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2007-01-09- Added panel for Bake render (tabbed now in 'anim' panel).Ton Roosendaal
(Empty space will get OSA options, that I add tomorrow or so) - Removed a lot of old unused variables in renderdata. Also meant I had to remove this from python API... please check if this gives valid scripts? - Cleaned up bad formatted code for FFMPG buttons (spaces instead of tabs)
2006-12-31== Bugfix #5550 ==Joshua Leung
* UV and Radiosity passes are now visible in Outliner (like for other passes) * Changed tooltip of overwrite material to: "Name of Material to use as Materials instead" * Also, fixed Reflection and Refraction passes in the Outliner - flags were mixed up, so turning on Reflection turned on Refraction and vica-versa.
2006-12-21MultiLayer images: added support for choosing compression type.Ton Roosendaal
Without setting anything, it uses ZIP now as default, which gives the best lossless compression and works nice fast.
2006-12-21Bug in new "generated image": when you save it, it didn't set the type toTon Roosendaal
'non generated' correctly. Also: tooltip fix for radio pass.
2006-12-20The Big Image refactor!Ton Roosendaal
Please read: http://www.blender3d.org/cms/Imaging.834.0.html Or in short: - adding MultiLayer Image support - recoded entire Image API - better integration of movie/sequence Images Was a whole load of work... went down for a week to do this. So, will need a lot of testing! Will be in irc all evening.
2006-12-15Bugfix #5434: Animation (alt-a / timeline) will not play if Sta:Joshua Leung
frame set higher than End: frame The end frame should not be allowed to have a value less than the start frame. This commit sets the minimum allowable value of the end frame button in the Anim panel and the timeline to the start frame value. Ton/Matt - if there is a good reason to not do this, feel free to revert it back.
2006-12-10Composite & Pass render goodies:Ton Roosendaal
- New Passes: UV and Rad(iosity) - New Nodes: UV Map and Index Mask - Z-combine now is antialiased As usual, please check the log. Has nice pics! http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html For devs: the antialias code from Vector Blur is now exported in compo too. Works pretty good. Even fixed a bug in antialias, so vectorblur will be better. Also: found out that OpenGL display list speedup accidentally was still triggered with the rt button... so it did not work by default.
2006-12-07I ment to commit this earlier but things kept comming up.Kent Mein
Fiddled with the button spacing a little bit so Disable Textures button fits a little nicer. Kent
2006-12-07Small plumiferos wishlist item.Kent Mein
Adds a button next to the threads button to disable texture processing in a render. If anyone doesn't like the button feel free to revert this one, its pretty simple. Kent
2006-12-07Work on RenderLayer and Pass control:Ton Roosendaal
Full log: http://www.blender3d.org/cms/Render_Passes.829.0.html In short: - Passes now have option to be excluded from "Combined". - RenderLayers allow to override Light (Lamp groups) or Material. - RenderLayers and Passes are in Outliner now, (ab)using Matt's nice 'restriction collumns'. :)
2006-12-05Damn! Commit for render passes in wrong dir....Ton Roosendaal
2006-11-29Render Monster support: (part 1)Ton Roosendaal
Removed all limitations from render code for maximum threads. The only define for this now is in BLI_threads.h, and currently set to 8. Note that each thread renders an entire tile, and also allocates the buffers for the tiles, so; more threads might work better with smaller tiles. IMPORTANT: node system won't work yet with more than 2 threads! So, don't try material nodes or compositing with over 2 threads. That I'll commit later today. What does work (should work :) is AO and soft shadow now.
2006-11-25Uncommitted my potential fix forAlexander Ewering
http://projects.blender.org/tracker/index.php?func=detail&aid=4786&group_id=9&atid=125 It seems like you can't quote the executable path on win32 using system(). So, playing back a rendered animation now works again on win32, however, the bug remains... no idea how to correct it.
