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2007-12-15Render InstancingBrecht Van Lommel
================= Big commit, but little user visible changes. - Dupliverts and duplifaces are now rendered as instances, instead of storing all of the geometry for each dupli, now an instance is created with a matrix transform refering to the source object. This should allow us to render tree leaves more memory efficient. - Radiosity and to some degree raytracing of such objects is not really efficient still. For radiosity this is fundamentally hard to solve, but raytracing an octree could be created for each object, but the current octree code with it's fixed size doesn't allow this efficiently. - The regression tests survived, but with I expect that some bugs will pop up .. hopefully not too many :). Implementation Notes ==================== - Dupligroups and linked meshes are not rendered as instances yet, since they can in fact be different due to various reasons, instancing of these types of duplis that are the same can be added for them at a later point. - Each ObjectRen now stores it's own database, instead of there being one big databases of faces, verts, .. . Which objects that are actually rendered are defined by the list of ObjectRenInstances, which all refer to an ObjectRen. - Homogeneous coordinatess and clipping is now not stored in vertices anymore, but instead computed on the fly. This couldn't work for instances. That does mean some extra computation has to be done, but memory lookups can be slow too, and this saves some memory. Overall I didn't find a significant speed impact. - OSA rendering for solid and ztransp now is different. Instead of e.g. going 8 times over the databases times and rendering the z-buffer, it now goes over the database once and renders each polygon 8 times. That was necessary to keep instances efficient, and can also give some performance improvement without instances. - There was already instancing support in the yafray export code, now it uses Blender's render instances for export. - UV and color layer storage in the render was a bit messy before, now should be easier to understand. - convertblender.c was reorganized somewhat. Regular render, speedvector and baking now use a single function to create the database, previously there was code duplicated for it. - Some of these changes were done with future multithreading of scene and shadow buffer creation in mind, though especially for scene creation much work remains to be done to make it threadsafe, since it also involves a lot of code from blenkernel, and there is an ugly conflict with the way dupli groups work here .. though in the render code itself it's almost there.
2007-12-11Bugfix for SSS crash with nan's.Brecht Van Lommel
2007-12-06ParticlesBrecht Van Lommel
========= - Normalize strand coordinates over the length of the strand, not cut off when with e.g. length texture control. - Weight paint and particle mode x-mirror now works with deformation and shape keys active. - X-ray is now disabled in particle mode, messed up depth tests.
2007-12-05- fix for [#7327] Problem/issue with .PLY export,Campbell Barton
editmode was not exited, and vertex normals would not write at all! (probably own error) - Edited tooltip for texture DVar (was some user confusion in the studio as to its purpose) - Set render border is disabled when it has no area - so drawing a box outside the camera disables .
2007-12-05ParticlesBrecht Van Lommel
========= - Texture orco coordinates for particles are now actual orcos instead of just the vertex positions, which means they are the same under deformations and the same as the ones on the mesh. - Particle distribution now uses these orcos to get consistent distributions independent of deformation. - This required changing the way orco's are computed for meshes. Now instead of generating an orco derivedmesh separately, the derivedmesh is generated alongside the regular one and stored in an orco custom data layer.
2007-12-04Bugfix: de-premul for image texture didn't happen for non-osa case.Ton Roosendaal
2007-12-04Strand render bugfixes:Brecht Van Lommel
- Fix compile error. - Some changes to bucketing. - Tweak acceleration button increase size.
2007-12-04Addition to previous strand render bugfix.Brecht Van Lommel
2007-12-04Strand render bugfixes:Brecht Van Lommel
- Accidentally made minimum blender unit strand size bigger again. - Make layer option for lamps work.
2007-12-04SSS now uses oversampling for textures in the preprocessing pass,Brecht Van Lommel
to fix noisy renders, to solve patch #7865.
2007-12-04ParticlesBrecht Van Lommel
========= - Fix crash in particle transform with the particle system not editable. - Particle child distribution and caching is now multithreaded. - Child particles now have a separate Render Amount next to the existing Amount. The render amount particles are now only distributed and cached at render time, which should make editing with child particles faster. - Two new options for diffuse strand shading: - Surface Diffuse: computes the strand normal taking the normal at the surface into account. - Blending Distance: the distance in Blender units over which to blend in the normal at the surface. - Special strand rendering for more memory efficient and faster hair and grass. This is a work in progress, and has a number of known issues, don't report bugs to me for this feature yet. More info: http://www.blender.org/development/current-projects/changes-since-244/particles/
2007-12-03Blending mode "Overlay" was not coded yet for material blending.Ton Roosendaal
2007-12-01For the OpenGL render option in the 3d view, if a camera is active,Brecht Van Lommel
it now sets the viewport exactly the same as if rendering.
2007-12-01Italian community request: Area light fix!Ton Roosendaal
http://peach.blender.org/index.php/area-light-fix-light-not-shadow/ Now, for every possible shadow sample, an area light calculation is done from that position.
