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2008-11-12Patch #7897 Texture Nodes!Ton Roosendaal
Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
2008-11-04Added a new interpolation type for colorbands: ConstantMatt Ebb
This can be useful for toon shading etc. Example: http://mke3.net/blender/etc/constant_ss.png
2008-10-14Bugreport in IRC: Area lamp, "Constant jitterred" had wrong alignmentTon Roosendaal
code, causing the "SamplesY" button to overlap others.
2008-10-09Bugfix #8911Ton Roosendaal
Image counter can be set to zero when unlinking images, whilst they can be in use for texture. This is a temporary solution to prevent errors! (Now image unlinking doesn't set zero users anymore)
2008-10-05Fix for bug #17761: small GLSL update tweak, switching ray andBrecht Van Lommel
buffer shadow didn't update the viewport correct.
2008-09-29Updated color calculus for sunskyTon Roosendaal
- removed ugly clamping function (it was dividing XYZ based on max of one of the values) - added option to use Exposure, this only works for brightness (Y). results look very pleasant, foggy and hazy results are possible. with exposre==0, no exposure happens for HDR extreme range skies, this is how yafray rendered it. - added menu for choosing color spaces (CIE = modern lcds) Please review! (and yes i know it's still not in World :)
2008-09-29Bugfix #17696Ton Roosendaal
- Area lamp with 1 sample still used an offset for the first sample - Sample buttons were not visible for area without shadow.
2008-09-22Realy time for 2.5! Ton Roosendaal
Takes half an hour to find a nice empty spot for a button! Another attempt to locate new shadow color swatch. Now back in shadow panel, bottom.
2008-09-22Bugfix:Ton Roosendaal
- Button for 'shadow color' was drawn over 'layer shadow' button... The shadow+spot panel was cramped... spot shadowbuffer uses all space. Moved it to the Lamp panel with label, more clear now. Panel reorg is for later :) - Small fix: Area Lamp 'gamma' slider didn't update preview. Unfortunately had to move this slider to smaller button...
2008-09-21Sunsky / Atmoshphere:Ton Roosendaal
- Added blending mode and factor option, so it's more clear and controllable what happens with it. Also nice for crazy effects of course! - Preview render now shows preview for it too On the todos: - have this in World buttons (as well) for quicker sky setups - review math of color clamping and scaling, this is definitely not good... but a fix will make old files look very different.
2008-09-19Patch #13422, By Roland Hess, Shadow ColorTon Roosendaal
Finally, after a long time new render candy for the non-game peoples! :) Good doc is here: (url splits in two) http://www.harkyman.com/2008/08/06/controllable-shadow-intensity- and-color/ Note the colorpicker for shadow is in "Shadow and Spot" panel. A bit hidden, could get more attention. For later. :)
2008-09-08Bugfix #17305Ton Roosendaal
3d window didn't refresh correctly when loading a new background image. Fix by Ken Hughes. :)
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-07-10Fix for bug #14411: missing preview render redraw for a few lamp buttons.Brecht Van Lommel
2008-07-03Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 ↵Hamed Zaghaghi
http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9
2008-05-25[#11124] Hide Threshold button when Constant QMC sampling enabledMartin Poirier
Patch by Olivier Saraja
2008-05-25[#11119] Tool tips correctionMartin Poirier
Patch by Olivier Saraja
2008-05-14Minor particle system fixes:Brecht Van Lommel
- Changed some tooltips. - Refresh with reactors and shared particle settings. - Copying of child particles.
2008-05-13last commit had a typo, also adjusted teh and colour instancesCampbell Barton
2008-05-11Bias for irregular lamp buffers now allow minimum of 0.001.Ton Roosendaal
For larger architecture environments it was proved to be necessary.