2006-11-25- Library linking feature: global undo/redo now doesn't read the linkedTon Roosendaal
library .blend files anymore, making it a load faster to use. - Fixed ancient annoyance; samples were not properly freed, giving a lot "Error Totblock" when using sound. This fix also involves removing an ancient NaN hack, which treated the samples as fake Library data in the Main database. But still, the Blender Sound and Sample code is horrible... :/
2006-11-18Bugfix for:Alexander Ewering
http://projects.blender.org/tracker/index.php?func=detail&aid=4786&group_id=9&atid=125 If the path to Blender contained whitespace, various places which called the Blender executable wouldn't run. Now the path to the executable should be quoted correctly everywhere. If this breaks anything on other platforms, please shout :)
2006-11-03Bugfix #5068Ton Roosendaal
Added redraw event to button that choses FFMPG codec type.
2006-11-03* shortened formatstring to cope with removal of R_IRIZ (would crash on ↵Nathan Letwory
Windows machines, but Linux didn't complain at all, tsk tsk) - this may fix odd crashes for those that try to open up .blends with scene buttons visible * added a define around yafray panel
2006-11-01Bugfix #5030Ton Roosendaal
- Removed obsolete IRIZ image support from menus. This was a Blender-only version of SGI Iris images, used internally in the nineties because it was the only format supporting Z easily A much better Z exporting - and industry compliant - is via OpenEXR - Scene strips in Sequencer now get Z buffers as well. This is only in float format, containing actual distances from the camera.
2006-10-18Patch 5105 by Joshua Leung (Aligorith), slightly modified by meNathan Letwory
* Add WITH_BF_YAFRAY, which per default is 'true', so no visible changes for developers (and users). Set WITH_BF_YAFRAY to 'false', and you'll save some major compile time :) Also handy if you're strapped for memory and compilation fails on yafray compilation due to this. - this commit also has a few whitespace changes and - made BF_NO_ELBEEM a proper BoolOption. This will be renamed to WITH_BF_ELBEEM in the near future...
2006-09-24New render feature:Ton Roosendaal
If you define multiple RenderLayers with different view-layers, these view-layers are rendered entirely, not looking at the faces that are invisible. This allows layered composite, but only when geometry does not intersect or overlap partially. This new Renderlayer option "All Z values" will fill in the Z of not visible faces (in the Scene view-layers) as well, which then allows masking out as if these faces were set to Material option "Env". Here's an example composite to show the effect: Two cubes, in view-layers 1 and 2, and rendered in 2 RenderLayers: http://www.blender.org/bf/all_z0.jpg Same scene, but with both RenderLayers set to "All Z values": http://www.blender.org/bf/all_z.jpg
2006-08-10Compositor: finished work on node "File Output".Ton Roosendaal
- It saves a file with indicated type on each change, with number appended denoting the current frame (like ANIM saving). - Output filename button supports relative paths ("//") - Shows optional preview image too - For now, added a print on each file save as feedback To make this option work nicely, changed the BKE_makepicstring() function to have less globals inside, so it is more generic. Todo: allow amount of digits in filenames to be set (to support files like tmp_123456.jpg)
2006-08-09Fixes I did before leaving to siggraph, couldn't commit it due to freeze:Ton Roosendaal
- buffer overflow was possible with providing a file path argument longer than 256 characters. - buttons "VCol Light" and "VCol Paint" were not mutual exclusive - quicktime error menu (unable to create) had a enter in end - deleting points in CurveMapping button (like Curves node in compositor) did not give proper recalc event - edges render menu had a tooltip still mentioning the unified render
2006-07-11Bugfix #4663Ton Roosendaal
Play option: if you set output to render to .avi, but in the same directory also individual files exist, it always played the files, not the movie. Now it checks for the Output type, and plays back a movie or frames, as indicated.
2006-06-25Bugfix #4449Ton Roosendaal
The "Edge settings" menu in Scene buttons still was displaying old Unified render options.
2006-06-24Changed order of RenderLayer options to reflect the order of processing:Ton Roosendaal
Sky - Solid - Halo - Ztransp - Edge And added better info in the tooltips for it. It's important to know that Halos will always be covered by Ztransp, if rendered in 1 RenderLayer.
