Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
#include "export_Plugin.h"
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
#include <math.h>
|
|
|
|
using namespace std;
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef WIN32
|
|
|
|
|
Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
#include <windows.h>
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
#ifndef FILE_MAXDIR
|
|
|
|
#define FILE_MAXDIR 160
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifndef FILE_MAXFILE
|
|
|
|
#define FILE_MAXFILE 80
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
static string find_path()
|
|
|
|
{
|
|
|
|
HKEY hkey;
|
|
|
|
DWORD dwType, dwSize;
|
|
|
|
|
|
|
|
if (RegOpenKeyEx(HKEY_LOCAL_MACHINE,"Software\\YafRay Team\\YafRay",0,KEY_READ,&hkey)==ERROR_SUCCESS)
|
|
|
|
{
|
|
|
|
dwType = REG_EXPAND_SZ;
|
|
|
|
dwSize = MAX_PATH;
|
|
|
|
DWORD dwStat;
|
|
|
|
|
|
|
|
char *pInstallDir=new char[MAX_PATH];
|
|
|
|
|
|
|
|
dwStat=RegQueryValueEx(hkey, TEXT("InstallDir"),
|
|
|
|
NULL, NULL,(LPBYTE)pInstallDir, &dwSize);
|
|
|
|
|
|
|
|
if (dwStat == NO_ERROR)
|
|
|
|
{
|
|
|
|
string res=pInstallDir;
|
|
|
|
delete [] pInstallDir;
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
cout << "Couldn't READ \'InstallDir\' value. Is yafray correctly installed?\n";
|
|
|
|
delete [] pInstallDir;
|
|
|
|
|
|
|
|
RegCloseKey(hkey);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
cout << "Couldn't FIND registry key for yafray, is it installed?\n";
|
|
|
|
|
|
|
|
return string("");
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
static int createDir(char* name)
|
|
|
|
{
|
|
|
|
if (BLI_exists(name))
|
|
|
|
return 2; //exists
|
|
|
|
if (CreateDirectory((LPCTSTR)(name), NULL)) {
|
|
|
|
cout << "Directory: " << name << " created\n";
|
|
|
|
return 1; // created
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
cout << "Could not create directory: " << name << endl;
|
|
|
|
return 0; // fail
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extern "C" { extern char bprogname[]; }
|
|
|
|
|
|
|
|
// add drive character if not in path string, using blender executable location as reference
|
|
|
|
static void addDrive(string &path)
|
|
|
|
{
|
|
|
|
int sp = path.find_first_of(":");
|
|
|
|
if (sp==-1) {
|
|
|
|
string blpath = bprogname;
|
|
|
|
sp = blpath.find_first_of(":");
|
|
|
|
if (sp!=-1) path = blpath.substr(0, sp+1) + path;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
#include <sys/stat.h>
|
|
|
|
#include <sys/types.h>
|
|
|
|
#include <sys/wait.h>
|
|
|
|
#include <signal.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <unistd.h>
|
|
|
|
#endif
|
|
|
|
|
|
|
|
static string YafrayPath()
|
|
|
|
{
|
|
|
|
#ifdef WIN32
|
|
|
|
string path=find_path();
|
2004-11-29 05:33:32 +00:00
|
|
|
return path;
|
2004-06-16 18:44:12 +00:00
|
|
|
#else
|
|
|
|
static char *alternative[]=
|
|
|
|
{
|
|
|
|
"/usr/local/lib/",
|
|
|
|
"/usr/lib/",
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
for(int i=0;alternative[i]!=NULL;++i)
|
|
|
|
{
|
2004-11-29 05:33:32 +00:00
|
|
|
string fp = string(alternative[i]) + "libyafrayplugin.so";
|
2004-06-16 18:44:12 +00:00
|
|
|
struct stat st;
|
2004-11-29 05:33:32 +00:00
|
|
|
if (stat(fp.c_str(), &st)<0) continue;
|
|
|
|
if (st.st_mode & S_IROTH) return fp;
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
return "";
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
static string YafrayPluginPath()
|
|
|
|
{
|
|
|
|
#ifdef WIN32
|
2004-06-21 08:17:05 +00:00
|
|
|
return find_path()+"\\plugins";
|
2004-06-16 18:44:12 +00:00
|
|
|
#else
|
|
|
|
static char *alternative[]=
|
|
|
|
{
|
|
|
|
"/usr/local/lib/yafray",
|
|
|
|
"/usr/lib/yafray",
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
for(int i=0;alternative[i]!=NULL;++i)
|
|
|
|
{
|
|
|
|
struct stat st;
|
2004-11-29 05:33:32 +00:00
|
|
|
if (stat(alternative[i], &st)<0) continue;
|
|
|
|
if (S_ISDIR(st.st_mode) && (st.st_mode & S_IXOTH)) return alternative[i];
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
return "";
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
yafrayPluginRender_t::~yafrayPluginRender_t()
|
|
|
|
{
|
2004-11-29 05:33:32 +00:00
|
|
|
if (yafrayGate!=NULL) delete yafrayGate;
|
|
|
|
if (handle!=NULL) PIL_dynlib_close(handle);
|
2004-06-21 08:17:05 +00:00
|
|
|
#ifdef WIN32
|
2004-11-29 05:33:32 +00:00
|
|
|
if (corehandle!=NULL) PIL_dynlib_close(corehandle);
|
2004-06-21 08:17:05 +00:00
|
|
|
#endif
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool yafrayPluginRender_t::initExport()
|
|
|
|
{
|
2004-11-29 05:33:32 +00:00
|
|
|
// bug #1897: when forcing render without yafray present, handle can be valid,
|
|
|
|
// but find_symbol might have failed, trying second time will crash.
|
|
|
|
// So make sure plugin loaded correctly and only get handle once.
|
|
|
|
if ((!plugin_loaded) || (handle==NULL))
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
2004-11-29 05:33:32 +00:00
|
|
|
string location = YafrayPath();
|
2004-06-21 08:17:05 +00:00
|
|
|
#ifdef WIN32
|
|
|
|
/* Win 32 loader cannot find needed libs in yafray dir, so we have to load them
|
|
|
|
* by hand. This could be fixed using setdlldirectory function, but it is not
|
|
|
|
* available in all win32 versions
|
|
|
|
*/
|
2004-11-29 05:33:32 +00:00
|
|
|
corehandle = PIL_dynlib_open((char *)(location + "\\yafraycore.dll").c_str());
|
|
|
|
if (corehandle==NULL)
|
2004-06-21 08:17:05 +00:00
|
|
|
{
|
2004-11-29 05:33:32 +00:00
|
|
|
cerr << "Error loading yafray plugin: " << PIL_dynlib_get_error_as_string(corehandle) << endl;
|
2004-06-21 08:17:05 +00:00
|
|
|
return false;
|
|
|
|
}
|
2004-11-29 05:33:32 +00:00
|
|
|
location += "\\yafrayplugin.dll";
|
2004-06-21 08:17:05 +00:00
|
|
|
#endif
|
|
|
|
|
2004-11-29 05:33:32 +00:00
|
|
|
if (handle==NULL) {
|
|
|
|
handle = PIL_dynlib_open((char *)location.c_str());
|
|
|
|
if (handle==NULL)
|
|
|
|
{
|
|
|
|
cerr << "Error loading yafray plugin: " << PIL_dynlib_get_error_as_string(handle) << endl;
|
|
|
|
return false;
|
|
|
|
}
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
2004-06-21 08:17:05 +00:00
|
|
|
yafray::yafrayConstructor *constructor;
|
2004-11-29 05:33:32 +00:00
|
|
|
constructor = (yafray::yafrayConstructor *)PIL_dynlib_find_symbol(handle, YAFRAY_SYMBOL);
|
|
|
|
if (constructor==NULL)
|
2004-06-21 08:17:05 +00:00
|
|
|
{
|
2004-11-29 05:33:32 +00:00
|
|
|
cerr << "Error loading yafray plugin: " << PIL_dynlib_get_error_as_string(handle) << endl;
|
2004-06-21 08:17:05 +00:00
|
|
|
return false;
|
|
|
|
}
|
2004-12-22 22:38:06 +00:00
|
|
|
yafrayGate = constructor(R.r.YF_numprocs, YafrayPluginPath());
|
2004-06-21 08:17:05 +00:00
|
|
|
|
2004-11-29 05:33:32 +00:00
|
|
|
cout << "YafRay plugin loaded" << endl;
|
|
|
|
plugin_loaded = true;
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
2004-12-30 01:34:42 +00:00
|
|
|
// all buffers allocated in initrender.c
|
|
|
|