2008-05-09partial fix for [#11107] two problems with explode modifier and vertex groupCampbell Barton
tooltip patch from olivs - [#10218] Corrected a few tooltips in shading buttons
2008-05-05matt ebb found a case where removing the "Real" world button was bad.Campbell Barton
2008-05-04Changed frame numbering to only alter hashes if they are in the filename ↵Campbell Barton
(not the directory name) to fix bug [#10566] File Open Dialog replaces '#' with '0' in directory names. removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway. in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...) There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
2008-04-28fix for [#9651] raw_export.py tooltip outdated?Campbell Barton
own error, bpath looper was trying to free NULL pointer, added fromOrig to python mtex api made FromOrig and FromDupli tooltips be understandable
2008-04-19applied patch from Boris van Schooten, [#8148] Animation bugfix for ↵Campbell Barton
md2_export script made some other small fixes while testing. (divide by zero errors)
2008-04-19bugfix from Teppo Känsälä, makes moving textures up/down also move their ↵Campbell Barton
enabled state. bug: [#9437] Moving texture up/down bug patch: [#8938] Moving texture up/down to also move 'enabled/disabled'-status of texture
2008-04-19Blenderstorm: idea #164: Hide useless World Shading buttonsCampbell Barton
Simple button change
2008-04-14Patch #8034: "soft" option for halos, which avoids ugly intersectionsBrecht Van Lommel
with geometry, and makes halos look more volumetric. Patch contributed by Markus Ilmola, thanks!
2008-04-12Fix for bug #8463: object texture mapping for duplis was changed toBrecht Van Lommel
act as if the object was in its original position, instead of being different for all instances. However, this is desired behavior in some cases and so breaks compatibility. Now it only does the new behavior when enabling the "From Original" option.
2008-03-31Fix for bug: [#8302] Particle atributes (Materials) wrong behaviorJanne Karhu
-Particle texture calculations weren't using the mtex->def_var properly -Texture buttons didn't set proper update flags for hair
2008-03-30[#8796] 2.46RC1 -- Incorrect Tool Tip on Ray Transp Gloss ButtonMartin Poirier
2008-03-25lib error message was inconsistent when changing texture channels, enabled ↵Campbell Barton
it for texture colorbands
2008-03-13Fix for bug #8476: changing lamp buttons or new W-key lamp editingBrecht Van Lommel
didn't update shaded mode, and W-key didn't update lamp preview render.
2008-03-11Increased the maximum allowed 'Max Dist' value in raytraced reflectionsMatt Ebb
2008-03-07Attempt to fix [#6757] linked objects made "local" still not editableCampbell Barton
But not sure exactly what the user is doing. Made game logic work on linked objects and disabled "Add Material" for linked mesh data.
2008-03-05Restored code from over a year ago, tests to allow anti-aliasedTon Roosendaal
shadowbuffers. At the time the results were not satisfying enough, but we now suffer a shadow problem that might well be solved with this feature. Problem: Temporal aliasing of shadowbuffers when small details move (like strands). In this case it doesn't work to simply increase the shadowbuffer size, because strands are pixel-sized. Huge shadowbuffers make strand shadows almost disappear. So... the shadowbuffer resolution has to be not too high. Instead of increasing the buffer size, we then create multiple buffers, each on different subpixel positions (a bit like "FSA" :). So! Shadowbuffer sampling then works as follows; 1) You take multiple samples in the shadowbuffer, on different locations inside (or around) the rendered pixel. That option was aready available as "Samp" button in Lamps 2) Set amount of sample buffers. It is default 1, but can be 4 or 9. The results of setting it to '4' or '9' buffers you can see here: http://www.blender.org/bf/filters/index3.html Actually, deep shadowbuffers could solve it probably too! Anyhoo...
2008-03-01Bugfix:Ton Roosendaal
New option "move texture channel up/down" lacked redraw calls. Featurette: There's still no manipulator handles for lamps to set cone size, dist, clipping. To save our poor Peach artists hours of work I've added a quick method to at least be able to do it interactive. Option is hidden behind Wkey, and uses a similar function like Scaling. (Put mouse cursor close to start value, move mouse to center of lamp) Ultimately this should move to custom manipulator handles...
2008-03-01This commit contains the addition of a greek translation thanks toTom Musgrove
Κωστής Καρβουνιάρης Kostas Gerontis Also a patch from Markus Schulz that adds buttons to the material, light, and world texture panels to make it easy to rearrange the textures in the list without having to use copy and paste.