2006-06-21Fix: the new "render out to Image Window" option didn't get a refreshTon Roosendaal
event on compositing changes.
2006-06-19Bugfix #4354Ton Roosendaal
Fix for old (post 2.3) annoyance in UI; on redraw of the entire buttons window, the active button (with highlight) was detected wrong. Was just a matrix calculation on wrong moment. :) Also: fixed tooltip for transparent material "add" option. It was talking about "Glow", a confusing description.
2006-06-19Seems a large commit, but I also changed function names to match the newTon Roosendaal
naming convention for Compositing: - Render Result node -> Render Layers node (name only appears in Add menu) - Compositor image -> Viewer Node image I've also added a version patch (2.41 saved files only) to rename existing "Compositor" Images.
2006-06-17Cleanup of UI for new renderpipelineTon Roosendaal
- removed "Unified" button, replaced with "HD" preset for 1920x1080 output - removed the unused "Pass" options - removed the unused "Strands" render-layer option Because the internal render pipe supports this already; added two more render-layer options: - "Sky", to enable/disable sky render in a layer (this was part of "Solid" before, not so correct... to ensure previously saved files work, the "Sky" option is set by default when "Solid" was set. The version patching will do this temporally always, until we've bumped up version to 2.42 - "Edge", to enable/disable edge render in a layer. Nice for compositing. Also in this commit: fixed warnings for exported functions for the new Node Editor pull-down menus.
2006-06-16When ffmpeg format is selected, make 'Video' and 'Audio' panelsChris Want
as tabs of the format panel (was annoying how the format panel would jump far to the right after selecting format' Thanks ao2 for noticing. Note: as self-appointed code weenie, I should point out that the ffmpeg code has a lot of tab/space indenting mixed in nasty ways -- this should be fixed.
2006-06-14Bugfix #4135Ton Roosendaal
Mixdown option (blending sequence audio strips) didn't write proper WAV. - file length in header chunk was too short (potential crasher) - endian switch code used swab(), which wasn't defined to work when src and target is identical - cleaned up some code too... like removing timecursor() for core loop.
2006-06-12New feature! (Well, replacement for the exisiting cumbersome "DispView")Ton Roosendaal
Next to the "DispWindow" there are now two new choices: - Display render output to Image Editor - Display render output to Screen-sized Image Editor Both options won't open a 2nd window anymore, which makes work quite more smooth even, especially because 'focus' isn't lost. Further it fits in the 'single window UI' paradigm of Blender. Should have been done 10 years ago! Lastly it might bypass issues with X11... having 2 windows with opengl context is not always stable in Linux. This option uses an identical trick as for the Compositor viewer, using an Image block with a fixed name ("Render Result"). The flow, when invoking a Render, goes as follows: - first it checks if there's an Image Editor visible displaying the "Render Result", if so then it uses that area-window. (Use this option for dual-monitor setups for example, a render will always go to the same location then) - else it checks if there's an Image Editor open in general, it then assigns that window the "Render Result" Image. - else: it searches for the largest Area in the screen, and turns that into a temporal Image Editor showing render output. After a render, an ESC will push back the former view, if the Area type has changed. Same rules apply for the "Full Screen" option. Here an ESC will always go back to the regular Screen, and restore Area type if required. While rendering, the queue for the renderwindow isn't handled yet, so you can not zoom (nor get full redraws), as for the regular render window. Existing conflicts: - in FaceSelect mode, the Image editor enforces to display the face texture after rendering again. - when using an Image window for compositing, you'll lose the Viewer output on a render. Implementation note: While rendering updates, nothing is drawn in frontbuffer anymore. That's good news for b0rked OpenGL drivers (and faster). However, for the few OpenGL cards that don't do a "swap copy" but a "swap exchange" you get issues... has to be worked on. I'm afraid we have to drop frontbuffer drawing altogether. Other fixes: - Hotkeys NumPad 1, 2, 4, 8 will set zoom levels (was half coded only?) Use SHIFT to zoom out (smaller). - Rendering Tile updates still had draw errors on edges of tiles, in OSA only. (Caused by commit 4 days ago)
2006-06-09==FFMPEG==Peter Schlaile
Added support for XVid and H264-codecs in codec-selection. (only work, if ffmpeg is compiled with XVid and/or H264-support. Failure in doing so results in an error message that codec can't be selected.) Both are written always to AVIs since raw-h264-files created by ffmpeg can't even be opened by itself... Video render options are reset to sane defaults (=DVD preset) on startup now. Don't expect quicktime-support to be very exciting, since ffmpeg can't really multiplex quicktime files. (Tried several codecs with the ffmpeg-commandline tool,... sigh) Timestamp crash on Debian-Sarge version is fixed.