unsigned int *bpt=R.rectot, count=R.rectx*R.recty;
|
|
|
|
while (--count) bpt[count] = 0xff800000;
|
|
|
|
cout << "Image initialized" << endl;
|
2004-06-16 18:44:12 +00:00
|
|
|
|
2004-12-30 01:34:42 +00:00
|
|
|
unsigned int *zbuf=R.rectz;
|
|
|
|
count = R.rectx*R.recty;
|
|
|
|
while (--count) zbuf[count] = 0x7fffffff;
|
|
|
|
cout << "Zbuffer initialized" << endl;
|
2004-11-18 05:22:18 +00:00
|
|
|
|
2004-12-30 01:34:42 +00:00
|
|
|
// no need to fill ftot
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool yafrayPluginRender_t::writeRender()
|
|
|
|
{
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
params["camera_name"]=yafray::parameter_t("MAINCAM");
|
2004-06-27 20:10:20 +00:00
|
|
|
params["raydepth"]=yafray::parameter_t((float)R.r.YF_raydepth);
|
2004-06-16 18:44:12 +00:00
|
|
|
params["gamma"]=yafray::parameter_t(R.r.YF_gamma);
|
|
|
|
params["exposure"]=yafray::parameter_t(R.r.YF_exposure);
|
2004-07-13 19:22:41 +00:00
|
|
|
if (R.r.YF_AA)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
2004-07-13 19:22:41 +00:00
|
|
|
params["AA_passes"] = yafray::parameter_t((int)R.r.YF_AApasses);
|
|
|
|
params["AA_minsamples"] = yafray::parameter_t(R.r.YF_AAsamples);
|
|
|
|
params["AA_pixelwidth"] = yafray::parameter_t(R.r.YF_AApixelsize);
|
|
|
|
params["AA_threshold"] = yafray::parameter_t(R.r.YF_AAthreshold);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ((R.r.GImethod!=0) && (R.r.GIquality>1) && (!R.r.GIcache))
|
|
|
|
{
|
|
|
|
params["AA_passes"]=yafray::parameter_t(5);
|
|
|
|
params["AA_minsamples"]=yafray::parameter_t(5);
|
|
|
|
}
|
|
|
|
else if ((R.r.mode & R_OSA) && (R.r.osa))
|
|
|
|
{
|
|
|
|
params["AA_passes"]=yafray::parameter_t((R.r.osa%4)==0 ? R.r.osa/4 : 1);
|
|
|
|
params["AA_minsamples"]=yafray::parameter_t((R.r.osa%4)==0 ? 4 : R.r.osa);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
params["AA_passes"]=yafray::parameter_t(0);
|
|
|
|
params["AA_minsamples"]=yafray::parameter_t(1);
|
|
|
|
}
|
2004-07-13 19:22:41 +00:00
|
|
|
params["AA_pixelwidth"]=yafray::parameter_t(1.5);
|
|
|
|
params["AA_threshold"]=yafray::parameter_t(0.05f);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
if (hasworld) params["background_name"]=yafray::parameter_t("world_background");
|
|
|
|
params["bias"]=yafray::parameter_t(R.r.YF_raybias);
|
|
|
|
//params["outfile"]=yafray::parameter_t(imgout);
|
|
|
|
blenderYafrayOutput_t output;
|
|
|
|
yafrayGate->render(params,output);
|
|
|
|
cout<<"render finished"<<endl;
|
|
|
|
yafrayGate->clear();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool yafrayPluginRender_t::finishExport()
|
|
|
|
{
|
|
|
|
//displayImage();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// displays the image rendered with xml export
|
|
|
|
// Now loads rendered image into blender renderbuf.
|
|
|
|
void yafrayPluginRender_t::displayImage()
|
|
|
|
{
|
|
|
|
// although it is possible to load the image using blender,
|
|
|
|
// maybe it is best to just do a read here, for now the yafray output is always a raw tga anyway
|
|
|
|
|
|
|
|
// rectot already freed in initrender
|
|
|
|
R.rectot = (unsigned int *)MEM_callocN(sizeof(int)*R.rectx*R.recty, "rectot");
|
|
|
|
|
|
|
|
FILE* fp = fopen(imgout.c_str(), "rb");
|
|
|
|
if (fp==NULL) {
|
|
|
|
cout << "YAF_displayImage(): Could not open image file\n";
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned char header[18];
|
|
|
|
fread(&header, 1, 18, fp);
|
|
|
|
unsigned short width = (unsigned short)(header[12] + (header[13]<<8));
|
|
|
|
unsigned short height = (unsigned short)(header[14] + (header[15]<<8));
|
|
|
|
unsigned char byte_per_pix = (unsigned char)(header[16]>>3);
|
|
|
|
// read past any id (none in this case though)
|
|
|
|
unsigned int idlen = (unsigned int)header[0];
|
|
|
|
if (idlen) fseek(fp, idlen, SEEK_CUR);
|
|
|
|
|
|
|
|
// read data directly into buffer, picture is upside down
|
|
|
|
for (unsigned short y=0;y<height;y++) {
|
|
|
|
unsigned char* bpt = (unsigned char*)R.rectot + ((((height-1)-y)*width)<<2);
|
|
|
|
for (unsigned short x=0;x<width;x++) {
|
|
|
|
bpt[2] = (unsigned char)fgetc(fp);
|
|
|
|
bpt[1] = (unsigned char)fgetc(fp);
|
|
|
|
bpt[0] = (unsigned char)fgetc(fp);
|
|
|
|
if (byte_per_pix==4)
|
|
|
|
bpt[3] = (unsigned char)fgetc(fp);
|
|
|
|
else
|
|
|
|
bpt[3] = 255;
|
|
|
|
bpt += 4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fclose(fp);
|
|
|
|
fp = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2004-09-20 23:59:09 +00:00
|
|
|
#ifdef WIN32
|
|
|
|
#define MAXPATHLEN MAX_PATH
|
|
|
|
#else
|
|
|
|
#include <sys/param.h>
|
|
|
|
#endif
|
2004-07-12 03:20:31 +00:00
|
|
|
static void adjustPath(string &path)
|
|
|
|
{
|
|
|
|
// if relative, expand to full path
|
2004-09-20 23:59:09 +00:00
|
|
|
char cpath[MAXPATHLEN];
|
|
|
|
strcpy(cpath, path.c_str());
|
|
|
|
BLI_convertstringcode(cpath, G.sce, 0);
|
|
|
|
path = cpath;
|
2004-07-12 03:20:31 +00:00
|
|
|
#ifdef WIN32
|
|
|
|
// add drive char if not there
|
|
|
|
addDrive(path);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
static string noise2string(short nbtype)
|
|
|
|
{
|
|
|
|
switch (nbtype) {
|
|
|
|
case TEX_BLENDER:
|
|
|
|
return "blender";
|
|
|
|
case TEX_STDPERLIN:
|
|
|
|
return "stdperlin";
|
|
|
|
case TEX_VORONOI_F1:
|
|
|
|
return "voronoi_f1";
|
|
|
|
case TEX_VORONOI_F2:
|
|
|
|
return "voronoi_f2";
|
|
|
|
case TEX_VORONOI_F3:
|
|
|
|
return "voronoi_f3";
|
|
|
|
case TEX_VORONOI_F4:
|
|
|
|
return "voronoi_f4";
|
|
|
|
case TEX_VORONOI_F2F1:
|
|
|
|
return "voronoi_f2f1";
|
|
|
|
case TEX_VORONOI_CRACKLE:
|
|
|
|
return "voronoi_crackle";
|
|
|
|
case TEX_CELLNOISE:
|
|
|
|
return "cellnoise";
|
|
|
|
default:
|
|
|
|
case TEX_NEWPERLIN:
|
|
|
|
return "newperlin";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
void yafrayPluginRender_t::writeTextures()
|
|
|
|
{
|
2004-11-14 04:30:28 +00:00
|
|
|
// used to keep track of images already written
|
|
|
|
// (to avoid duplicates if also in imagetex for material TexFace texture)
|
2004-11-18 01:50:09 +00:00
|
|
|
set<Image*> dupimg;
|
2004-11-14 04:30:28 +00:00
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
yafray::paramMap_t params;
|
|
|
|
list<yafray::paramMap_t> lparams;
|
|
|
|
for (map<string, MTex*>::const_iterator blendtex=used_textures.begin();
|
2004-06-16 18:44:12 +00:00
|
|
|
blendtex!=used_textures.end();++blendtex)
|
|
|
|
{
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
MTex* mtex = blendtex->second;
|
2004-06-16 18:44:12 +00:00
|
|
|
Tex* tex = mtex->tex;
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
// name is image name instead of texture name when type is image (see TEX_IMAGE case below)
|
|
|
|
// (done because of possible combinations of 'TexFace' images and regular image textures, to avoid duplicates)
|
|
|
|
if (tex->type!=TEX_IMAGE) params["name"] = yafray::parameter_t(blendtex->first);
|
|
|
|
|
|
|
|
float nsz = tex->noisesize;
|
|
|
|