2008-02-23=Reversion of premul bugfix=Joseph Eagar
Reversion of premul bugfix, as it was apparently not working all that well. Note that this brings back the bug where the erase alpha paint tool won't display correctly, since the UV image editor just draws images in key alpha now.
2008-02-19Bug #8234: sky texture for approximate AO doesn't work, as mentionedBrecht Van Lommel
in the commit log. Couldn't get this to work well, probably this would work a lot better with the IBL spherical harmonics feature, so I've just disabled the option in the interface for now.
2008-02-19Further work on the premul option for ton. This optionJoseph Eagar
(which basically tells the renderer and compositor to expect a key image) is now done at the image user level. This does have some caveats, as image users don't always work the way I thought they would/should (for example, the same image user structure is apparently used in the uv image editor for all images, which is kindof odd). The UV image editor also now smartly detects if the premul option is set and draws the image using key alpha, instead of premul The subversion level was upped to convert the old premul flag, which was at the image level, to the new one, which is at the image user level.
2008-02-19ToolsKen Hughes
----- Remove extra parenthesis from Cubic tooltip, reported on IRC.
2008-02-12Fix for bug: [#8271] Changes to the texture settings for particle attributes ↵Janne Karhu
are not updated - Material buttons code didn't set particles update flag - Small change to how particle emit time is interpreted from textures, now the "time" texture output can actually be used for something
2008-02-11World settings ambient occlusion could be set even when its a libraryCampbell Barton
making local objects with a dupligroup didnt disable the indirect flag, also made the tool respect visible and restricted flags.
2008-01-28New rendering option: FSA!Ton Roosendaal
This completes the pipeline make-over, as started in 2006. With this option, during rendering, each sample for every layer and pass is being saved on disk (looks like non-antialiased images). Then the composite and color correction happens, then a clip to 0-1 range, and only in end all samples get combined - using sampling filters such as gauss/mitch/catmul. This results in artefact-free antialiased images. Even Z-combine or ID masks now work perfect for it! This is an unfinished commit btw; Brecht will finish this for strands. Also Halo doesnt work yet. To activate FSA: press "Save Buffers" and the new button next to it. :)
2008-01-25Feature: we're using "non linear lighting" now, using exposure/range inTon Roosendaal
world. That allows more extreme lamps (areas too). To make it work more intuitive, the preview renders in buttons now use the settings for exposure too.
2008-01-19Added new render pass: "Mist".Ton Roosendaal
This is actually just the alpha value as currently being calculated by the mist code. It is in many cases not very useful to have this as alpha in shading result, also for postprocess and composite. Note: this pass also works with "Mist" not set in World, of course.
2008-01-17Approximate Ambient OcclusionBrecht Van Lommel
============================= A new approximate ambient occlusion method has been added, next to the existing one based on raytracing. This method is specifically targetted at use in animations, since it is inherently noise free, and so will not flicker across frames. http://www.blender.org/development/current-projects/changes-since-244/approximate-ambient-occlusion/ http://peach.blender.org/index.php/approximate-ambient-occlusion/ Further improvements are still needed, but it can be tested already. There are still a number of known issues: - Bias errors on backfaces. - For performance, instanced object do not occlude currently. - Sky textures don't work well, the derivatives for texture evaluation are not correct. - Multiple passes do not work entirely correct (they are not accurate to begin with, but could be better).
2008-01-17Render control feature: shader-level shadowbuffer biasTon Roosendaal
Lampbuffers require painful bias tweaking (to prevent aliasing or to get shadow detail). Sometimes you want this different per object, like for gras you want less shadow detail, but for the ground you want high detail. This feature allows to tweak it. The new "LBias" slider is in shader panel, bottom. Ugly! But, thats for later...
2008-01-17Tiny fix but took me hours to track down: render layer menu in Image WindowTon Roosendaal
is not being reset when you render, so after render the layer you picked is still visible in Image Window.