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2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-02-20Patche from Giuseppe Ghibò to look in /usr/lib64Campbell Barton
2008-02-18Bugfix: yafray number of processors was not properly initialized, andBrecht Van Lommel
could be 0, hanging yafray. This commits removes the separate yafray number of processor setting and simply using the blender threads button, there is no reason for a separate setting.
2008-02-05This is patch: [#8216] Make blender compile with gcc 4.3Kent Mein
minus one small include file that was commented out, I'm not sure why it was commented out but I'm pretty sure its needed. If there are still problems later we can sort it out, everything else is pretty simple. Kent
2008-01-22Fix for error in approximate AO in last commit, made it really slow.Brecht Van Lommel
Also, duplis are now taking into account, the proper way to exclude them is to set the material to be not traceable. Removed an unnecessary pointer from the VlakRen struct to save some memory, not really that significant, but still, saves 70 mb for 10 million faces.
2007-12-15Render InstancingBrecht Van Lommel
================= Big commit, but little user visible changes. - Dupliverts and duplifaces are now rendered as instances, instead of storing all of the geometry for each dupli, now an instance is created with a matrix transform refering to the source object. This should allow us to render tree leaves more memory efficient. - Radiosity and to some degree raytracing of such objects is not really efficient still. For radiosity this is fundamentally hard to solve, but raytracing an octree could be created for each object, but the current octree code with it's fixed size doesn't allow this efficiently. - The regression tests survived, but with I expect that some bugs will pop up .. hopefully not too many :). Implementation Notes ==================== - Dupligroups and linked meshes are not rendered as instances yet, since they can in fact be different due to various reasons, instancing of these types of duplis that are the same can be added for them at a later point. - Each ObjectRen now stores it's own database, instead of there being one big databases of faces, verts, .. . Which objects that are actually rendered are defined by the list of ObjectRenInstances, which all refer to an ObjectRen. - Homogeneous coordinatess and clipping is now not stored in vertices anymore, but instead computed on the fly. This couldn't work for instances. That does mean some extra computation has to be done, but memory lookups can be slow too, and this saves some memory. Overall I didn't find a significant speed impact. - OSA rendering for solid and ztransp now is different. Instead of e.g. going 8 times over the databases times and rendering the z-buffer, it now goes over the database once and renders each polygon 8 times. That was necessary to keep instances efficient, and can also give some performance improvement without instances. - There was already instancing support in the yafray export code, now it uses Blender's render instances for export. - UV and color layer storage in the render was a bit messy before, now should be easier to understand. - convertblender.c was reorganized somewhat. Regular render, speedvector and baking now use a single function to create the database, previously there was code duplicated for it. - Some of these changes were done with future multithreading of scene and shadow buffer creation in mind, though especially for scene creation much work remains to be done to make it threadsafe, since it also involves a lot of code from blenkernel, and there is an ugly conflict with the way dupli groups work here .. though in the render code itself it's almost there.
2007-08-31Updated the Makefiles removing some of the gcc specific stuff...Kent Mein
Basically I moved -funsigned-char -fno-strict-aliasing from individual Makefiles to nan_compile.mk defines for CFLAGS and CCFLAGS Kent
2007-08-28This commit fixes up a bunch of svn properties to hopefully make things a ↵Kent Mein
little nicer for everyone. Patch provied by gsrb3d bug tracker #7061 Kent
2007-02-28Fix for bug #6136:Brecht Van Lommel
Yafray rendering with 2 or cameras linked crashes. Iterating over and erasing from STL map at the same time wasn't being done correct.
2006-12-21Added names to UV and vertex color layers, and display them as a list.Brecht Van Lommel
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
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.
2006-11-20Added custom vertex/edge/face data for meshes:Brecht Van Lommel
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-17CMake lists initial submission. Documentationand further verification for ↵Jacques Beuarain
different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
2006-06-30bug #4532, when field rendering enabled in blender (not supported in yafray),Alfredo de Greef
blender doubles the aspect ratio. This is now taken into account.
2006-06-26...Forgot to actually draw the image when xml export was used.Alfredo de Greef
Another erroneous assumption based on my Ogl problems...
2006-06-22bug #4380, border rendering was not correct.Alfredo de Greef
solution could have been much simpler, but since that would have required altering blender code (only a single line though)... also fixed a minor bug reported in the yafray forums, when spotlights had the shadowbuf flag set and then switching to yafray, yafray still rendered shadows which to user was unexpected since there was no shadow flag enabled in the yafray lamp panel, so now ignores the blender flag.