if (nsz!=0.f) nsz=1.f/nsz;
|
|
|
|
|
|
|
|
// noisebasis type
|
|
|
|
string ntype = noise2string(tex->noisebasis);
|
Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
string ts, hardnoise=(tex->noisetype==TEX_NOISESOFT) ? "off" : "on";
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
switch (tex->type) {
|
|
|
|
case TEX_STUCCI:
|
Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
// stucci is clouds as bump, only difference is an extra parameter to handle wall in/out
|
|
|
|
// turbulence value is not used, so for large values will not match well
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
case TEX_CLOUDS: {
|
|
|
|
params["type"] = yafray::parameter_t("clouds");
|
|
|
|
params["size"] = yafray::parameter_t(nsz);
|
Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
params["hard"] = yafray::parameter_t(hardnoise);
|
|
|
|
if (tex->type==TEX_STUCCI) {
|
|
|
|
if (tex->stype==1)
|
|
|
|
ts = "positive";
|
|
|
|
else if (tex->stype==2)
|
|
|
|
ts = "negative";
|
|
|
|
else ts = "none";
|
|
|
|
params["bias"] = yafray::parameter_t(ts);
|
|
|
|
params["depth"] = yafray::parameter_t(0); // for stucci always 0
|
|
|
|
}
|
|
|
|
else params["depth"] = yafray::parameter_t(tex->noisedepth);
|
|
|
|
params["color_type"] = yafray::parameter_t(tex->stype);
|
|
|
|
params["noise_type"] = yafray::parameter_t(ntype);
|
2004-06-16 18:44:12 +00:00
|
|
|
break;
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
}
|
2004-06-16 18:44:12 +00:00
|
|
|
case TEX_WOOD:
|
|
|
|
{
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["type"] = yafray::parameter_t("wood");
|
Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
// blender does not use depth value for wood, always 0
|
|
|
|
params["depth"] = yafray::parameter_t(0);
|
|
|
|
float turb = (tex->stype<2) ? 0.0 : tex->turbul;
|
|
|
|
params["turbulence"] = yafray::parameter_t(turb);
|
|
|
|
params["size"] = yafray::parameter_t(nsz);
|
|
|
|
params["hard"] = yafray::parameter_t(hardnoise);
|
|
|
|
ts = (tex->stype & 1) ? "rings" : "bands"; //stype 1&3 ringtype
|
|
|
|
params["wood_type"] = yafray::parameter_t(ts);
|
|
|
|
params["noise_type"] = yafray::parameter_t(ntype);
|
2004-06-16 18:44:12 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
case TEX_MARBLE:
|
|
|
|
{
|
Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
params["type"] = yafray::parameter_t("marble");
|
|
|
|
params["depth"] = yafray::parameter_t(tex->noisedepth);
|
|
|
|
params["turbulence"] = yafray::parameter_t(tex->turbul);
|
|
|
|
params["size"] = yafray::parameter_t(nsz);
|
|
|
|
params["hard"] = yafray::parameter_t(hardnoise);
|
|
|
|
params["sharpness"] = yafray::parameter_t((float)(1<<tex->stype));
|
|
|
|
params["noise_type"] = yafray::parameter_t(ntype);
|
2004-06-16 18:44:12 +00:00
|
|
|
break;
|
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
case TEX_VORONOI:
|
|
|
|
{
|
|
|
|
params["type"] = yafray::parameter_t("voronoi");
|
|
|
|
ts = "int";
|
|
|
|
if (tex->vn_coltype==1)
|
|
|
|
ts = "col1";
|
|
|
|
else if (tex->vn_coltype==2)
|
|
|
|
ts = "col2";
|
|
|
|
else if (tex->vn_coltype==3)
|
|
|
|
ts = "col3";
|
|
|
|
params["color_type"] = yafray::parameter_t(ts);
|
|
|
|
params["weight1"] = yafray::parameter_t(tex->vn_w1);
|
|
|
|
params["weight2"] = yafray::parameter_t(tex->vn_w2);
|
|
|
|
params["weight3"] = yafray::parameter_t(tex->vn_w3);
|
|
|
|
params["weight4"] = yafray::parameter_t(tex->vn_w4);
|
|
|
|
params["mk_exponent"] = yafray::parameter_t(tex->vn_mexp);
|
|
|
|
params["intensity"] = yafray::parameter_t(tex->ns_outscale);
|
|
|
|
params["size"] = yafray::parameter_t(nsz);
|
|
|
|
ts = "actual";
|
|
|
|
if (tex->vn_distm==TEX_DISTANCE_SQUARED)
|
|
|
|
ts = "squared";
|
|
|
|
else if (tex->vn_distm==TEX_MANHATTAN)
|
|
|
|
ts = "manhattan";
|
|
|
|
else if (tex->vn_distm==TEX_CHEBYCHEV)
|
|
|
|
ts = "chebychev";
|
|
|
|
else if (tex->vn_distm==TEX_MINKOVSKY_HALF)
|
|
|
|
ts = "minkovsky_half";
|
|
|
|
else if (tex->vn_distm==TEX_MINKOVSKY_FOUR)
|
|
|
|
ts = "minkovsky_four";
|
|
|
|
else if (tex->vn_distm==TEX_MINKOVSKY)
|
|
|
|
ts = "minkovsky";
|
|
|
|
params["distance_metric"] = yafray::parameter_t(ts);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case TEX_MUSGRAVE:
|
|
|
|
{
|
|
|
|
params["type"] = yafray::parameter_t("musgrave");
|
|
|
|
switch (tex->stype) {
|
|
|
|
case TEX_MFRACTAL:
|
|
|
|
ts = "multifractal";
|
|
|
|
break;
|
|
|
|
case TEX_RIDGEDMF:
|
|
|
|
ts = "ridgedmf";
|
|
|
|
break;
|
|
|
|
case TEX_HYBRIDMF:
|
|
|
|
ts = "hybridmf";
|
|
|
|
break;
|
|
|
|
case TEX_HTERRAIN:
|
|
|
|
ts = "heteroterrain";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
case TEX_FBM:
|
|
|
|
ts = "fBm";
|
|
|
|
}
|
|
|
|
params["musgrave_type"] = yafray::parameter_t(ts);
|
|
|
|
params["noise_type"] = yafray::parameter_t(ntype);
|
|
|
|
params["H"] = yafray::parameter_t(tex->mg_H);
|
|
|
|
params["lacunarity"] = yafray::parameter_t(tex->mg_lacunarity);
|
|
|
|
params["octaves"] = yafray::parameter_t(tex->mg_octaves);
|
|
|
|
if ((tex->stype==TEX_HTERRAIN) || (tex->stype==TEX_RIDGEDMF) || (tex->stype==TEX_HYBRIDMF)) {
|
|
|
|
params["offset"] = yafray::parameter_t(tex->mg_offset);
|
|
|
|
if ((tex->stype==TEX_RIDGEDMF) || (tex->stype==TEX_HYBRIDMF))
|
|
|
|
params["gain"] = yafray::parameter_t(tex->mg_gain);
|
|
|
|
}
|
|
|
|
params["size"] = yafray::parameter_t(nsz);
|
|
|
|
params["intensity"] = yafray::parameter_t(tex->ns_outscale);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case TEX_DISTNOISE:
|
|
|
|
{
|
|
|
|
params["type"] = yafray::parameter_t("distorted_noise");
|
|
|
|
params["distort"] = yafray::parameter_t(tex->dist_amount);
|
|
|
|
params["size"] = yafray::parameter_t(nsz);
|
|
|
|
params["noise_type1"] = yafray::parameter_t(ntype);
|
|
|
|
params["noise_type2"] = yafray::parameter_t(noise2string(tex->noisebasis2));
|
Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
case TEX_BLEND:
|
|
|
|
{
|
|
|
|
params["type"] = yafray::parameter_t("gradient");
|
|
|
|
switch (tex->stype) {
|
|
|
|
case 1: ts="quadratic"; break;
|
|
|
|
case 2: ts="cubic"; break;
|
|
|
|
case 3: ts="diagonal"; break;
|
|
|
|
case 4: ts="sphere"; break;
|
|
|
|
case 5: ts="halo"; break;
|
|
|
|
default:
|
|
|
|
case 0: ts="linear"; break;
|
|
|
|
}
|
|
|
|
params["gradient_type"] = yafray::parameter_t(ts);
|
|
|
|
if (tex->flag & TEX_FLIPBLEND) ts="on"; else ts="off";
|
|
|
|
params["flip_xy"] = yafray::parameter_t(ts);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case TEX_NOISE:
|
|
|
|
{
|
|
|
|
params["type"] = yafray::parameter_t("random_noise");
|
|
|
|
params["depth"] = yafray::parameter_t(tex->noisedepth);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case TEX_IMAGE:
|
|
|
|
{
|
|
|
|
Image* ima = tex->ima;
|
|
|
|
if (ima) {
|
|
|
|
// remember image to avoid duplicates later if also in imagetex
|
|
|
|
// (formerly done by removing from imagetex, but need image/material link)
|
|
|
|
dupimg.insert(ima);
|
|
|
|
