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2008-03-10* Updated the material preview so the 'hair' preview option Matt Ebb
has UVs. Previously, it would show all noisy and messed up when using a UV texture.
2008-02-15New preview blend c file, fixed Planar view texture coordinates (so Z=0)Ton Roosendaal
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.
2007-01-14Fix for bug #5680:Brecht Van Lommel
Vertex color node worked only if VCol Paint/Light was enabled. Fixed that, and removed the vertex color node making it part of the geometry node instead. Also, preview.blend had black vertex colors for the sphere, so set them to white like the other primitives.
2006-12-08Lightgroups!Ton Roosendaal
Functionality was a bit limited still; now added the option to bind a group of Lamps entirely to a Material, excluding them from any other Material. Note that Lamp visibility layer options still work as for Lamps usually. In preview.blend: made a lightgroup for all lamps, and set them to be the "RenderLayer override". That way it will ignore local material lightgroups for previews.
2006-07-05Bugfix #4603Ton Roosendaal
UV coordinates for plane preview (buttons) was rotated 90 degrees.
2006-06-20More preview fixes, after irc reports:Ton Roosendaal
- Ztransp looked weird in Node previews, only showing the backfacing pixels - previous change in preview.blend accidentally set camera clipping too low for correct display of lamp preview - refresh issue solved in preview when using Node shaders with ray-mirror
2006-06-20Preview render fixes:Ton Roosendaal
- previous preview.blend rendered OSA, is too slow, especially for raytrace. now made it an extra option for buttons preview. (icons render without). - made monkey one level subsurf lower for speed - in previewblend, made the tiled cube environment entirely closed, so a mirror reflection will show nicer.
2006-06-16Preview Texture for Stucci works again.Ton Roosendaal
NOTE: stucci didn't return 'intensity' since blender 1.0, something that alsways caused headaches all over (all other textures do per definition). But, allowing stucci to return 'intensity' would break old files. To make it work for preview, I had to solve this once. Done with a version patch, so old files (including current 2.41!) won't read with color channel active for Stucci textures. (Preview.blend I saved as a 2.42 file btw!)
2006-06-14Fixes for preview render in buttons:Ton Roosendaal
- restored type choice compatiblity (plane, sphere, cube) with 2.41 release (sorry, will break saved files with CVS... my fault, should have known.) - removed lamp choices (lights now are different per preview, no fixed choices). - added checkered plane behind the plane preview. nicer for halos.
2006-06-09* preview.blend fixesMatt Ebb
The preview.blend now shows raytracing/transparency, and also turns on and off the fake shadow based on the 'shadbuf' setting. Also included an updated preview.blend file to accomodate this.
2006-06-07* Updated the preview render scene .blendMatt Ebb
- Improved lighting and background (also turned off shadows, unnecessary and a potential slowdown in generating the preview) - UV unwrapped the sphere and monkey models, so you can actually see something useful when a texture is mapped to UV - Added a 'hair' preview option (reused sphere icon will be eventually forthcoming)
2006-04-01Texture button preview:Ton Roosendaal
- now draws intensity value correct (black/white was inversed) - added option to show texture alpha too
2006-01-29Previewrender (buttons) now supports Lamp, Texture and Sky previewsTon Roosendaal
again. One exception I didn't solve yet... for the Stucci texture. In a next commit I will add the preview.blend, so people can play with it! The rules for preview.blend are pretty primitive still... might become a bit more advanced later. Here's what it uses now: - If Object has name starting with 'p' it will get the to-be-previewed Material or Lamp assigned - If Object has name starting with 't' its Material gets the texture assigned for Texture previews The layer codes for current preview options are in DNA_material_types.h; #define MA_SPHERE 0 #define MA_CUBE 1 #define MA_FLAT 2 #define MA_MONKEY 3 #define MA_SPHERE_A 4 #define MA_TEXTURE 5 #define MA_LAMP 6 #define MA_SKY 7 (SPHERE_A is sphere with alpha for icons)
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!