2006-06-01* Whoops, committed something I shouldn't have in the last one. Reverting.Matt Ebb
* Added 'Make Local' to the menus. Also a minor capitalisation tweak.
2006-06-01* Theeth must be busy so I removed the 'Steps' from the timeline and changed itMatt Ebb
to a number field in scene buttons.
2006-06-01==render by parts==Tom Musgrove
made xparts and yparts consistent in the different places it can be set now python and the buttons are max 64 (was 512 in some python locations) and xparts is max 512 (was max 64 in some python locations), also made the minimum xparts and yparts 1 again. Ed Halley suggests that we should up the max xparts to 1024 (instead of the current 512) for 'smoother panoramas'
2006-05-27Fix spelling error in tooltop.Ken Hughes
2006-05-27So! Finally time to work on finishing render pipeline project.Ton Roosendaal
This commit brings back: - Field Render - MBlur Render (old style) - Border render with or without cropping Note: Field Render is not supported in Compositor yet. Blurring or filter will destroy field information. Both MotionBlur as Field render are done before Compositing happens. Fixes: - The "Save Buffers" option only worked on single frame renders, not for Anim render. - Found an un-initalized variable in Render initialize... this might have caused the unknown random crashes with render. Code restructure: Cleaned up names and calls throughout the pipeline, more clearly telling what goes on in functions. This is visible in the updated first image of the Wiki doc: http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
2006-05-21==FFMPEG==Peter Schlaile
Bugfix: Don't draw mux_rate and max_rate output buttons on the same screen position. (Never noticed, always used presets... )
2006-05-19==FFMPEG==Peter Schlaile
Bugfix: FFMPEG-Codec Preset now changes values immediately. (One has to set B_REDR on the menu-button, allqueue alone doesn't do the job...)
2006-05-15Recode of the "Set Scene chaining" patch from Nathan.Ton Roosendaal
- code for detecting loops was overly complex, and detected loops wrong even (when chains partially overlap it gave error) - that code could NULLify sets of other scenes than the one you tested - and that code should be in blenkernel, so it can be called in more locations, like fixing potential loops in old files - the code for looping over the chained scenes was bad too, I created a nice #define to keep code readable. (See SETLOOPER in BKE_scene.h) ALso fixes reports in tracker :)
2006-05-06==Bugfix==Peter Schlaile
Made the frame boost from short to int (30000 -> 300000 frames) complete by walking through the source and finally changing all frame-variables to ints. This should finally fix the framecounter warp around seen in some buttons. If you step on any further problems that may arise starting from frame 32768 please just give me a hint and I'll fix it. (Sorry about that, didn't know enough about Blender, when I did it the first time...)
2006-04-29Bugfix #4139Ton Roosendaal
Included a patch from Jacques Beaurain. On pressing "Play" the position of the playback window didn't use same code as for pressing "Render".
2006-04-16=== Animation ===Martin Poirier
Patch #4044 patch to change the step when changing frame with up or down arrow keys. This adds a per Scene setting to specify the number of frames skipped by the up and down arrow. This setting can be changed in the Timeline header and in the Anim/Playback section of the Scene settings. Upon loading a file without that setting or creating a new scene, it is set to 10 Also fixed the Start and End frame buttons in the Scene buttons to do a proper refresh.
