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2007-03-02Interface:Willian Padovani Germano
Added option "Load Factory Settings" in the "File" menu. With this, users don't have to remove .B.blend if they want to load the default data stored in Blender. Thanks Ton for ok'ing it and suggesting a better place in the menu (I had put it as "New (factory defaults)").
2007-01-19Bugfix #5664Ton Roosendaal
Report had a very strange crash, which in the end appeared to be using a filename of 165 chars long. This gave two bugs; - the readBlog() function failed on that - even worse: the struct Global still stored it in G.sce with 160 chars! This is definitely an important issue... and (for the devs reading the 64 bits discussion) really not something allmighty coders are needed for! :)
2007-01-19Bugfix #5748Ton Roosendaal
Composite: when using multiple scene render-nodes, and one of these scenes got re-rendered (by making scene active temporary), the composite cache should free the used buffers. Now, on each render, all scenes in a Blender project are being checked.
2007-01-18Bugfix, irc reportedTon Roosendaal
Node shaders, Texture Node, without input connected it did not default to use "orco" anymore. Was caused by commits that cleaned up render code.
2007-01-12Bugfix #5690:Joshua Leung
If you set the value of undosteps in userprefs to zero, and tried to save defaults, the value would get reset to 32. Caused by out-of-place version patch.
2007-01-10== Action/IPO Cleaning Cleanup ==Joshua Leung
Further cleanups, this time moving all the checks for making sure that the cleaning threshold is defined are centralised in the do_versions code.
2007-01-03added sharp edge theme colorCampbell Barton
2006-12-29* Patch #5337 from Juho: Ipo vertex size theme settingMatt Ebb
(with some small modifications)
2006-12-29* Dynamic icon file loading and themeabilityMatt Ebb
This patch allows icon files (.png) to be loaded into Blender dynamically, without having to go through the tedious and technical process of compiling them in. It also makes them part of the theme settings so they can be attached as part of a theme and saved in the default .B.blend. Icon files should be stored in $HOME/.blender/icons/ . This really sucks on Mac since it's hidden in the finder, but it's a separate issue. We need a better system of finding things like this, python scripts etc, perhaps a nice wrapped function something like BLI_getresourcedir(), then it's easy to do platform specific stuff there, like using ~/Library/Application Data on Mac. More info and docs in the patch tracker @ https://projects.blender.org/tracker/index.php?func=detail&aid=5334&group_id=9&atid=127
2006-12-15== Action Editor - 'Long' Keyframes ==Joshua Leung
When animating, it is often useful to be able to visually see where the 'pauses' are between keyframes. Long keyframes do this - linking two keyframes in the same channel together. Long keyframes are only drawn when the two keyframes have the exact same values. This has to happen for every ipo-curve represented by the keyframes shown for a long keyframe to be drawn. I've added two new theme colours for the action editor. They are for the selected and deselected colours of the long keyframes (currently defaulted to be the same as the NLA strip selection colours).
2006-11-08Patch #5091, by Ramon Carlos RuizTon Roosendaal
For numerical pad 2-4-6-8, it adds a step value in degrees in the User Presets. Code had to be rewritten some... :)
2006-10-20 - bug fix: get rid of "verse client name len: 16 ..." memory of clientJiri Hnidek
name have to be deallocated after calling verse_client_name() function
2006-10-19* Verse username for blender avatar can be set in userprefs (System&OpenGL). ↵Nathan Letwory
The name defaults to the old form.
2006-10-16* fix totblock error when quiting blender with sessions openNathan Letwory
* add "Disconnect"-menu when RMB on verse server that is connected in outliner
2006-10-12Add Verse master-server functionalityNathan Letwory
* added two files from verse-master * server list is available in outliner (new mode "Verse Servers") * verse sessions are now also in new mode "Verse Sessions" in outliner * fixed drawing of verse sessions and their nodes * in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org) * in File>Verse entry "Get Servers" to get server list or * RMB on "Available Verse Servers" in outliner to "Refresh" server list Enjoy :)
2006-09-16FIX: [ #4713 ] 2.42: Crash when saving .blend file as an unpriveledged userAndrea Weikert
- applied bugfix patch [ #4945 ] from Alex Rainchik - many thanks
2006-08-27Texturepaint now supports all the imagepaint brush settings, with theBrecht Van Lommel
exception of the clone tool. One level undo for image- and texturepaint, only storing those tiles that changed. Test to improve texturepaint performance using glTexSubImage2D, only enabled with 2^n sized textures and mipmapping off. Painting a 2048x2048 texture is then pretty smooth here, as long as the geometry is not too complex.
