervin Weber, thanks a lot!
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Shader nodes: option "backface" failed for materials using
full oversampling.
The usage of shi->flippednorm in render code is heavily messed
up... also flipping vertexnormals themselves feels wrong.
Marked it in code with XXX for future fixups.
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Halo texture: disabling texture slot with [] button didn't work.
Note: halos only allow 1 texture slot, UI allows to add more. This
rna template stuff for texture slots I rather don't touch though...
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intended as a standalone library for use in other applications that
want the same tangent space as Blender.
This also keeps blenkernel clean(er) from extra math functions.
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the two files mikktspace.h and mikktspace.c. These are standalone files
which can be redistributed into any other application and regenerate the
same tangent spaces. The implementation is independent of the ordering
of faces and the vertex ordering of faces.
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python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
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mostly replace strcpy with BLI_strncpy and multiple strcat's with a BLI_snprintf().
also fix possible crash if CWD isnt available.
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* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
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- modifier code was using sizeof() without knowing the sizeof the array when clearing the modifier type array.
- use BLI_snprintf rather then sprintf where the size of the string is known.
- particle drawing code kept a reference to stack float values (not a problem at the moment but would crash if accessed later).
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wasn't checking for buffer overrun (though this would be very unlikely).
write to the stdout directly rather then building a string and writing that. (no functional change).
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bump map kernel uses direction, this bug became a real issue, with bumps suddenly changing direction
Fix provided due to a long session on IRC with Morten S. Mikkelsen (sparky_)
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the buffer to a smaller renderlayer.
This was reverted by Brecht r22541 because its inefficient but there is no way to work around this with povray at the moment so adding it back as optional args.
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multiple textures in different bump-spaces.
kudos to M.L.Mikkelsen (sparky) for helping with the math! :)
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New "auto render" now prevents calling anim-updates, that's
not needed (and popped back transformed keyed objects).
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Fix in crashing displacement last friday, assumed wrongly that
the old 'new bump' failed for displacement too. It still did
work (somewhat). This restores the situation again.
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rendering them was a real mess.
* After countless different bugs particles should now render correctly inside dupligroups.
* Only particles with metaball visualization are still problematic, this is mostly due to the ancient metaball code.
* I'll also add a test file for some of the situations, so that hopefully these cases stay fixed :)
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- made doc generation always sumlink newly built docs to static URL. http://www.blender.org/documentation/250PythonDoc/
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