Age | Commit message (Collapse) | Author |
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objects that used faces having same image but not the same material.
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which could have become a possible problem in the future.
Refinement button alignement in GI panel.
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Texture matrix bug in plugin code reported by Mel_Q.
Vertex colors, this was basically the same as the previous uv coord
splitting bug, for xml export, uv coord splitting was actually not quite
complete either (reported by richie).
Added:
Camera Ipo curves for DoF aperture and focal distance.
Aspect ratio set with AspX & AspY are now taken into account as well.
(needs yafray from cvs)
Bokeh parameters for DoF (also needs yafray from cvs).
'Bokeh' controls the shape of out of focus points when rendering
with depth of field enabled.
This is mostly visible on very out of focus highlights in the image.
There are currently seven types to choose from.:
'Disk1' is the default, the same as was used before.
'Disk2' is similar, but allows you to modify the shape further with the 'bias'
parameter, see below.
Triangle/Square/Pentagon/Hexagon, in addition to the bias control, you can
offset the rotation with the 'Rotation' parameter (in degrees).
'Ring', a weird ring shaped lens, no additional controls.
The 'bias' menu controls accentuation of the shape.
Three types available, uniform, center or edge, with uniform the default.
Although based on an actual phenomenon of real camera's, the current
code is bit of a hack and not physically based, and doesn't work all that
well yet (in yafray anyway). Since this is also mostly visible in the very
out of focus parts of the image, it usually also means that you need lots
of samples to get a reasonably smooth result.
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Now, it just tests for read permissions.
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Blender hemilight shadow flag now ignored (reported by varuag).
Texture axes were not exported for procedural textures.
Duplicate armatures were not handled correctly (reported by richie).
Triangle uv-coord splitting (reported by anael, richie & Alvaro).
Additions:
Material 'TexFace' mode now works too, as in Blender it functions as an extra
first texture channel, replacing the base color.
The new noise functions for procedural textures are now supported in yafray,
but is not quite completed yet, still undergoing changes.
(needs yafray from cvs).
The 'power' button has been renamed to 'EmitPwr', since it controls background,
arealight (including lamp with radius) & material emit power.
This button can now be used with the 'SkyDome' method as well to control
background lighting.
To control indirect lighting power, a button called 'GI pwr' has been added,
only use this when really necessary, first try modifying 'EmitPwr' instead.
Removed:
The 'gradient' button. This includes the python code to set
this parameter as well.
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Bugfix for anim crash with xml export and no export dir set.
Alternate relative path using blender function, but wouldn't be surprised
if it still is a problem in some cases for some (windows) users.
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included in the duplicate objects list.
Added support for spherelight 'dummy' mode when used with global photonmap.
It now behaves the same as arealight when used with gpm.
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Note to users: even when you only want reflection caustics (metals/mirrors)
you have to set a IOR value higher than 1, similar to glass materials.
The higher, the brighter the caustics.
That should be it...
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bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
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Shadow lamp flags in plugin were not handled correctly.
Vertexcolors in plugin code were not exported.
Fixed a few bugs related to GIpower parameter.
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yafray cvs code. Now given in screen coords (-1,+1)x(-1,+1)
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Added the missing anti-aliasing pixel filter size and threshold parameters for manual AA control (disable 'Auto AA' button).
Added support for yafray raytraced depth-of-field.
Added extra panel for Camera in edit window to edit dof paramaters.
The actual focus point will be drawn as a cross when camera 'ShowLimits' is enabled, similar to the aqsis code in tuhopuu.
Note to users: raytraced DoF is very slow, for best results, the default AA parameters are not good enough, especially with higher aperture values (more blur).
So for best results, disable 'Auto AA' and set the AA parameters yourself.
It works best with multi-pass AA ('AA passes' > 1) and a reasonable 'AA samples' value, something in the range 8 - 25 or even higher.
Currently the post-process DoF is not available in yafray, alternatives are being worked on.
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When using xml export, yafray will now render the alpha channel as well when 'RGBA' button in blender is enabled (Plugin does this automatically).
In plugin code, fixed smooth shading bug for non-mesh objects.