params["type"] = yafray::parameter_t("image");
|
|
|
|
params["name"] = yafray::parameter_t(ima->id.name);
|
|
|
|
string texpath = ima->name;
|
|
|
|
adjustPath(texpath);
|
|
|
|
params["filename"] = yafray::parameter_t(texpath);
|
|
|
|
}
|
|
|
|
break;
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
}
|
2004-06-16 18:44:12 +00:00
|
|
|
default:
|
|
|
|
cout << "Unsupported texture type\n";
|
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
yafrayGate->addShader(params, lparams);
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// colorbands
|
|
|
|
if (tex->flag & TEX_COLORBAND)
|
|
|
|
{
|
|
|
|
ColorBand* cb = tex->coba;
|
|
|
|
if (cb)
|
|
|
|
{
|
|
|
|
params.clear();
|
|
|
|
params["type"]=yafray::parameter_t("colorband");
|
|
|
|
params["name"]=yafray::parameter_t(blendtex->first + "_coba");
|
|
|
|
params["input"]=yafray::parameter_t(blendtex->first);
|
|
|
|
for (int i=0;i<cb->tot;i++)
|
|
|
|
{
|
|
|
|
yafray::paramMap_t mparams;
|
|
|
|
mparams["value"]=yafray::parameter_t(cb->data[i].pos);
|
|
|
|
mparams["color"]=yafray::parameter_t(yafray::colorA_t(cb->data[i].r,
|
|
|
|
cb->data[i].g,
|
|
|
|
cb->data[i].b,
|
|
|
|
cb->data[i].a));
|
|
|
|
lparams.push_back(mparams);
|
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
yafrayGate->addShader(params, lparams);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
|
|
|
|
// If used, textures for the material 'TexFace' case
|
|
|
|
if (!imagetex.empty()) {
|
2004-11-18 01:50:09 +00:00
|
|
|
for (map<Image*, set<Material*> >::const_iterator imgtex=imagetex.begin();
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
imgtex!=imagetex.end();++imgtex)
|
|
|
|
{
|
2004-11-14 04:30:28 +00:00
|
|
|
// skip if already written above
|
|
|
|
if (dupimg.find(imgtex->first)==dupimg.end()) {
|
|
|
|
params.clear();
|
|
|
|
params["name"] = yafray::parameter_t(imgtex->first->id.name);
|
|
|
|
params["type"] = yafray::parameter_t("image");
|
|
|
|
string texpath(imgtex->first->name);
|
|
|
|
adjustPath(texpath);
|
|
|
|
params["filename"] = yafray::parameter_t(texpath);
|
|
|
|
yafrayGate->addShader(params, lparams);
|
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
void yafrayPluginRender_t::writeShader(const string &shader_name, Material* matr, const string &facetexname)
|
|
|
|
{
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
params["type"] = yafray::parameter_t("blendershader");
|
|
|
|
params["name"] = yafray::parameter_t(shader_name);
|
|
|
|
float diff = matr->alpha;
|
|
|
|
params["color"] = yafray::parameter_t(yafray::color_t(matr->r*diff, matr->g*diff, matr->b*diff));
|
|
|
|
params["specular_color"] = yafray::parameter_t(yafray::color_t(matr->specr, matr->specg, matr->specb));
|
|
|
|
params["mirror_color"] = yafray::parameter_t(yafray::color_t(matr->mirr, matr->mirg, matr->mirb));
|
|
|
|
params["diffuse_reflect"] = yafray::parameter_t(matr->ref);
|
|
|
|
params["specular_amount"] = yafray::parameter_t(matr->spec);
|
|
|
|
params["hard"] = yafray::parameter_t(matr->har);
|
|
|
|
params["alpha"] = yafray::parameter_t(matr->alpha);
|
|
|
|
|
|
|
|
// if no GI used, the GIpower parameter is not always initialized, so in that case ignore it
|
|
|
|
float bg_mult = (R.r.GImethod==0) ? 1 : R.r.GIpower;
|
|
|
|
params["emit"]=yafray::parameter_t(matr->emit*bg_mult);
|
|
|
|
|
|
|
|
// reflection/refraction
|
|
|
|
if ( (matr->mode & MA_RAYMIRROR) || (matr->mode & MA_RAYTRANSP) )
|
|
|
|
params["IOR"] = yafray::parameter_t(matr->ang);
|
|
|
|
if (matr->mode & MA_RAYMIRROR)
|
|
|
|
{
|
|
|
|
float rf = matr->ray_mirror;
|
|
|
|
// blender uses mir color for reflection as well
|
|
|
|
params["reflected"] = yafray::parameter_t(yafray::color_t(matr->mirr, matr->mirg, matr->mirb));
|
|
|
|
params["min_refle"] = yafray::parameter_t(rf);
|
|
|
|
if (matr->ray_depth>maxraydepth) maxraydepth = matr->ray_depth;
|
|
|
|
}
|
|
|
|
if (matr->mode & MA_RAYTRANSP)
|
|
|
|
{
|
|
|
|
float tr = 1.0-matr->alpha;
|
|
|
|
params["transmitted"]=yafray::parameter_t(yafray::color_t(matr->r*tr, matr->g*tr, matr->b*tr));
|
|
|
|
// tir on by default
|
|
|
|
params["tir"] = yafray::parameter_t("on");
|
|
|
|
if (matr->ray_depth_tra>maxraydepth) maxraydepth = matr->ray_depth_tra;
|
|
|
|
}
|
|
|
|
|
|
|
|
string Mmode = "";
|
|
|
|
if (matr->mode & MA_TRACEBLE) Mmode += "traceable";
|
|
|
|
if (matr->mode & MA_SHADOW) Mmode += " shadow";
|
|
|
|
if (matr->mode & MA_SHLESS) Mmode += " shadeless";
|
|
|
|
if (matr->mode & MA_VERTEXCOL) Mmode += " vcol_light";
|
|
|
|
if (matr->mode & MA_VERTEXCOLP) Mmode += " vcol_paint";
|
|
|
|
if (matr->mode & MA_ZTRA) Mmode += " ztransp";
|
|
|
|
if (matr->mode & MA_ONLYSHADOW) Mmode += " onlyshadow";
|
|
|
|
if (Mmode!="") params["matmodes"] = yafray::parameter_t(Mmode);
|
|
|
|
|
|
|
|
// modulators
|
|
|
|
list<yafray::paramMap_t> lparams;
|
|
|
|
|
|
|
|
// first modulator is the texture of the face, if used (TexFace mode)
|
|
|
|
if (facetexname.length()!=0) {
|
|
|
|
yafray::paramMap_t mparams;
|
|
|
|
mparams["input"] = yafray::parameter_t(facetexname);
|
|
|
|
mparams["color"] = yafray::parameter_t(1);
|
|
|
|
lparams.push_back(mparams);
|
|
|
|
}
|
|
|
|
|
2004-12-05 03:51:01 +00:00
|
|
|
for (int m2=0;m2<MAX_MTEX;m2++)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
{
|
|
|
|
if (matr->septex & (1<<m2)) continue;// all active channels
|
|
|
|
// ignore null mtex
|
|
|
|
MTex* mtex = matr->mtex[m2];
|
|
|
|
if (mtex==NULL) continue;
|
|
|
|
// ignore null tex
|
|
|
|
Tex* tex = mtex->tex;
|
|
|
|
if (tex==NULL) continue;
|
|
|
|
|
|
|
|
map<string, MTex*>::const_iterator mtexL = used_textures.find(string(tex->id.name));
|
|
|
|
if (mtexL!=used_textures.end())
|
|
|
|
{
|
|
|
|
yafray::paramMap_t mparams;
|
|
|
|
// when no facetex used, shader_name is created from original material name
|
|
|
|
char temp[32];
|
|
|
|
sprintf(temp,"_map%d", m2);
|
|
|
|
if (facetexname.length()!=0)
|
|
|
|
mparams["input"] = yafray::parameter_t(string(matr->id.name) + string(temp));
|
|
|
|
else
|
|
|
|
mparams["input"] = yafray::parameter_t(shader_name + temp);
|
|
|
|
// blendtype
|
|
|
|
string ts = "mix";
|
|
|
|
if (mtex->blendtype==MTEX_MUL) ts="mul";
|
|
|
|
else if (mtex->blendtype==MTEX_ADD) ts="add";
|
|
|
|
else if (mtex->blendtype==MTEX_SUB) ts="sub";
|
|
|
|
mparams["mode"]=yafray::parameter_t(ts);
|
|
|
|
|
|
|
|
// texture color (for use with MUL and/or no_rgb etc..)
|
|
|
|
mparams["texcol"]=yafray::parameter_t(yafray::color_t(mtex->r,mtex->g,mtex->b));
|
|
|
|
// texture contrast, brightness & color adjustment
|
|
|
|
mparams["filtercolor"]=yafray::parameter_t(yafray::color_t(tex->rfac,tex->gfac,tex->bfac));
|
|
|
|
mparams["contrast"]=yafray::parameter_t(tex->contrast);
|
|
|
|
mparams["brightness"]=yafray::parameter_t(tex->bright);
|
|
|
|
// all texture flags now are switches, having the value 1 or -1 (negative option)
|
|
|
|
// the negative option only used for the intensity modulation options.