2006-06-06Updated the 'library linked data' code to use the render object table asAlfredo de Greef
suggested by Ton.
2006-06-06Added support for linked objects from libraries which can have names thatAlfredo de Greef
are already defined locally, probably does not work fully yet. Added extra 'threads' parameter as requested by Lynx3d. Optimized drawing of rendered tiles, so that the entire image doesn't have to be redrawn every time a tile is complete. The blender code that handles this part was not yet complete and could only draw (sets of) scanlines. I extended the renderwin_progress() function in renderwin.c to handle a given subrectangle. This code needs review! For the limited test I did it seems to work at least...
2006-06-05bugfix #4072 added support for strandmapping, done by exporting theAlfredo de Greef
strand texcoords as orco coords, so yafray doesn't have to be adapted for this. bugfix #4254 added support for dupligroups, but might not work completely correct yet at this point, more testing needed. Also added some missing parts from the code apparently removed at some time. Mainly having to do with dupliverts, cam.info for aspect ratio/ortho mode/etc. Header stats (render window) should now work again too. Fixed missing last tile draw of render window. Added the missing const_cast in the win32 part of the xml export code.
2006-06-04bugfix #3679 YFexport relative path on linuxAlfredo de Greef
2006-06-04Bugfix for crashes when rendering with yafray when the renderAlfredo de Greef
size was not 100%
2006-05-29Yafray 'should' now work again. A bit more testing needed.Alfredo de Greef
But seems to work sofar anyway, composit nodes should work as well.
2006-05-28Step one in bringing back Yafray Render in Blender. Need someone elseTon Roosendaal
to take over now, but I'm available for help. Main notes for completing: - Yafray module uses old global R all over... is now a pointer handle. It can be temporally bypassed by straight copying, which I do now. - I am not sure in what pixel format Yafray renders... Blender now only uses float buffers. In the code, marked with XXX I've added the rudimentary code for retrieving buffers. - This integration will skip compositing when Yafray render is used.
2006-02-08==SCons==Nathan Letwory
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux only, but was only linking issue, so should work on other platforms too). NOTE: I noticed some compileflags for GE specific libs that were left out - I re-enabled them in the SConscripts, but I'm going to do a test build my- self now, so if there are problems with them on win32, I probably already know about them :)
2006-02-04== SCons ==Nathan Letwory
* This commit is all of the rewrite work done on the SCons system. For documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt. Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring contains valuable information, along with what still needs to be done. - linux, os x and windows compile now. - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py) - NOTE: Jean-Luc P will commit sometime during the weekend proper appit() for OS X. For now, copy the resulting binary to an existing .app bundle. - features: - cleaner structure for better maintenance - cleaner output during compile - better handling of build options - general overall speed increase - see the wiki for more info Cygwin, FreeBSD and Solaris systems still need work. For these systems: 1) copy a config/(platform)-config.py to ie. config/cygwin-config.py 2) set the proper defaults for your platform 3) mail me at jesterking at letwory dot net with you configuration. if you need any modifications to the system, do send a patch, too. I'll be giving first-aid today and tomorrow, after that it'll be all regular development work :) /Nathan
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!
2005-10-25fix for bug #3193, winmat was not calculated properly because ofAlfredo de Greef
some previously uninitialized parameters.
2005-08-25Huge commit, but not much features... had to shuffle a lot of code around.Ton Roosendaal
Main target was cleanup of editconstraint.c and removal of the ugly ob->activecon (active constraint channel), which was set by the "Show" button in the Constraint Panel. Better is to introduce an 'Active Constraint' itself, which stores in the Constraint itself. By using this setting, and by checking the active Bone, the UI can update reliably now. This only shows now in IpoWindow btw (for constraint ipos). The active Constraint is drawn in the Buttons with a slightly brighter backdrop. Any action in that Panel selects a constraint now (even click in backdrop). So now we have pose channels & constraint channels nicely behaving. Now the darn Action channels... :) Further in this commit: - interface.c: Button ROUNDBOX now does button callback too. Button NUMSLI didn't do the callback on a click only - Cleaned up include files in yafray, got annoyed it compiled over all the time. - removed unused variables from Constraint struct
2005-07-03Result of 2 weeks of quiet coding work in Greece :)Ton Roosendaal
Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-06-10Some small modifications.Alfredo de Greef
Absorption and Dispersion parameters now only visible when 'Ray Transp' enabled. WardIso specular amount scale to match Blender output. Updated halo spotlight 'samples' to use new yafray syntax. Quick addition for access to another yafray feature: When using HDR backgrounds for lighting ('SkyDome' of 'Full' GI methods), it is currently not always possible to get smooth lighting results. Especially HDR images with small lightsource can be very noisy, because currently yafray still relies on brute force random sampling. As a temporary simple solution (better options will be available in the 'next generation' yafray), yafray can do some processing on the image to smooth out all (or most) noise. Besides smooth lighting, this also has the advantage that AA will have less work to do, GI quality can be set to the lowest level and still get reasonably good results. Disadvantage however is that shadow definition is lost. To switch on this option, set the world image texture filter parameter to any value greater than 1.0 When 'filter' is 1.0 or less, normal hdr sampling is done as before. So, current fastest possible render settings for IBL: set texture image filter parameter of the background image to any value greater than 1.0, set GI to 'SkyDome' type, enable 'Cache', (possibly enable 'NoBump' when scene uses lots of bumpmapping), set 'Quality' menu to 'Use Blender AO settings', make sure AO is enabled in blender World buttons and set there the number of AO samples to 1. Should at least be good enough for previews.