2006-08-20Huge commit: VERSEJiri Hnidek
- All code is in #ifdef ... #endif - Only make build system is supported and you have to add: export WITH_VERSE=true to user-def.mk file - Blender can share only mesh objects and bitmaps now - More informations can be found at wiki: http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc I hope, that I didn't forget at anything
2006-08-20Fixes for:Andrea Weikert
[ #4337 ] Cant refresh the C:\ [ #4710 ] Wrong paths in file selector under user prefs [ #4353 ] Using ^ char + click on Open/Load = Blender crash Details: Fixes for root paths like C:\ on Windows, where Blender still used '/'. Also contains fixes for relative paths: - no relative paths for the default dirs (forced to absolute) - message if using relative paths when .blend file hasn't been saved. Lastly also added '.' for refresh in root paths. Windows FindFirstFile/FindNextFile also return '.' and '..', but not in root paths like C:\
2006-08-17Changed previous commit.Kent Mein
Brings it more inline with the rest of blender as far as international optinality goes... Kent
2006-08-16added missing #ifdef INTERNATIONAL around: refresh_interface_font();Kent Mein
Kent
2006-07-05Bug #4610Ton Roosendaal
Object buttons, the "Scale" constraint didn't draw a backdrop behind buttons as the others did. Fix provided by Joshua Leung.
2006-07-04Bug as reported on irc often: in default .B.blend a first opening ofTon Roosendaal
Outliner happened in Oops block view. I found this was caused by commit of of a new .B.blend in may 2005 (after 2.36, before 2.37). That file had already opened Oops views stored, which have to remain that way of course. A full cleanup of .B.blend i rather not do now, so I've added a patch in code that on read of the built-in .B.blend it sets all existing Oops windows to Outliner. And while working on it anyway, on first opening of a new Outliner, the current Scene level is opened, but showing objects closed.
2006-06-21Bugfix #4389Ton Roosendaal
Action Editor: Menu options for Extend/Interpolation and Snap didn't work for Constraint channels.
2006-06-16* Added header pulldown menus for the Node Editor. Also tweaked colours and someMatt Ebb
of the menu organisation, consolidating the redundant 'Generators' with 'Input'.
2006-06-12- changed back SHGetFolderPath to SHGetSpecialFolderPath to support older ↵Andrea Weikert
Win98 and Win95 systems without having to redirstribute shfolder.dll - MINGW should compile too now (was problem when fucntionality was first introduced), tested with MINGW 5.0.2 (scons) - added -lshell32 for the dependency on MINGW
2006-06-08==Sequencer==Peter Schlaile
Added patch by Matt Ebb, that enhances the sequencer GUI in several ways: - It looks a lot better - Strip colours are themeable. - The drawing code is more readable. - The background of the timeline makes now distinguishing the channels easier by alternating between different shades of gray. - Handle-scaling is clamped to min and max-values, making it possible to grab strips at large zooming levels more easily. - Preview-images can be panned by dragging it with the middle mouse button. Home-Key resets the position. - Since some people can't grab the meaning of "C 0", it is renamed to "Chan: 0" - Effect strips have slightly different colors to distinguish them better. Additionally: - fixed an off by one error in Matt's patch - Scene-rendering saves CFRA to avoid jumping current-scene on scrub (might be academic fix, since most likely it only happens if you add the sequencer-scene to the timeline... But nevertheless it bugs you on testing the GUI ;-)
2006-05-31 Bugfix:Jiri Hnidek
list of recent opened file is written to .Blog file, when it is necessary, list shouldn't hide now, ... I don't want to rewrite code after intrr anymore ;-)
2006-05-30 Bugfix:Jiri Hnidek
Open recent should work correctly now, it uses ListBase to store list of recent opened (saved) blend files
2006-05-30Bugfix #4224 fix:Ken Hughes
If G.recent[0] was empty last wasn't initialized, resulting in a segfault. While I was there, changed strcat() to strcpy() for Alexander :-)
2006-05-29 Bugfix #4224:Jiri Hnidek
Blender has Open recent submenu in main File menu, Open recent should work correctly now, I remove Reopen last item (I hope, that I didn't break anything), because it seems obsolete now
2006-05-28More render pipeline finishing up;Ton Roosendaal
- Shaded drawmode is back (shift+z). Note it still only uses orco texture; but lighting/shading is using the internal render module entirely. - "Make Sticky" option back. (Also fix in sticky texture render, was wrong scaled)
2006-05-15Commit from Alexander to store last 10 saved entries didn't work proper.Ton Roosendaal
It always set G.sce to zero... for example on a F1 press the current directory wasn't set to last saved file.
2006-05-14As nobody else ever felt like doing it, and I work too much with officialAlexander Ewering
CVS these days in order not to be terribly annoyed by its absence, here it is: instinctive-blender's "Recent files list". It's in the CTRL-O menu. No UI / muscle memory changes -- the first entry is the same as the only entry that used to be in the former popup. .