|
|
|
|
|
|
|
|
// material (diffuse) color, amount controlled by colfac (see below)
|
|
|
|
if (mtex->mapto & MAP_COL)
|
|
|
|
mparams["color"]=yafray::parameter_t(1.0);
|
|
|
|
// bumpmapping
|
|
|
|
if ((mtex->mapto & MAP_NORM) || (mtex->maptoneg & MAP_NORM))
|
|
|
|
{
|
Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
// for yafray, bump factor is negated (unless tex is stucci, not affected by 'Neg')
|
|
|
|
// scaled down quite a bit
|
|
|
|
float nf = mtex->norfac;
|
|
|
|
if (tex->type!=TEX_STUCCI) nf *= -1.f;
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
if (mtex->maptoneg & MAP_NORM) nf *= -1.f;
|
|
|
|
mparams["normal"] = yafray::parameter_t(nf/60.f);
|
|
|
|
}
|
|
|
|
|
|
|
|
// all blender texture modulation as switches, either 1 or -1 (negative state of button)
|
|
|
|
// Csp, specular color modulation
|
|
|
|
if (mtex->mapto & MAP_COLSPEC)
|
|
|
|
mparams["colspec"]=yafray::parameter_t(1.0);
|
|
|
|
// CMir, mirror color modulation
|
|
|
|
if (mtex->mapto & MAP_COLMIR)
|
|
|
|
mparams["colmir"]=yafray::parameter_t(1.0);
|
|
|
|
|
|
|
|
// Ref, diffuse reflection amount modulation
|
|
|
|
if ((mtex->mapto & MAP_REF) || (mtex->maptoneg & MAP_REF))
|
|
|
|
{
|
|
|
|
int t = 1;
|
|
|
|
if (mtex->maptoneg & MAP_REF) t = -1;
|
|
|
|
mparams["difref"]=yafray::parameter_t(t);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Spec, specular amount mod
|
|
|
|
if ((mtex->mapto & MAP_SPEC) || (mtex->maptoneg & MAP_SPEC))
|
|
|
|
{
|
|
|
|
int t = 1;
|
|
|
|
if (mtex->maptoneg & MAP_SPEC) t = -1;
|
|
|
|
mparams["specular"]=yafray::parameter_t(t);
|
|
|
|
}
|
|
|
|
|
|
|
|
// hardness modulation
|
|
|
|
if ((mtex->mapto & MAP_HAR) || (mtex->maptoneg & MAP_HAR))
|
|
|
|
{
|
|
|
|
int t = 1;
|
|
|
|
if (mtex->maptoneg & MAP_HAR) t = -1;
|
|
|
|
mparams["hard"]=yafray::parameter_t(t);
|
|
|
|
}
|
|
|
|
|
|
|
|
// alpha modulation
|
|
|
|
if ((mtex->mapto & MAP_ALPHA) || (mtex->maptoneg & MAP_ALPHA))
|
|
|
|
{
|
|
|
|
int t = 1;
|
|
|
|
if (mtex->maptoneg & MAP_ALPHA) t = -1;
|
|
|
|
mparams["alpha"]=yafray::parameter_t(t);
|
|
|
|
}
|
|
|
|
|
|
|
|
// emit modulation
|
|
|
|
if ((mtex->mapto & MAP_EMIT) || (mtex->maptoneg & MAP_EMIT)) {
|
|
|
|
int t = 1;
|
|
|
|
if (mtex->maptoneg & MAP_EMIT) t = -1;
|
|
|
|
mparams["emit"]=yafray::parameter_t(t);
|
|
|
|
}
|
|
|
|
|
|
|
|
// texture flag, combination of strings
|
|
|
|
if (mtex->texflag & (MTEX_RGBTOINT | MTEX_STENCIL | MTEX_NEGATIVE)) {
|
|
|
|
ts = "";
|
|
|
|
if (mtex->texflag & MTEX_RGBTOINT) ts += "no_rgb ";
|
|
|
|
if (mtex->texflag & MTEX_STENCIL) ts += "stencil ";
|
|
|
|
if (mtex->texflag & MTEX_NEGATIVE) ts += "negative";
|
|
|
|
mparams["texflag"]=yafray::parameter_t(ts);
|
|
|
|
}
|
|
|
|
|
|
|
|
// colfac, controls amount of color modulation
|
|
|
|
mparams["colfac"]=yafray::parameter_t(mtex->colfac);
|
|
|
|
// def_var
|
|
|
|
mparams["def_var"]=yafray::parameter_t(mtex->def_var);
|
|
|
|
//varfac
|
|
|
|
mparams["varfac"]=yafray::parameter_t(mtex->varfac);
|
|
|
|
|
|
|
|
if ((tex->imaflag & (TEX_CALCALPHA | TEX_USEALPHA)) || (tex->flag & TEX_NEGALPHA))
|
|
|
|
{
|
|
|
|
ts = "";
|
|
|
|
if (tex->imaflag & TEX_CALCALPHA) ts += "calc_alpha ";
|
|
|
|
if (tex->imaflag & TEX_USEALPHA) ts += "use_alpha ";
|
|
|
|
if (tex->flag & TEX_NEGALPHA) ts += "neg_alpha";
|
2004-12-07 05:31:17 +00:00
|
|
|
mparams["alpha_flag"] = yafray::parameter_t(ts);
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
}
|
2004-12-07 05:31:17 +00:00
|
|
|
|
|
|
|
// image as normalmap flag
|
|
|
|
if (tex->imaflag & TEX_NORMALMAP) mparams["normalmap"] = yafray::parameter_t("on");
|
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
lparams.push_back(mparams);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
yafrayGate->addShader(params,lparams);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// write all materials & modulators
|
|
|
|
void yafrayPluginRender_t::writeMaterialsAndModulators()
|
|
|
|
{
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
// shaders/mappers for regular texture (or non-texture) mode
|
|
|
|
// In case material has texface mode, and all faces have an image texture,
|
|
|
|
// this shader will not be used, but still be written
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
list<yafray::paramMap_t> lparams;
|
2004-06-16 18:44:12 +00:00
|
|
|
for (map<string, Material*>::const_iterator blendmat=used_materials.begin();
|
|
|
|
blendmat!=used_materials.end();++blendmat)
|
|
|
|
{
|
|
|
|
Material* matr = blendmat->second;
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
// mapper(s)
|
2004-12-05 03:51:01 +00:00
|
|
|
for (int m=0;m<MAX_MTEX;m++)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
if (matr->septex & (1<<m)) continue;// all active channels
|
|
|
|
// ignore null mtex
|
|
|
|
MTex* mtex = matr->mtex[m];
|
|
|
|
if (mtex==NULL) continue;
|
|
|
|
// ignore null tex
|
|
|
|
Tex* tex = mtex->tex;
|
|
|
|
if (tex==NULL) continue;
|
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
map<string, MTex*>::const_iterator mtexL = used_textures.find(string(tex->id.name));
|
2004-06-16 18:44:12 +00:00
|
|
|
if (mtexL!=used_textures.end())
|
|
|
|
{
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
params.clear(); //!!!
|
|
|
|
lparams.clear();
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
char temp[32];
|
|
|
|
sprintf(temp, "_map%d", m);
|
|
|
|
params["type"] = yafray::parameter_t("blendermapper");
|
|
|
|
params["name"] = yafray::parameter_t(blendmat->first + string(temp));
|
2004-06-16 18:44:12 +00:00
|
|
|
if ((mtex->texco & TEXCO_OBJECT) || (mtex->texco & TEXCO_REFL))
|
|
|
|
{
|
|
|
|
// For object & reflection mapping, add the object matrix to the modulator,
|
|
|
|
// as in LF script, use camera matrix if no object specified.
