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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...)
2004-11-18Material TexFace mode support was still not quite correct, didn't work forAlfredo de Greef
objects that used faces having same image but not the same material.
2004-11-14Minor modification of image texture export of 'TexFace' mode materialsAlfredo de Greef
which could have become a possible problem in the future. Refinement button alignement in GI panel.
2004-11-08Fixed:Alfredo de Greef
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.
2004-11-07Fixed execution bit test for yafray plugin loading under unix.Alejandro Conty Estevez
Now, it just tests for read permissions.
2004-10-26Bugfixes:Alfredo de Greef
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.
2004-09-21test commitAlfredo de Greef
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.
2004-08-12Fixed bug discovered by dotblend, parented empty's were mistakenlyAlfredo de Greef
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.
2004-08-02Values for spherelight sampling were using incorrect blender lamp parameter.Alfredo de Greef
2004-07-29Reflection caustics did not work, fixed.Alfredo de Greef
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...
2004-07-29Major update, all implemented a bit in a hurry, and probably will need ↵Alfredo de Greef
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.
2004-07-26Fixed camera flip bug.Alfredo de Greef
Shadow lamp flags in plugin were not handled correctly. Vertexcolors in plugin code were not exported. Fixed a few bugs related to GIpower parameter.
2004-07-14cache_size yafray parameter calculation changed to sync with currentAlejandro Conty Estevez
yafray cvs code. Now given in screen coords (-1,+1)x(-1,+1)
2004-07-13Removed some testcode from yafray_Render.cppAlfredo de Greef
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.
2004-07-12added support for ortho camera (needs yafray from cvs)Alfredo de Greef
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.
2004-07-09Quite a large one this time... but now we have:Ton Roosendaal
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
2004-06-28Finally, fixed the evil dll problem. It works nowAlejandro Conty Estevez
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.
2004-06-25minor changes to sync with yafray cvs interface, getting closerAlejandro Conty Estevez
to the clean msvc build.
2004-06-21These are changes sent by Luis_F who got this working on win32. Only appliesAlejandro Conty Estevez
to that platform and fixes a problem findind yafray dll's
2004-06-17NaN makefile fix for yafray dir and typo corrected on "xml" button tooltipAlejandro Conty Estevez
2004-06-17These are changes necessary for building with msvc in a near future.Alejandro Conty Estevez
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.
2004-06-16New export through plugin scheme for yafray. It is working on linux and mac os xAlejandro Conty Estevez
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
2004-05-16Added #!/usr/bin/python standard script identifier to the start of ↵Kester Maddock
SConscript files. Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-04-15Added "Auto AA" toggle in Yafray Render panel defaulted to On (current ↵Johnny Matthews
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)
2004-03-09Added Simple Image Background Exporting for YafrayJohnny Matthews
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)
2004-03-01SCons updatesMichel Selten
* 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.
2004-02-15SCons updatesMichel Selten
* 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.
2004-01-31Fixed problem of missing win32 drive when file selector was used to choose ↵Alfredo de Greef
export path. Fixed missing background when not rendering with GI enabled.
2004-01-29Fixed problem reported by Panagiotis Papadakos about yafray path in unixAlejandro Conty Estevez