2006-03-15Memory saving for large renders:Ton Roosendaal
New option "Save Buffers", in first Output panel of renderbuttons, will not allocate all render buffers, but instead save the rendered tiles to exr. For each scene rendered, a single exr file then is created. After rendering, the files get read, and only then the memory allocation is done. The exr files are saved in the temp dir (from user settings), and have names derived from the filename+scene name. That way these buffers remain relatively unique, and can be re-used later too. Saving all render-layers and passes in a single file (as F3 command) will be done later. Also reading back the current muli-layer exr files is not supported yet (will read black). The purpose is that these files then can be used as input for the Compositor. One fun thing I added; after rendering once with this option, close Blender, and restart it. If you have a Composite set up press 'R' on an active RenderResult node. This will refresh the node(s) and load the exr, so you can composite again without a re-render.
2006-03-12New: Import/Export of Cineon and DPX image files. The first is Kodak'sTon Roosendaal
standard for film scanning, 10 bits/channel and logarithmic. DPX is derived from Cineon as the ANSI/SMPTE industry standard. DPX supports 16 bits color/channel, linear as well as logarithmic. Code has been gratefully copied from CinePaint and was integrated in Blender by Joe Eagar. According to CinePaint's dev Robin Rowe the DPX code defaults to log colorspace. Can't find in the code clues yet how to enable/disable that. However, tests with write/read of DPX seems to show no visible loss by log conversion code. Might be because it uses the entire 16 bit range... CinePaint dpx files have been succesfully imported in a Quantel IQ HD/2K finishing/grading set without problem, so for now I guess we can use it! :) Changes in code: added tests for image magic numbers before entering the actual reading code. Prevents error prints, and makes it faster too. (Note; this because Blender doesn't check for extensions, but calls reading functions on every file until one accepts it. :)
2006-03-08Compositing workflow goodie; each 'render result' node now has a buttonTon Roosendaal
option to re-render that specific node. Also works for nodes using other scenes.
2006-02-27Recoded Panorama rendering.Ton Roosendaal
The old implementation was added quite hackish (talking about 10 yr ago). You also had to make a small image slice, which was extended Xparts in size. That also required to adjust the camera angle. Very clumsy. Now; when enabling the Panorama option, it will automatically apply the panorama effect on the vertically aligned tiles. You can just enable or disable the "Pano" button, to get a subtle lens effect like this: (without pano) http://www.blender.org/bf/rt.jpg (with pano) http://www.blender.org/bf/rt1.jpg For Panorama render, the minimum slice size has been hardcoded to be 8 pixels. The XParts button goes up to 512 to allow that. In practice, rendering 64 slices will already give very good images for a wide angle lens of 90 degrees, the curvature of straight lines then is equal to a circle of 256 points. Rendering a full 360 degree panorama you do by creating an extreme wide angle camera. The theory says camera-lens 5 should do 360 degrees, but for some reason my tests reveil it's 5.1... there's a rounding error somewhere, maybe related to the clipping plane start? Will look at that later. :) Also note that for each Xpart slice, the entire database needs to be rotated around camera to correct for panorama, on huge scenes that might give some overhead. Threaded render goes fine for Panorama too, but it can only render the vertically aligned parts in parallel. For the next panorama slice it has to wait for all threads of the current slice to be ready. On reading old files, I convert the settings to match as closely as possible the new situation. Since I cannot bump up the version #, the code detects for old panorama by checking for the image size. If image width is smaller than height, it assumes it's an old file (only if Panoroma option was set).
2006-02-24Buttons could crash on wrong scene layer index... not sure how that indexTon Roosendaal
can get wrong, but secure code is always OK. :)
2006-02-16Rendering tricks for improving workflow:Ton Roosendaal
- Button option "Single" in render-layer panel will enable to only render the currently indicated render-layer. It will also skip compositing. - Brought back the 'Local View' render. This will only render the visible objects, but with lights from the original view-layers. To make the option useful, it also temporal enables 'Single', which has the a disadvantage that you need to set the correct render-layer. It is a bit a tricky option though... since its quite invisble and confusing for people who don't know the feature. This might become either a button in 3d header, or use a popup requester to confirm, or... will need to think over! At least; both options display in render window a text to denote the option.