2005-05-30Since there still seem to be some commits being done, I thought I mightAlfredo de Greef
sqeeze in a minor bugfix. I wouln't be surprised it is too late, but since it really is sort of minor, it doesn't matter really. I had mistakenly put the export of dispersion and absorption parameters in the ray_mirror block instead of ray_transp, which means that both dispersion and absorption can only be used if both ray mirror and ray transp are enabled. Anyway, I don't want to make everyone recompile release builds if already done, it is minor, but users should take this into account at least.
2005-05-28Some last minute tweaks, for world background image, 'Hori' must now beAlfredo de Greef
enabled. And when using Blender's AO parameters, the lowest sample number when no cache is used is 4.
2005-05-27Added some backward compatibility with old yafray blendershader. Because of ↵Alfredo de Greef
missing parameters the material preset menu won't be as useful. Both glass presets will look the same because there is no 'filter' parameter in the old yafray for instance. So using the new Blender version with an old yafray version should work a bit better, though the other way around, using the new yafray with an old blender version, will generally not work as well. I added a few extra things. In 'yafray' panel re-arranged some buttons, and added a new button 'Clamp RGB'. This button will be enabled by default and helps to improve AA on high contrast edges in the image. When using bokeh however, it is best to switch this off, otherwise lens shaped highlights will be quite a bit less visible. Changed the 'extinction' parameter name to the probably more correct term 'absorption', though mathematically it works out the same. Also changed the behaviour of this color, it no longer specifies a color that will be removed as I wrote in the previous commit, but instead the actual color at one (blender) unit of distance. The 'Ds' (distance scale) button below the color sliders controls the scaling of this unit distance. What this means is that if you take the standard blender cube, which covers two units of distance by default, setting the distance scale button to 2.0 will make sure that the color you specified is exactly that color at that distance (provided the base color itself is white of course, or 'filter' is 0, otherwise it will be filtered by the base color too). Beyond this distance the color will get darker. The glow option for point/soft/sphere lights has a new parameter 'GloOfs', or glow offset. Setting this to a higher value then 0 will soften the central peak of the glow. Another unreported bug fix: For xml export, when yafray failed to render the xml file for some unknown reason, or because of other problems, the export code would still load the previously rendered image, this causes problems however if the image resolution is not the same as the current Blender buffer, and so could cause memory corruption or crashes. This is now taken into account. World image backgrounds now use the blender mapping settings as well, but only the 'AngMap', 'Sphere' and 'Tube' settings. But in yafray those last two, unlike Blender, cover the whole view, not just the upper half, so is not really fully compatible with yafray. So now you have to set one of these buttons too when loading a hdr lightprobe image. btw, something I forgot to mention in previous commits is that the exposure control using the texture brightness slider is no longer restricted to integer values. It is now a floating point value, so you're not restricted to the 0 1 and 2 slider positions anymore, anything in between will work too. And finally, display updating is now more like Blender, using the mouse cursor as frame counter for animation, etc.