2006-05-11- Charlie provided a work-around for some armature related crashesErwin Coumans
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes) - removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories) - set default linearsleepingtreshold explicitly
2006-04-30Pydrivers: Ipo Drivers controlled by Python expressionsWillian Padovani Germano
wiki with info: http://mediawiki.blender.org/index.php/BlenderDev/PyDrivers (there are two sample .blends in the patch tracker entry, last link in the wiki page) Notes: In usiblender.c I just made Python exit before the main library gets freed. I found a situation with pydrivers where py's gc tried to del objects on exit and their ID's were not valid anymore (so sigsegv). Ton needs to check the depsgraph part. For now pydrivers can reference their own object, something normal ipodrivers can't. This seems to work fine and is quite useful, but if tests prove the restriction is necessary, we just need to uncomment a piece of code in EXPP_interface.c, marked with "XXX". Thanks Ton for the ipodrivers code and adding the hooks for the py part and Martin for the "Button Python Evaluation" patch from which I started this one. Anyone interested, please check the wiki, the .blends (they have README's) and tell me about any issue.
2006-04-26Trying a new method for setting the brightness of the mini axis. Let's see ↵Matt Ebb
how this goes.
2006-04-25* patch #3876: Rotating view iconMatt Ebb
submitted by Davide Vercelli This replaces (as a user preference) the static icon shown in the bottom-left of the 3D View with a small rotating axis that updates live in all ortho/perspective modes I made several modifications to the original patch. In the patch, it displayed the axis on top of the 'object info' text since when floating panels are minimised, they sit in the bottom corner and cover the axis up. This annoyance is not limited to the axis, it also covers the frame number and info text, which can be frustrating. Sending them to the bottom is not that useful either, since it's quicker (with esc) and just as much movement to close and re-open them again. I decided to solve this problem at the cause: Now when using the disclosure triangle on floating panels, they 'minimise in place' rather than going to the bottom. User preferences are in the 'View & controls' section to: - Display either the 3D axis or the old icon - The size of the axis - the brightness of the axis (colours are taken from grid theme settings) * patch #3801: Option to show view direction in 3D View submitted by Daniele Fornaciari Simple one, just adds an user pref to show the name of the view's direction as text in the top left corner.
2006-03-20=== MINGW compile ===Andrea Weikert
Fixing compile for Windows mingw builds with cygwin make and scons. Used SHGetFolderPath instead of SHGetSpecialFolderPath which is better supported for mingw. Thanks to Ralf Hoelzemer for the tip and the patch. Let me know if any problems persist, I'll try to fix then. --- Andrea
2006-03-19=== fileseletor ===Andrea Weikert
patch #2554: My Documents and Desktop folder automaticly added to the Folders pulldown of the filesector Only affects Windows builds. Uses shell functions to correctly get the My Documents and Desktop folders and then add them to the fsmenu, right below the drive letters. Needs shell32.lib linked, which is already linked by default for VS7 project files. Platform maintainer please check if it has to be added to scons and MSVC6 project files. Patch provided by Martin Poirier (theeth) - many thanks!
2006-03-11Fix for messy commits in attempt to fix groups wire colors...Ton Roosendaal
- if you add new theme colors, you need to initialize them correctly and add that in the usiblender.c version patching for saved themes - the code for detecting group membership was highly confusing - group colors were even used for non-groups Further; I didnt add group theme colors yet, that's not a bug. It's a todo item I preferred to tackle with having a decent wirecolor system once.
2006-02-05* Adds configuration buttons for ffmpeg-outputPeter Schlaile
* Large sequencer rewrite to support: - Audio-tracks, which are not completely loaded into memory (hdaudio) but kept on disk instead. - A dependency tree, that builds only the Imbufs, that are really needed - Cleaner sequencer code - Per instance data in sequencer plugins (without this, the Dynamic Noise Reduction plugin would be impossible) - A Luma Waveform display - A U/V scatter plot display - Memcache limiting in sequencer - Buttons changed according to the boosted framecount limit
2006-01-29Fix: theme color version patching should start with 2.41 too.Ton Roosendaal
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!
2006-01-04Orange: more Node goodies;Ton Roosendaal
- New Node: "Mapping". Allows input vector to be translated, rotated and scaled. And optional be clipped to a range. Works for colors too! - The button "Normal" now allows incremental input, so a click in the button won't change the normal anymore - Connecting wires now show selection state for Nodes, with nice blended colors. Both colors were added in Themes, but default to black and white
2006-01-02Orange: more noodle updates!Ton Roosendaal
**** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2005-12-30Orange: Small tweaks in Node drawing;Ton Roosendaal
- theme colors now are different... the specific colors are only drawn in the headers of nodes, making the backdrop color constant. Allows for much more outstanding colors this way, without distracting from previews. - soft shadow now is drawn pixel-sized, so doesn't scale up or down.
2005-12-29More node goodies!Ton Roosendaal
First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-28Christmas coding work!Ton Roosendaal
********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-11-23New stuff & fixes in Blender OSA filtering.Ton Roosendaal
While investigating alternative filters (Mitchell), I found two small errors in the Gauss code, it clipped wrong and multiplied wrong, causing settings other than filter size 1.0 to not work properly. Took the last-minute liberty to add more filter types in Blender too. Also wrote an extensive log about how sampling & filtering in Blender works. http://www.blender3d.org/cms/Samples_and_Filtering.723.0.html