2007-11-30Point cache was reset in many updates where it shouldn't have been reset.Janne Karhu
Preview render crashed with "only render" children.
2007-11-29Render BakingBrecht Van Lommel
============= A new "Selected to Active" option in the Bake panel, to (typically) bake a high poly object onto a low poly object. Code based on patch #7339 by Frank Richter (Crystal Space developer), thanks!. Normal Mapping ============== Camera, World, Object and Tangent space is now supported for baking, and for material textures. The "NMap TS" setting is replaced with a dropdown of the four choices in the image texture buttons. http://www.blender.org/development/current-projects/changes-since-244/render-baking/
2007-11-27ParticlesBrecht Van Lommel
========= - Bugfix: synchronize modifier enable with particle enable flag to prevent crash.
2007-11-27ParticlesBrecht Van Lommel
========= - Fix for bug #7832: boids physics crashed. - Bugfix for child particles not getting orco texture coords. - Allow smaller strand sizes in blender units. - Fix for a common but harmless uninitialized value warning in valgrind, in the event queue.
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
2007-11-23Bugfix #7802Ton Roosendaal
Fixed very old annoyance in alpha render: when using alpha textures images, nicely premulled as Blender wants it, you still got dark outlines at the edges. This because the blender shading pipeline also premultiplies. Solution: de-premul image texture colors after sampling.
2007-11-23Fix for bugs #6709 and #7005:Brecht Van Lommel
- SSS not working with negative scale objects. - Fluids + SSS not always rendering smooth normals correct.
2007-11-15* Fixed own bug: glossy reflections was erroneously giving a Matt Ebb
distorted copy of the original face normal, meaning that on smooth shaded faces, sometimes the check to keep rays reflected out away from the face wasn't working, and the ray would intersect when it shouldn't.
2007-11-15* New material option: TexFace AlphaMatt Ebb
This is an additional option for 'TexFace', which uses the alpha of the UV assigned faces as well as the colour. It appears in material buttons as a little 'A' button next to 'TexFace', when 'TexFace is switched on. It's a bit horrible, but no point tweaking that layout in isolation at this stage. This image is using texface alpha, with different assigned images, all sharing the one material: http://mke3.net/blender/devel/rendering/texface_alpha.jpg Usually I consider texface (and teaching people to use it for UV mapping) to be pretty evil, but in some cases, when you have lots of separate images that you want to control in the one material, it can be quite handy.
2007-11-14Bugfix #7686Ton Roosendaal
Render, Ortho, lamphalo position was off a bit due to missing correction factor.
2007-11-12Bugfix #7735Ton Roosendaal
Spothalo sometimes gave black pixels. Error was using floating point 32 bits precision checks where double should be used. (10e-7 vs 10e-16)
2007-10-29Stampinfo: added correct redraw after adding stamp.Ton Roosendaal
The issue: while renderprogress is in use, the rr->renlay has to be set
2007-10-29Routine purge of compiler warnings. Yet again, they were mostly ↵Joshua Leung
uninitialised vars.
2007-10-29render stamp drawing is now done everywhere - (not just when saving Campbell Barton
images) separated stamp metadata and stamp draw functions.
2007-10-24* Adaptive QMC AO feature - "Adapt from speed vectors"Matt Ebb
This is a new feature that can make using AO a lot more attractive when rendering animations with vector blur. It uses the speed vector info calculated in the 'Vec' speed vector pass, in order to reduce AO samples where pixels are moving more quickly. There's not much point calculating all those AO samples when the result is going to be smeared anyway, so you can save a bit of render time by doing a more noisy render in those areas. You can use this with a new slider in the Adaptive QMC settings 'Adapt Vec'. The higher the value, the more aggressively it will reduce samples. 0.0 means no reduction, and 1.0 reduces one sample per pixel of average displacement for that pixel. 0.25 or so generally gives decent results, but it depends on how fast things are moving. Here's a demo (compare the final blurred result, and render times): http://mke3.net/blender/devel/raytracing/adapt_speed_off2.jpg http://mke3.net/blender/devel/raytracing/adapt_speed_on2.jpg And a less contrived example, a short clip from macouno's 'petunia' bconf animation: http://mke3.net/blender/devel/raytracing/petunia-adaptvec-noblur-h264.mov http://mke3.net/blender/devel/raytracing/petunia-adaptvec-blur-h264.mov
2007-10-23* Fix for bug #7633: SSS makes QMC crashMatt Ebb
This occurred when using qmc shadows, full OSA, and sss - it was assuming full OSA was being used, even when (during the SSS prepass) osa is set to 0. Fixed by tightening up the checks for full OSA.
2007-10-23* Brought eeshlo's halton_sample fix into trunkMatt Ebb
2007-10-18* Fix for bug # 7396 "Refraction Pass Being added to combined when not told to"Matt Ebb
For the record, I think the way these reflection and refraction passes are handled (as a difference against the diffuse pass) is not very useful - especially if you want to do colour corrections, blurring, etc. It would be much more practical for the passes to contain the ray result returned by the raytrace...