2005-05-23Second and final commit for this version of the yafray export code ↵Alfredo de Greef
(probably, you never know of course...) Not quite complete, but due to lack of time as good as it will get for now. From the previous commit, forgot to report that basic fog is supported as well. Though because I had not much time to complete the code, it is sort of unfinished, and you will have to tweak parameters specifically for yafray again. It uses only the world horizon color, and only uses the Blender mist distance setting. Textures now support checker clip mode. Fixed possibly all 'duplilist non-empty' errors, though it could hide the real cause of the error. AA is no longer enabled automatically for certain GI quality settings, I thought it best to leave it to the user to decide. SkyDome GI mode now supports cache as well. There is a new option in the GI quality menu 'Use Blender AO settings', which will as it says use the most important AO settings for the skydome parameters. The only AO parameters used are 'Samples', 'Dist' and the random sampling switch, which unlike in Blender you might want to use more often, since the QMC sampling used in yafray can result in visible patterns or a dithering type look. 'Random' is not completely random in yafray however, it is actually jittered (stratified) sampling. Using an occlusion cache, doesn't necessarily mean that you will always get much shorter render times. As with 'full' GI and cache, one problem is bumpmaps, when using bump (or normal) maps, the sampling will be much more dense, using lots more rendertime. As a temporary fix there is a button 'NoBump', but this also has the side effect that in areas of total indirect light (or when used with SkyDome cache) no bumpmapping will be visible. It is therefor best used with some direct light as well. For SkyDome with cache, and strong bumpmapping it might actually not make much difference, since for low distance values you can usually get away with low sample values as well. The entire material panel is now replaced by another panel to show only the parameters important to yafray and add some new ones as well. Since lots of users (especially yafray beginners) have had problems getting certain material aspects right, there is now a material preset menu available to hopefully solve some of the most common "How do I do this? It doesn't work!" questions seen in various forums. Choosing an option from this menu will set the required parameters to default values for yafray, and you can work your way from there to tweak it something you want. Most buttons are copies of the same Blender parameters, with some variations. Just like Blender 'Ray Mirror' enables reflection, 'Ray Transp' enables refraction. You can use 'ZTransp' for materials that have texture maps with alpha channels. Again, same as Blender 'rayMir' sets the amount of reflection. Next button 'frsOfs' however controls fresnel offset, meaning that when this is set to 1, you will get no fresnel effect and when set to 5, reflection is totally determined by fresnel, which is important for realistic glass/metals/etc. IOR is self-explanatory (...), same as Blender. When you have 'Ray Transp' enabled, the blender 'filter' button will appear next to the IOR button. This has the same effect as in Blender. Below that there are some new parameters, 'Ext.Color' sets the extinction color for transparent materials. Usually, in real transparent materials, light loses some of it's energy the further it has to travel through the object. This effect can be simulated with this parameter. Thing to look out for is that it specifies the color which will be REMOVED after traveling through the object. What this means is that say you have a clear white glass sphere, and set the extinction color to a strong blue, the result will be a very yellow object when rendered. Next to the color sliders, there is another set of three parameters, with which you can enable color dispersion for transparent objects. 'Pwr' sets the amount of dispersion, the higher, the more dispersion (the more colorful the result). (For real world materials, this number can be found or derived from data in various glass catalogues) The 'Samples' button below that sets the number of samples used, minimum values are around 7-10, and for very strong dispersion you might need a lot more. As usual, this also means an increase in render time of course, but to simulate realistic materials, you shouldn't really need more than 25 samples. In addition to that, when using low sample numbers, but to still get a good spread of colors, you can enable the jitter button, but this will also add noise. Point/soft(point with shadowbuffer) or sphere lights (light with radius), have a new option to add a simple glow effect, so that lights can be made visible. NOTE: just like spotlight halo's, glow is not visible against the background, there must be another object behind it. Simplest solution is to use a large black shadeless plane behind your scene. The glow intensity can be set with the 'GlowInt' parameter (use very low values around 0.01 even lower), and you can choose from two different types with the 'GlowType' button (which don't look much different, but type 1 is probably better, type 0 faster). And that's it, with apologies for the still missing features and full support in general, but this will have to do for now.