Relative paths for textures are now recognized (plugin & xml).
Fixed problem with duplicate objects (plugin & xml).
Really old bug, sun position is now correct (plugin & xml).
World background now can also be a regular image texture (jpeg & tga), but for now always assumes spheremapping, which is not the same as Blender either. In yafray the texture is assumed to be a full 360 (panorama type) map.
convertBlenderScene.c cleanup, the identity transform 'hack' is removed.
THIS AFFECTS ALL EXTERNAL RENDERERS (Aqsis and others) WHICH RELY ON THE RENDERDATA OUTPUT, VERTICES AND LAMPCOORDINATES/VECTORS NOW NEED TO BE TRANSFORMED BACK TO WORLD COORDINATES. See yafray plugin/export code.
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Edges in Mesh
- adds automatic when you use creases. For other situations; call the
void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
wireframe
- render for edges can't work... edges have no material nor tface nor col..
so here still the faces are rendered in wire
Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
wire color to edge-select color (as provided in Theme)
Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?
Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
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on my win32 box with my tests without crashing.
But be aware! There may be more of them watching
us, waiting for a moment of distraction, nobody
is safe.
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to the clean msvc build.
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to that platform and fixes a problem findind yafray dll's
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Just making sure memory is always allocated and freed in the same
binary object, which seems to be mandatory on msvc if you don't have
the comercial version. If you are using this code you need to
syncronize with yafray cvs also, or it won't work. Binaries for os x
are updated in the link I gave in my last commit.
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Needs latest yafray, you can get it from cvs, but I have also binaries
for os x here:
http://www.coala.uniovi.es/~jandro/noname/downloads/yafray-0.0.6-3.pkg.zip
To use it, go to yafray panels (global settings) and uncheck the "xml" button.
That would tell the export code to avoid xml export and use the yafray plugin
instead. You'll see the render being draw while running and you can even stop it
with ESC key.
Since I'm sure problems will appear, expect updates soon.
Remember: does not work on win32
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SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
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functionality AA is determined by OSA and GI quality settings)
When disbaled, 2 number buttons appear to allow setting manual AA passes and AA samples.
Johnny Matthews (guitarGeek)
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Add an image texture to the world (in any channel, the first one with an image will be used) and it will be exported as an image background
The texture 'bright' slider is connected to the 'power' variable
If the image selected ends in hdr, it will be exported into an HDRI block.
The texture 'bright' slider effects exposure adjust (it is slider value - 1) so a value of 1 == no expousre adjust. (this needs a better solution in a later implementation)
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* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
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* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
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export path.
Fixed missing background when not rendering with GI enabled.
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component of the materials, background color, and dummy arealights. Hemi/Path
power is kept 1.0 now. Also changed the range for power to [0-100]
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removed it.
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Blender 'sphere' mode lights in yafray should now have more similar light levels
render shadow button in Blender must now be enabled to render shadows in yafray too
some other minor shadow related corrections
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fixed problem with spotlights not rendering
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a problem with name collision betwen textures and shaders reported by kino.
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Should fix OS X problems with executing yafray.
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corrected power slider increment update
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raydepth to yafray. Plus some minor fixes
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yafray CVS version using photons.
Last image got:
http://www.coala.uniovi.es/~jandro/noname/images/fromblender3.jpg
which you can compare with old:
http://www.coala.uniovi.es/~jandro/noname/images/causfromblender.jpg
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as emitters. Needs latest yafray code, still not in cvs.
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Also preliminar square arealight export, not usable yet, will be usefull
as soon as photon export is added.
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yafray
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for casting them from GI (pathlight). A new contro "caus depth" in the panel
controls the maximun number of bounces going through objects.
Now images like this:
http://www.coala.uniovi.es/~jandro/noname/images/causfromblender.jpg
are possible with scenes like this:
http://www.coala.uniovi.es/~jandro/noname/examples/exp_test2.blend
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user does not put a valid path on YFexport. So now all windows path problems
should be fixed, but never understimate windows.
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on win32. Since yafray saves its installation path in the registry, we read it
from there and convert to a legal path for system()
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file in the system call to avoid problems with complex paths.
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