2007-10-03* Fix for bug #7445, black dots when using Constant QMC AO samplingMatt Ebb
Was a bit of a typo that only showed up when ao samples UI value was less than oversample level
2007-09-24* Adaptive QMC ray shadow sampling wasn't working with transparent shadows - ↵Matt Ebb
fixed.
2007-09-23fixing some compile problems with MSVC7.1/sconsAndrea Weikert
* stupid misplacement of declaration * replacing fmodf with fmod (fmodf not available with MSVC7.1 when compiling C-code) * appending CXXFLAGS to CCFLAGS in tools/Blender.py to avoid linking errors with runtime library (/MT not set) - jesterKing, could you please check if that's ok?
2007-09-17Patch/Bugfix #7334 by 'gsr b3d:Joshua Leung
Some more compiler warning fixes. Some of these seem to be specific to GCC 4.1
2007-09-17removed an unused function, was giving warnings.Matt Ebb
2007-09-16* Extra lamp falloff options, including custom curve!Matt Ebb
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-12* Small fix for a slowdown when rendering fully glossy (1.0) Matt Ebb
reflecting/refracting materials with ray shadows. Fully glossy materials get Full OSA on automatically, so extra redundant samples were being calculated for the shadows. This has now been fixed by reducing the shadow samples accordingly if Full OSA is on. Thanks to Benjamin Thery who notified me of this!
2007-09-11* AO bugfix - Constant QMC sampling wasn't getting initialised for bake ↵Matt Ebb
rendering, causing a crash.
2007-09-07* QMC RaytracingMatt Ebb
This introduces QMC sampling for use in glossy reflections/refractions, soft raytraced shadows, and ambient occlusion. This work includes many new features and speed-ups, so check out the nice docs here: Glossy Reflection/Refraction http://www.blender.org/development/current-projects/changes-since-244/glossy-reflectionrefraction/ Raytraced Soft Shadows http://www.blender.org/development/current-projects/changes-since-244/raytraced-soft-shadows/ QMC Sampling http://www.blender.org/development/current-projects/changes-since-244/qmc-sampling/ Many thanks to Brecht van Lommel for some initial code snippets and for reviewing the patch, and especially to Alfredo de Greef who gave me a lot of guidance and help along the way!
2007-08-31Updated the Makefiles removing some of the gcc specific stuff...Kent Mein
Basically I moved -funsigned-char -fno-strict-aliasing from individual Makefiles to nan_compile.mk defines for CFLAGS and CCFLAGS Kent
2007-08-30* Slight change to lamp energy calculation - make lamps invisibleMatt Ebb
for shading if their 'visibility factor' is below 0.001. This gives no perceptible visual difference in my tests, but can significantly speed up shading when using lots of omni lights with quad falloff over a large area. Since quad lamps never actually fall off to 0, previously every lamp would be considered for shading each pixel, even if such lamps had a tiny falloff distance, and were miles away.
2007-08-05Little code cleanup. Joshua Leung
bsystem_time was being called with an extra variable, which was useless. Most of the places that called it, were passing NULL for that variable anyway. I've also cleaned up that function a bit, but the underlying problems with that part of the code still exist (EVIL GLOBALS that are exported for frame_to_float), for mblur and fields rendering features. That remains for another time.
2007-08-01Fix for bug in raytrace code refactoring, crash with empty octree.Brecht Van Lommel
2007-07-31=Render Bugfix=Joseph Eagar
Previous bugfix of spec not being included in only shadow lamps had 2 errors. There weren't any checks for if shi->spec and shi->shad go below 0 because of an only shadow lamp, and also the code for including spec in only shadow lamps was slightly wrong.
2007-07-28Previous bugfix for shadows cast on objects with diffuse reflectivity set to 0 Joseph Eagar
caused errors on only shadow lamps; fixed this by adding back in the original intensity > 0.0 check in the only shadow if statement, where it belonged in the first place. In addition, the specular pass was not correctly affected by only shadow lamps, severely reducing the usefulness of this feature. For example, using four spotlamps to create an omnidirectional buffered shadow lamp didn't work.
2007-07-27Remove spurious ";" in declaration, which causes warning in gcc and MSVC. ↵Ken Hughes
Thanks Levi for catching this.
2007-07-26Refactor the raytracing code to split the tracing and shading parts intoBrecht Van Lommel
two separate files, raytrace.c and rayshade.c. The tracing code can now be used separately from the renderer (will be used in a later commit), and the raytracing acceleration structure can now also be easily replaced, if someone wants to experiment with that.
2007-07-23Bugfix #6918Ton Roosendaal
- Multilayer EXR files: Rendering without "do composite" skipped to render the vector pass - Also found a wrong loop, missing to clear speed vectors in the first pixel of a tile, causing error print: "Found uninitialized speed in vector buffer... fixed"