2005-05-22Part one of the final yafray commit.Alfredo de Greef
Totally updated blender shader in yafray, hopefully better matches blender results. Though ramps are now partially supported, they cannot work in all cases properly in yafray, and in fact are a bit useless probably as far as yafray is concerned. In fact the 'Result' ramp input mode is not supported at all, because it works on the total lighting result, and in a yafray shader this is not possible since it works per light. Also, since Blender and Yafray have totally different lighting models, the 'Energy' ramp input mode also won't generally give the same results as in Blender, since it works with light energy and in yafray this is different from Blender. Even worse, the only ramp shader that will work properly when used with GI is the 'Normal' ramp input mode. As contradictory as this might seem, at various stages of the GI process, lighting is not known, so properly getting light (ramp 'energy' mode) or shader information (ramp 'shader' mode, which depends on lighting) is not possible. Which all means that when the ramp is in 'energy' or 'shader' mode and using it with GI enabled, yafray can only 'see' the underlying material color, not the ramps, which results in a mix of the ramp colors (from direct light) with the material color (from indirect light). There is currently nothing that can be done about that. The supported texture mapping modes now includes raymir as well, transparency as far as texturing is concerned now works similar to Blender, with the exception that you still have to set alpha to a low value to get any transparency effect at all in yafray. So the Blender 'filter' parameter now also will affect yafray. All texture blending modes are now supported (same for ramps). 'Translu' and 'Amb' texture modulation are not supported. Texture interpolation can be switched off ('InterPol' switch in blender image texture button section). All Blender brdf models (aka 'shaders' for the Blender users) are now supported, and again, you won't necessarily get the same results as in Blender. The reason for that is partially of course the lighting differences, but also, not all Blender 'shader' implementations are actually correct, and copying those errors just for the sake of matching Blender results doesn't really seem like a good idea... Though this really is only the case for WardIso, less so for Minnaert and Blinn, which in yafray are more or less (but not totally) a copy of the Blender code. In any case, in practice those differences might not be too noticable at all (I hope). Continue to the next part...
2005-05-10Forgot part of the vertexcolor endian fix in xml export code.Alfredo de Greef
Fixed an as of yet unreported bug, linked data objects which have materials linked to object instead of data have to be exported as normal, they cannot be instanciated, otherwise they will all share the same material.
2005-05-09bugfix #2494:Alfredo de Greef
parented linked data lamps made the export crash. fix for two bugs reported by Diego Pino, an endian issue with vertex colors, and the plugin code didn't export multiple colorbands correctly. Updated the ortho camera export code for the new Blender ortho camera model.
2005-04-12Quick fix for bug #2393 (same as #2218), deformed meshes were not transformedAlfredo de Greef
correctly anymore because of changes in other blender code.
2005-03-19 - part of BLI_winstuff.h cleanupDaniel Dunbar
2005-01-10border render support through plugin. Working with current yafray CVS versionAlejandro Conty Estevez
2005-01-07Fixed signed/unsigned conversion for zbuffer (note; zbuf is signed int!)Ton Roosendaal
2004-12-30If YFexport directory is not set, it will now attempt to use the temp directory.Alfredo de Greef
(/tmp or $TEMP for win.) Probably too early still, but now in plugin mode the floatbuffer will be used too, including postprocessing.
2004-12-27Biiig commit! Thanks to 2-3 weeks of cvs freeze...Ton Roosendaal
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-23Multi-cpu support in yafray is back. This is a small fix to pass theAlejandro Conty Estevez
number of processors to yafray through plugin too. Will work with current CVS yafray code. Now at p.b.org. Needs testing with a real multicpu machine.
2004-12-07Added support for normalmaps.Alfredo de Greef
2004-12-05Added support for the extra texture channels.Alfredo de Greef
2004-11-29bug #1897: Added check to make sure plugin actually loaded correctly.Alfredo de Greef
2004-11-28Added nearly full support for Blender's procedural textures, with the exceptionAlfredo de Greef
of 'envmap', 'magic', and 'plugin' modes. The stucci texture also is not exact match, since it cannot be fully emulated in yafray because of implementation issues. It will work best for low turbulence values (which is actually not taken into account in the export code). Also, since Blender's static noise is basically just direct random number output, don't expect the exact same result when rendered in yafray, but in this case that probably shouldn't be that much of a problem... (needs yafray from cvs) (btw, on a side note, I put this in the comments once when working on the noise stuff for Blender, but noise is affected by the 'depth' parameter, and there is no way to control this directly from the GUI, can only be done by temporarily switching to 'clouds' for instance.)
2004-11-23Possibly related to bug #1851:Alfredo de Greef
orco coordinates were assumed to be valid when pointers were non-null, this seems to have been a wrong assumption, pointers were probably unitialized (but only for some objects like surfaces?), so when the export code tried to access them, it crashed. Now the rendermaterial texco flag is tested instead, which probably is how it should have been done in the first place...
2004-11-18In plugin mode, blender's zbuffer will now also be filled, so it can be usedAlfredo de Greef
with the zblur plugin for faster dof (or other seq.plugins that need the zbuffer). I don't think the conversion to a blender zbuffer value is quite correct, but at least it does produce usable results for zblur without too much differences with the blender render (at least not for the short tests that I could do in this short time...)