Age | Commit message (Collapse) | Author |
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* Boosts the blender frame limit by changing the type of the frame number
from short to int everywhere. Without this, timelines longer than a few
minutes are impossible to handle.
* Adds several types for ffmpeg input/output, hdaudio-tracks in sequencer
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* Makes the render pipeline work in arbitrary order to support frameserver
rendering.
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Bugfix #3849: "break" instead of "continue" caused memory corruption in
faces.extend() if an edge was given in the middle of parameter list.
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to be locked to frames instead of the range from 0-100.
Comes very handy on long timelines...
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integrating a mini-webserver (around 300 lines of code) into blender.
Using the VFAPI-plugin in contrib/windows it enables blender to
directly feed its output into TMPGEnc, a commercial high quality MPEG-Encoder.
Since it is a mini-webserver, you can probably easily use it for other
interfacing purposes.
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and faces.
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- There's an option to enabled ABF in the UV Calculation panel.
- ABF works with seams, pinning, live transform etc. UI wise it's pretty
much the same as LSCM.
- ABF favors low angular distortion over area distortion, much like LSCM.
It does however not have the tendency to "collapse" under high stretch,
which basically means that it will be able to handle complex charts
without pinning.
- ABF does however have on serious drawback: it is sensitive to degenerate
geometry, especially very small angles. I'm working on this, but it seems
to be quite difficult to improve the situation. There's still a bunch of
ideas left to try, but I'll just commit this now as is. If ABF fails, it
will fall back to LSCM, and there will be a warning print in the console.
- This implementation has the matrix tricks from ABF++ also. The second part
of ABF++, simplification before unwrap, is being worked on. The current
- ABF is about 3-4 times slower than LSCM, which was to be expected. For
live transform however, once the initial computation is done, it's just as
snappy as the new LSCM code.
Results are quite nice though:
http://users.pandora.be/blendix/snurgle.png
http://users.pandora.be/blendix/snurgle_flattened.png
You may recognize the Snurgle model by Colin Levy there.
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- Set local sticky in the uv editor as default.
- Don't do live unwrap on fully selected charts or charts with no pins
selected.
- Fixed bug with live unwrap not respecting transform cancel in some cases.
- "View Home" didn't work without an image.
- Move UV Calculation settings (cube size, cylinder radius, ..) into the scene
toolsettings, instead of global variables
- Remove the name LSCM from the UI (and python docs on seams), and replace it
with 'Unwrap', with upcoming ABF this didn't make sense anymore.
- Move the Old/New LSCM switch into the UV Calculation panel. New LSCM is the
default now. Also renamed LSCM there to "Conformal".
- Made some room in the UV Calculation panel by removing the buttons to execute
the UV calculation, only leaving the settings.
Fill Holes:
- LSCM now has an option to fill holes in the chart before unwrapping. This on
by default, and enables two things:
- Prevent internal overlaps (e.g. eyes, mouth) for LSCM unwrapping.
- Allow the internal boundaries to move freely during stretch minimize.
- The possibility to switch it off is there because it is not always possible
to define which the outer boundary is. For example with an open cylinder
where there are two identical holes.
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* typo in adding BF_OPENAL_LIBPATH, resulting in it not being added at all
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A couple of bug fixes and enhancements:
(1) Setting the UV attributes of a mesh face will create texture faces if
they are not already defined. Previously this threw an exception.
(2) Setting the image attribute of a mesh face will also set the TEX bit
of the face.mode flag
(3) When "sticky" vertices are created with mesh.vertexUV, the color is
set to white instead of black.
(4) Bugfix #3872: copying the mode attribute of one mesh to another would
sometimes result in an exception due to unexpected bits being set. I
still don't know how these other bits are being set, but this patch will
stop the complaint if they are set.
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+ BF_BUILDINFO=1 (by default) for build info in splash
- remove redundant renderconverter include dir
* check for win32-vc instead of only win32, so MingW compile goes ok
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* add REL_CFLAGS and REL_CCFLAGS when not building debug. This adds NDEBUG
to compile on Win32
* fix path to makesdna binary
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not show up in renders, nor being mirrored.
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Just indicate start/end frame, and node outputs with Curve a value between
0.0 and 1.0.
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* 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
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- Scene support in RenderLayers
You now can indicate in Compositor to use RenderLayer(s) from other scenes.
Use the new dropdown menu in the "Render Result" node. It will change the
title of the node to indicate that.
The other Scenes are rendered fully separate, creating own databases (and
octrees) after the current scene was finished. They use their own render
settings, with as exception the render output size (and optional border).
This makes the option an interesting memory saver and speedup.
Also note that the render-results of other scenes are kept in memory while
you work. So, after a render, you can tweak all composit effects.
- Render Stats
Added an 'info string' to stats, printed in renderwindow header. It gives
info now on steps "creating database", "shadow buffers", and "octree".
- Bug fixes
Added redraw event for Image window, when using compositor render.
Text objects were not rendered using background render (probably a bug
since depsgraph was added)
Dropdown buttons in Node editor were not refreshed after usage
Sometimes render window did not open, this due to wrong check for 'esc'.
Removed option that renders view-layers on F12, with mouse in 3d window.
Not only was it confusing, it's now more efficient with the Preview Panel,
which does this nicely.
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optionally save a jpg next to it, with compression as set in buttons.
This allows quick previews or download from farms.
Button: next to the 'half' and 'zbuf' options for exr.
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different size as current frame. It now just skips making vectors then...
there exist solutions, but have to prove first vecblur actually works.