|
|
|
|
// In this case this means the inverse of that matrix
|
|
|
|
float texmat[4][4], itexmat[4][4];
|
|
|
|
if ((mtex->texco & TEXCO_OBJECT) && (mtex->object))
|
|
|
|
MTC_Mat4CpyMat4(texmat, mtex->object->obmat);
|
|
|
|
else // also for refl. map
|
|
|
|
MTC_Mat4CpyMat4(texmat, maincam_obj->obmat);
|
|
|
|
MTC_Mat4Invert(itexmat, texmat);
|
|
|
|
#define flp yafray::parameter_t
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["m00"]=flp(itexmat[0][0]); params["m01"]=flp(itexmat[1][0]);
|
|
|
|
params["m02"]=flp(itexmat[2][0]); params["m03"]=flp(itexmat[3][0]);
|
|
|
|
params["m10"]=flp(itexmat[0][1]); params["m11"]=flp(itexmat[1][1]);
|
|
|
|
params["m12"]=flp(itexmat[2][1]); params["m13"]=flp(itexmat[3][1]);
|
|
|
|
params["m20"]=flp(itexmat[0][2]); params["m21"]=flp(itexmat[1][2]);
|
|
|
|
params["m22"]=flp(itexmat[2][2]); params["m23"]=flp(itexmat[3][2]);
|
|
|
|
params["m30"]=flp(itexmat[0][3]); params["m31"]=flp(itexmat[1][3]);
|
|
|
|
params["m32"]=flp(itexmat[2][3]); params["m33"]=flp(itexmat[3][3]);
|
2004-06-16 18:44:12 +00:00
|
|
|
#undef flp
|
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
// use image name instead of texname when texture is image
|
|
|
|
if ((tex->type==TEX_IMAGE) && tex->ima)
|
|
|
|
params["input"] = yafray::parameter_t(tex->ima->id.name);
|
|
|
|
else if ((tex->flag & TEX_COLORBAND) & (tex->coba!=NULL))
|
|
|
|
params["input"] = yafray::parameter_t(mtexL->first + "_coba");
|
2004-06-16 18:44:12 +00:00
|
|
|
else
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["input"] = yafray::parameter_t(mtexL->first);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
// texture size
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["sizex"] = yafray::parameter_t(mtex->size[0]);
|
|
|
|
params["sizey"] = yafray::parameter_t(mtex->size[1]);
|
|
|
|
params["sizez"] = yafray::parameter_t(mtex->size[2]);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
// texture offset
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["ofsx"] = yafray::parameter_t(mtex->ofs[0]);
|
|
|
|
params["ofsy"] = yafray::parameter_t(mtex->ofs[1]);
|
|
|
|
params["ofsz"] = yafray::parameter_t(mtex->ofs[2]);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
// texture coordinates, have to disable 'sticky' in Blender
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
if (mtex->texco & TEXCO_UV)
|
|
|
|
params["texco"] = yafray::parameter_t("uv");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if ((mtex->texco & TEXCO_GLOB) || (mtex->texco & TEXCO_OBJECT))
|
|
|
|
// object mode is also set as global, but the object matrix
|
|
|
|
// was specified above with <modulator..>
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["texco"] = yafray::parameter_t("global");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (mtex->texco & TEXCO_ORCO)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["texco"] = yafray::parameter_t("orco");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (mtex->texco & TEXCO_WINDOW)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["texco"] = yafray::parameter_t("window");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (mtex->texco & TEXCO_NORM)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["texco"] = yafray::parameter_t("normal");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (mtex->texco & TEXCO_REFL)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["texco"] = yafray::parameter_t("reflect");
|
|
|
|
|
|
|
|
// texture projection axes, both image & procedural
|
|
|
|
string proj = "nxyz"; // 'n' for 'none'
|
|
|
|
params["proj_x"] = yafray::parameter_t(string(1,proj[mtex->projx]));
|
|
|
|
params["proj_y"] = yafray::parameter_t(string(1,proj[mtex->projy]));
|
|
|
|
params["proj_z"] = yafray::parameter_t(string(1,proj[mtex->projz]));
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
// texture mapping parameters only relevant to image type
|
|
|
|
if (tex->type==TEX_IMAGE)
|
|
|
|
{
|
|
|
|
if (mtex->mapping==MTEX_FLAT)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["mapping"] = yafray::parameter_t("flat");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (mtex->mapping==MTEX_CUBE)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["mapping"] = yafray::parameter_t("cube");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (mtex->mapping==MTEX_TUBE)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["mapping"] = yafray::parameter_t("tube");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (mtex->mapping==MTEX_SPHERE)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["mapping"] = yafray::parameter_t("sphere");
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
// repeat
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["xrepeat"] = yafray::parameter_t(tex->xrepeat);
|
|
|
|
params["yrepeat"] = yafray::parameter_t(tex->yrepeat);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
// clipping
|
|
|
|
if (tex->extend==TEX_EXTEND)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["clipping"] = yafray::parameter_t("extend");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (tex->extend==TEX_CLIP)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["clipping"] = yafray::parameter_t("clip");
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (tex->extend==TEX_CLIPCUBE)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["clipping"] = yafray::parameter_t("clipcube");
|
2004-06-16 18:44:12 +00:00
|
|
|
else
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["clipping"] = yafray::parameter_t("repeat");
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
// crop min/max
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["cropmin_x"] = yafray::parameter_t(tex->cropxmin);
|
|
|
|
params["cropmin_y"] = yafray::parameter_t(tex->cropymin);
|
|
|
|
params["cropmax_x"] = yafray::parameter_t(tex->cropxmax);
|
|
|
|
params["cropmax_y"] = yafray::parameter_t(tex->cropymax);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
// rot90 flag
|
|
|
|
if (tex->imaflag & TEX_IMAROT)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["rot90"] = yafray::parameter_t("on");
|
2004-06-16 18:44:12 +00:00
|
|
|
else
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["rot90"] = yafray::parameter_t("off");
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
yafrayGate->addShader(params, lparams);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
// shader + modulators
|
|
|
|
writeShader(blendmat->first, matr);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
}
|
2004-06-16 18:44:12 +00:00
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
// write the mappers & shaders for the TexFace case
|
|
|
|
if (!imagetex.empty()) {
|
|
|
|
// Yafray doesn't have per-face-textures, only per-face-shaders,
|
|
|
|
// so create as many mappers/shaders as the images used by the object
|
|
|
|
params.clear();
|
|
|
|
lparams.clear();
|
|
|
|
int snum = 0;
|
2004-11-18 01:50:09 +00:00
|
|
|
for (map<Image*, set<Material*> >::const_iterator imgtex=imagetex.begin();
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
imgtex!=imagetex.end();++imgtex)
|
|
|
|
{
|
|
|
|
|
2004-11-18 01:50:09 +00:00
|
|
|
for (set<Material*>::const_iterator imgmat=imgtex->second.begin();
|
|
|
|
imgmat!=imgtex->second.end();++imgmat)
|
|
|
|
{
|
|
|
|
Material* matr = *imgmat;
|
|
|
|
// mapper
|
|
|
|
params["type"] = yafray::parameter_t("blendermapper");
|
|
|
|
char temp[32];
|
|
|
|
sprintf(temp, "_ftmap%d", snum);
|
|
|
|
params["name"] = yafray::parameter_t(string(matr->id.name) + string(temp));
|
|
|
|
params["input"] = yafray::parameter_t(imgtex->first->id.name);
|
|
|
|
// all yafray default settings, except for texco, so no need to set others
|
|
|
|
params["texco"] = yafray::parameter_t("uv");
|
|
|
|
yafrayGate->addShader(params, lparams);
|
|
|
|
|
|
|
|
// shader, remember name, used later when writing per-face-shaders
|
|
|
|
sprintf(temp, "_ftsha%d", snum);
|
|
|
|
string shader_name = string(matr->id.name) + string(temp);
|
|
|
|
imgtex_shader[string(matr->id.name) + string(imgtex->first->id.name)] = shader_name;
|
|
|
|
|
|
|
|
sprintf(temp, "_ftmap%d", snum++);
|
|
|
|
string facetexname = string(matr->id.name) + string(temp);
|
|
|
|
writeShader(shader_name, matr, facetexname);
|
|
|
|
}
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
void yafrayPluginRender_t::genUVcoords(vector<yafray::GFLOAT> &uvcoords, VlakRen *vlr, TFace* uvc, bool comple)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
if (uvc)
|
|
|
|
{
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
// tri uv split indices
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
int ui1=0, ui2=1, ui3=2;
|
|
|
|
if (vlr->flag & R_DIVIDE_24) {
|
|
|
|
ui3++;
|
|
|
|
if (vlr->flag & R_FACE_SPLIT) { ui1++; ui2++; }
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
else if (vlr->flag & R_FACE_SPLIT) { ui2++; ui3++; }
|
|
|
|
if (comple) {
|
|
|
|
ui1 = (ui1+2) & 3;
|
|
|
|
ui2 = (ui2+2) & 3;
|
|
|
|
ui3 = (ui3+2) & 3;
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
uvcoords.push_back(uvc->uv[ui1][0]); uvcoords.push_back(1-uvc->uv[ui1][1]);
|
|
|
|
uvcoords.push_back(uvc->uv[ui2][0]); uvcoords.push_back(1-uvc->uv[ui2][1]);
|
|
|
|
uvcoords.push_back(uvc->uv[ui3][0]); uvcoords.push_back(1-uvc->uv[ui3][1]);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
uvcoords.push_back(0); uvcoords.push_back(0);
|
|
|
|
uvcoords.push_back(0); uvcoords.push_back(0);
|
|
|
|
uvcoords.push_back(0); uvcoords.push_back(0);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
void yafrayPluginRender_t::genVcol(vector<yafray::CFLOAT> &vcol, VlakRen *vlr, bool comple)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
if (vlr->vcol)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
// tri vcol split indices
|
|
|
|
int ui1=0, ui2=1, ui3=2;
|
|
|
|
if (vlr->flag & R_DIVIDE_24) {
|
|
|
|
ui3++;
|
|
|
|
if (vlr->flag & R_FACE_SPLIT) { ui1++; ui2++; }
|
|
|
|
}
|
|
|
|
else if (vlr->flag & R_FACE_SPLIT) { ui2++; ui3++; }
|
|
|
|
if (comple) {
|
|
|
|
ui1 = (ui1+2) & 3;
|
|
|
|
ui2 = (ui2+2) & 3;
|
|
|
|
ui3 = (ui3+2) & 3;
|
|
|
|
}
|
|
|
|
float vr = ((vlr->vcol[ui1] >> 24) & 255)/255.0;
|
|
|
|
float vg = ((vlr->vcol[ui1] >> 16) & 255)/255.0;
|
|
|
|
float vb = ((vlr->vcol[ui1] >> 8) & 255)/255.0;
|
2004-07-26 00:48:28 +00:00
|
|
|
vcol.push_back(vr); vcol.push_back(vg); vcol.push_back(vb);
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
vr = ((vlr->vcol[ui2] >> 24) & 255)/255.0;
|
|
|
|
vg = ((vlr->vcol[ui2] >> 16) & 255)/255.0;
|
|
|
|
vb = ((vlr->vcol[ui2] >> 8) & 255)/255.0;
|
2004-07-26 00:48:28 +00:00
|
|
|
vcol.push_back(vr); vcol.push_back(vg); vcol.push_back(vb);
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
vr = ((vlr->vcol[ui3] >> 24) & 255)/255.0;
|
|
|
|
vg = ((vlr->vcol[ui3] >> 16) & 255)/255.0;
|
|
|
|
vb = ((vlr->vcol[ui3] >> 8) & 255)/255.0;
|
2004-07-26 00:48:28 +00:00
|
|
|
vcol.push_back(vr); vcol.push_back(vg); vcol.push_back(vb);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2004-07-26 00:48:28 +00:00
|
|
|
vcol.push_back(0); vcol.push_back(0); vcol.push_back(0);
|
|
|
|
vcol.push_back(0); vcol.push_back(0); vcol.push_back(0);
|
|
|
|
vcol.push_back(0); vcol.push_back(0); vcol.push_back(0);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::genFace(vector<int> &faces,vector<string> &shaders,vector<int> &faceshader,
|
2004-06-17 11:24:30 +00:00
|
|
|
vector<yafray::GFLOAT> &uvcoords,vector<yafray::CFLOAT> &vcol,
|
2004-06-16 18:44:12 +00:00
|
|
|
map<VertRen*, int> &vert_idx,VlakRen *vlr,
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
bool has_orco,bool has_uv)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
Material* fmat = vlr->mat;
|
|
|
|
bool EXPORT_VCOL = ((fmat->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))!=0);
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
string fmatname(fmat->id.name);
|
|
|
|
// use name in imgtex_shader list if 'TexFace' enabled for this face material
|
|
|
|
if (fmat->mode & MA_FACETEXTURE) {
|
|
|
|
TFace* tface = vlr->tface;
|
|
|
|
if (tface) {
|
|
|
|
Image* fimg = (Image*)tface->tpage;
|
2004-11-18 01:50:09 +00:00
|
|
|
if (fimg) fmatname = imgtex_shader[fmatname + string(fimg->id.name)];
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (fmatname.length()==0) fmatname = "blender_default";
|
2004-06-16 18:44:12 +00:00
|
|
|
bool newmat=true;
|
|
|
|
for(unsigned int i=0;i<shaders.size();++i)
|
|
|
|
if(shaders[i]==fmatname)
|
|
|
|
{
|
|
|
|
newmat=false;
|
|
|
|
faceshader.push_back(i);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if(newmat)
|
|
|
|
{
|
|
|
|
shaders.push_back(fmatname);
|
|
|
|
faceshader.push_back(shaders.size()-1);
|
|
|
|
}
|
|
|
|
TFace* uvc = vlr->tface; // possible uvcoords (v upside down)
|
|
|
|
int idx1, idx2, idx3;
|
|
|
|
|
|
|
|
idx1 = vert_idx.find(vlr->v1)->second;
|
|
|
|
idx2 = vert_idx.find(vlr->v2)->second;
|
|
|
|
idx3 = vert_idx.find(vlr->v3)->second;
|
|
|
|
|
|
|
|
// make sure the indices point to the vertices when orco coords exported
|
|
|
|
if (has_orco) { idx1*=2; idx2*=2; idx3*=2; }
|
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
faces.push_back(idx1); faces.push_back(idx2); faces.push_back(idx3);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
if(has_uv) genUVcoords(uvcoords, vlr, uvc);
|
|
|
|
if (EXPORT_VCOL) genVcol(vcol, vlr);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::genCompleFace(vector<int> &faces,/*vector<string> &shaders,*/vector<int> &faceshader,
|
2004-06-17 11:24:30 +00:00
|
|
|
vector<yafray::GFLOAT> &uvcoords,vector<yafray::CFLOAT> &vcol,
|
2004-06-16 18:44:12 +00:00
|
|
|
map<VertRen*, int> &vert_idx,VlakRen *vlr,
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
bool has_orco,bool has_uv)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
Material* fmat = vlr->mat;
|
|
|
|
bool EXPORT_VCOL = ((fmat->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))!=0);
|
|
|
|
|
|
|
|
faceshader.push_back(faceshader.back());
|
|
|
|
TFace* uvc = vlr->tface; // possible uvcoords (v upside down)
|
|
|
|
int idx1, idx2, idx3;
|
|
|
|
idx1 = vert_idx.find(vlr->v3)->second;
|
|
|
|
idx2 = vert_idx.find(vlr->v4)->second;
|
|
|
|
idx3 = vert_idx.find(vlr->v1)->second;
|
|
|
|
|
|
|
|
// make sure the indices point to the vertices when orco coords exported
|
|
|
|
if (has_orco) { idx1*=2; idx2*=2; idx3*=2; }
|
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
faces.push_back(idx1); faces.push_back(idx2); faces.push_back(idx3);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
if (has_uv) genUVcoords(uvcoords, vlr, uvc, true);
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
if (EXPORT_VCOL) genVcol(vcol, vlr, true);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
void yafrayPluginRender_t::genVertices(vector<yafray::point3d_t> &verts, int &vidx,
|
|
|
|
map<VertRen*, int> &vert_idx, VlakRen* vlr, bool has_orco, Object* obj)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
VertRen* ver;
|
2004-07-12 03:20:31 +00:00
|
|
|
float tvec[3]; // for back2world transform
|
2004-06-16 18:44:12 +00:00
|
|
|
if (vert_idx.find(vlr->v1)==vert_idx.end())
|
|
|
|
{
|
|
|
|
vert_idx[vlr->v1] = vidx++;
|
|
|
|
ver = vlr->v1;
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(ver->co, tvec);
|
|
|
|
MTC_Mat4MulVecfl(obj->imat, tvec);
|
|
|
|
verts.push_back(yafray::point3d_t(tvec[0], tvec[1], tvec[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
if (has_orco)
|
2004-06-17 11:24:30 +00:00
|
|
|
verts.push_back(yafray::point3d_t(ver->orco[0],ver->orco[1],ver->orco[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
if (vert_idx.find(vlr->v2)==vert_idx.end())
|
|
|
|
{
|
|
|
|
vert_idx[vlr->v2] = vidx++;
|
|
|
|
ver = vlr->v2;
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(ver->co, tvec);
|
|
|
|
MTC_Mat4MulVecfl(obj->imat, tvec);
|
|
|
|
verts.push_back(yafray::point3d_t(tvec[0], tvec[1], tvec[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
if (has_orco)
|
2004-06-17 11:24:30 +00:00
|
|
|
verts.push_back(yafray::point3d_t(ver->orco[0],ver->orco[1],ver->orco[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
if (vert_idx.find(vlr->v3)==vert_idx.end())
|
|
|
|
{
|
|
|
|
vert_idx[vlr->v3] = vidx++;
|
|
|
|
ver = vlr->v3;
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(ver->co, tvec);
|
|
|
|
MTC_Mat4MulVecfl(obj->imat, tvec);
|
|
|
|
verts.push_back(yafray::point3d_t(tvec[0], tvec[1], tvec[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
if (has_orco)
|
2004-06-17 11:24:30 +00:00
|
|
|
verts.push_back(yafray::point3d_t(ver->orco[0],ver->orco[1],ver->orco[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
if ((vlr->v4) && (vert_idx.find(vlr->v4)==vert_idx.end()))
|
|
|
|
{
|
|
|
|
vert_idx[vlr->v4] = vidx++;
|
|
|
|
ver = vlr->v4;
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(ver->co, tvec);
|
|
|
|
MTC_Mat4MulVecfl(obj->imat, tvec);
|
|
|
|
verts.push_back(yafray::point3d_t(tvec[0], tvec[1], tvec[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
if (has_orco)
|
2004-06-17 11:24:30 +00:00
|
|
|
verts.push_back(yafray::point3d_t(ver->orco[0],ver->orco[1],ver->orco[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::writeObject(Object* obj, const vector<VlakRen*> &VLR_list, const float obmat[4][4])
|
|
|
|
{
|
|
|
|
float mtr[4*4];
|
2004-07-26 00:48:28 +00:00
|
|
|
mtr[0*4+0]=obmat[0][0]; mtr[0*4+1]=obmat[1][0]; mtr[0*4+2]=obmat[2][0]; mtr[0*4+3]=obmat[3][0];
|
|
|
|
mtr[1*4+0]=obmat[0][1]; mtr[1*4+1]=obmat[1][1]; mtr[1*4+2]=obmat[2][1]; mtr[1*4+3]=obmat[3][1];
|
|
|
|
mtr[2*4+0]=obmat[0][2]; mtr[2*4+1]=obmat[1][2]; mtr[2*4+2]=obmat[2][2]; mtr[2*4+3]=obmat[3][2];
|
|
|
|
mtr[3*4+0]=obmat[0][3]; mtr[3*4+1]=obmat[1][3]; mtr[3*4+2]=obmat[2][3]; mtr[3*4+3]=obmat[3][3];
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->transformPush(mtr);
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
|
|
|
|
VlakRen* face0 = VLR_list[0];
|
|
|
|
Material* face0mat = face0->mat;
|
|
|
|
|
|
|
|
bool castShadows = face0mat->mode & MA_TRACEBLE;
|
2004-06-16 18:44:12 +00:00
|
|
|
float caus_IOR=1.0;
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
yafray::color_t caus_tcolor(0.0, 0.0, 0.0), caus_rcolor(0.0, 0.0, 0.0);
|
|
|
|
bool caus = (((face0->mat->mode & MA_RAYTRANSP) | (face0->mat->mode & MA_RAYMIRROR))!=0);
|
2004-07-29 18:51:17 +00:00
|
|
|
if (caus) {
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
caus_IOR = face0mat->ang;
|
|
|
|
float tr = 1.0-face0mat->alpha;
|
|
|
|
caus_tcolor.set(face0mat->r*tr, face0mat->g*tr, face0mat->b*tr);
|
|
|
|
tr = face0mat->ray_mirror;
|
|
|
|
caus_rcolor.set(face0mat->mirr*tr, face0mat->mirg*tr, face0mat->mirb*tr);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
2004-11-23 06:10:03 +00:00
|
|
|
|
|
|
|
// Export orco coords test.