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http://www.blender.org/bf/filters/
I found out current blur actually doesn't do gauss, but more did regular
quadratic. Now you can choose common filter types, but more specifically;
- set gamma on, to emphasize bright parts in blur more than darker parts
- use the bokeh option for (current circlular only) blur based on true
area filters (meaning, for each pixel it samples the entire surrounding).
This enables more effects, but is also much slower. Have to check on
optimization for this still... use with care!
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Brought back threaded compositing, this was blamed incorrectly.
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- disabled threading for composit for now, it has a memory error still...
will work on that tomorrow more.
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This commit removes old preview-image signals for Compositor, this was
obsolete when event-based updates were added, and was still causing
recalculations for example on loading files.
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the window edge. Also did a paranoia larger memory allocation... weird
reports I got.
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- RenderLayers with 'view layers' set, now also take visible lights into
account. Works just like for scene layer settings.
- On ESC from render, compositing (if set) is being skipped too
- While rendering with multiple RenderLayers it will end with a display
of the current RenderLayer (as in Scene buttons)
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the duplicated object correctly. This appeared like object disappeared.
Note; to see this fix work on older files, you have to invoke a depsgraph
call, like by grabbing the duplicated object.
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duplicates, enabling lighting and layer-render properly.
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path as reference for loading the image.
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- Enabled Groups to execute in Compositor. They were ignored still.
Note; inside of groups nothing is cached, so a change of a group input
will recalculate it fully. This is needed because groups are linked
data (instances use same internal nodes).
- Made Composit node "Viewer" display correctly input for images with
1/2/3/4 channels.
- Added pass rendering, tested now with only regular Materials. For
Material nodes this is quite more complex... since they cannot be
easily separated in passes (each Material does a full shade)
In this commit all pass render is disabled though, will continue work on
that later.
Sneak preview: http://www.blender.org/bf/rt.jpg (temporal image)
- What did remain is the 'Normal' pass output. Normal works very nice for
relighting effects. Use the "Normal Node" to define where more or less
light should be. (Use "Value Map" node to tweak influence of the
Normal node 'dot' output.)
- EVIL bug fix: I've spend almost a day finding it... when combining AO and
mirror render, the event queue was totally screwing up... two things not
related at all!
Found out error was in ray-mirror code, which was using partially
uninitialized 'ShadeInput' data to pass on to render code.
- Another fix; made sure that while thread render, the threads don't get
events, only the main program will do. Might fix issues reported by
people on linux/windows.
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a function (static vars) itself, causing mixups of curve data on usage.
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standard cursor show when over a window header. *blush*
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for front/back faces. This should also fix and enable overlapping extruded/
bevelled characters.
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orange to work! that is: while Joseph is working on the actual Constraint API for bones etc., this allows our armature script to set influences with a simple call: armatureobject.setConstraintInfluenceForBone(bonename, constraintname, influence); fails silently at failure ('cause the c calls used do and no retvals are checked) and is in the strange place (as the current api is largely not object level) but works for us for now (e.g. next few weeks).
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ia64. It appears that if I get rid of the fmod expression, and
use integer math I get the right values. Hopefully this isn't a
problem for anybody.
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.
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of crashes, and noticed here theres something not well functioning
with ghost & threads, probably. Will test that tomorrow more.
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-- fast softbody collision /* caching colliding objects & some global bounding boxes */
-- to compare .. set rt to 666
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Minor typo fixes for Object API.
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- Live scanline updates while rendering
Using a timer system, each second now the tiles that are being processed
are checked if they could use display.
To make this work pretty, I had to use the threaded 'tile processor' for
a single thread too, but that's now proven to be stable.
Also note that these updates draw per layer, including ztransp progress
separately from solid render.
- Recode of ztransp OSA
Until now (since blender 1.0) the ztransp part was fully rendered and
added on top of the solid part with alpha-over. This adding was done before
the solid part applied sub-pixel sample filtering, causing the ztransp
layer to be always too blurry.
Now the ztransp layer uses same sub=pixel filter, resulting in the same
AA level (and filter results) as the solid part. Quite noticable with hair
renders.
- Vector buffer support & preliminary vector-blur Node
Using the "Render Layer" panel "Vector" pass button, the motion vectors
per pixel are calculated and stored. Accessible via the Compositor.
The vector-blur node is horrible btw! It just uses the length of the
vector to apply a filter like with current (z)blur. I'm committing it anyway,
I'll experiment with it further, and who knows some surprise code shows up!
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-- should do 'alpha' right now .. down to brushes of 2 pixel size
-making AUX1/2 real air brushes .. must have been lost by brechts 'cleaning'
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until more is discovered.
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on the width of the names.
Now we can actually distinguish our shape ipo channels!
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(Let me know if this doesn't fix it, no time to test it.)
Kent
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fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c
makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
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extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
added newline at end of file.
intern/boolop/intern/BOP_Face2Face.cpp
fixed indentation and had nested declarations of a varible i used
for multiple for loops, changed it to just one declaration.
source/blender/blenkernel/bad_level_call_stubs/stubs.c
added prototypes and a couple other fixes.
source/blender/include/BDR_drawobject.h
source/blender/include/BSE_node.h
source/blender/include/butspace.h
source/blender/render/extern/include/RE_shader_ext.h
added struct definitions
source/blender/src/editmesh_mods.c
source/gameengine/Ketsji/KX_BlenderMaterial.cpp
source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
source/gameengine/Ketsji/KX_RaySensor.cpp
removed unused variables;
source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
changed format of case statements to avoid warnings in gcc.
Kent
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to rounding noise when trying to detect if previewsize changed. Made it
use a threshold now.
Fix: SHIFT+P in editmode is still push/pull, outside editmode it'll do
the preview render. (Note; editmode changes are not updated anyway!)
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