|
|
|
|
// Previously was done by checking orco pointer, however this can be non-null but still not initialized.
|
|
|
|
// Test the rendermaterial texco flag instead.
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
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!
2004-12-27 19:28:52 +00:00
|
|
|
bool has_orco = ((face0mat->texco & TEXCO_ORCO)!=0);
|
2004-11-23 06:10:03 +00:00
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
bool no_auto = true; //in case non-mesh, or mesh has no autosmooth
|
|
|
|
float sm_angle = 0.1f;
|
2004-06-16 18:44:12 +00:00
|
|
|
if (obj->type==OB_MESH)
|
|
|
|
{
|
|
|
|
Mesh* mesh = (Mesh*)obj->data;
|
2004-07-12 03:20:31 +00:00
|
|
|
if (mesh->flag & ME_AUTOSMOOTH) {
|
|
|
|
sm_angle = mesh->smoothresh;
|
|
|
|
no_auto = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// this for non-mesh as well
|
|
|
|
if (no_auto) {
|
|
|
|
// no per face smooth flag in yafray, if AutoSmooth not used,
|
|
|
|
// use smooth flag of the first face instead
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
if (face0->flag & ME_SMOOTH) sm_angle=90;
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
2004-06-17 11:24:30 +00:00
|
|
|
vector<yafray::point3d_t> verts;
|
|
|
|
vector<yafray::CFLOAT> vcol;
|
2004-06-16 18:44:12 +00:00
|
|
|
// now all vertices
|
|
|
|
map<VertRen*, int> vert_idx; // for removing duplicate verts and creating an index list
|
|
|
|
int vidx = 0; // vertex index counter
|
|
|
|
bool has_uv=false;
|
|
|
|
for (vector<VlakRen*>::const_iterator fci=VLR_list.begin();
|
|
|
|
fci!=VLR_list.end();++fci)
|
|
|
|
{
|
|
|
|
VlakRen* vlr = *fci;
|
2004-07-12 03:20:31 +00:00
|
|
|
genVertices(verts, vidx, vert_idx, vlr, has_orco, obj);
|
2004-06-16 18:44:12 +00:00
|
|
|
if(vlr->tface) has_uv=true;
|
|
|
|
}
|
|
|
|
// all faces using the index list created above
|
|
|
|
vector<int> faces;
|
|
|
|
vector<string> shaders;
|
|
|
|
vector<int> faceshader;
|
2004-06-17 11:24:30 +00:00
|
|
|
vector<yafray::GFLOAT> uvcoords;
|
2004-06-16 18:44:12 +00:00
|
|
|
for (vector<VlakRen*>::const_iterator fci2=VLR_list.begin();
|
|
|
|
fci2!=VLR_list.end();++fci2)
|
|
|
|
{
|
|
|
|
VlakRen* vlr = *fci2;
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
genFace(faces, shaders, faceshader, uvcoords, vcol, vert_idx, vlr, has_orco, has_uv);
|
2004-06-16 18:44:12 +00:00
|
|
|
if (vlr->v4)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
genCompleFace(faces, faceshader, uvcoords, vcol, vert_idx, vlr, has_orco, has_uv);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
yafrayGate->addObject_trimesh(string(obj->id.name), verts, faces, uvcoords, vcol,
|
|
|
|
shaders, faceshader, sm_angle, castShadows, true, true, caus, has_orco,
|
|
|
|
caus_rcolor, caus_tcolor, caus_IOR);
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->transformPop();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// write all objects
|
|
|
|
void yafrayPluginRender_t::writeAllObjects()
|
|
|
|
{
|
|
|
|
|
|
|
|
// first all objects except dupliverts (and main instance object for dups)
|
|
|
|
for (map<Object*, vector<VlakRen*> >::const_iterator obi=all_objects.begin();
|
|
|
|
obi!=all_objects.end(); ++obi)
|
|
|
|
{
|
|
|
|
// skip main duplivert object if in dupliMtx_list, written later
|
|
|
|
Object* obj = obi->first;
|
|
|
|
if (dupliMtx_list.find(string(obj->id.name))!=dupliMtx_list.end()) continue;
|
2004-07-12 03:20:31 +00:00
|
|
|
writeObject(obj, obi->second, obj->obmat);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Now all duplivert objects (if any) as instances of main object
|
|
|
|
// The original object has been included in the VlakRen renderlist above (see convertBlenderScene.c)
|
|
|
|
// but is written here which all other duplis are instances of.
|
|
|
|
float obmat[4][4], cmat[4][4], imat[4][4], nmat[4][4];
|
|
|
|
for (map<string, vector<float> >::const_iterator dupMtx=dupliMtx_list.begin();
|
|
|
|
dupMtx!=dupliMtx_list.end();++dupMtx) {
|
|
|
|
|
|
|
|
// original inverse matrix, not actual matrix of object, but first duplivert.
|
|
|
|
for (int i=0;i<4;i++)
|
|
|
|
for (int j=0;j<4;j++)
|
|
|
|
obmat[i][j] = dupMtx->second[(i<<2)+j];
|
|
|
|
MTC_Mat4Invert(imat, obmat);
|
|
|
|
|
|
|
|
// first object written as normal (but with transform of first duplivert)
|
|
|
|
Object* obj = dup_srcob[dupMtx->first];
|
|
|
|
writeObject(obj, all_objects[obj], obmat);
|
|
|
|
|
|
|
|
// all others instances of first
|
|
|
|
for (unsigned int curmtx=16;curmtx<dupMtx->second.size();curmtx+=16)
|
|
|
|
{ // number of 4x4 matrices
|
|
|
|
// new mtx
|
|
|
|
for (int i=0;i<4;i++)
|
|
|
|
for (int j=0;j<4;j++)
|
|
|
|
nmat[i][j] = dupMtx->second[curmtx+(i<<2)+j];
|
|
|
|
|
|
|
|
MTC_Mat4MulMat4(cmat, imat, nmat); // transform with respect to original = inverse_original * new
|
|
|
|
|
|
|
|
float mtr[4*4];
|
2004-07-26 00:48:28 +00:00
|
|
|
mtr[0*4+0]=cmat[0][0]; mtr[0*4+1]=cmat[1][0]; mtr[0*4+2]=cmat[2][0]; mtr[0*4+3]=cmat[3][0];
|
|
|
|
mtr[1*4+0]=cmat[0][1]; mtr[1*4+1]=cmat[1][1]; mtr[1*4+2]=cmat[2][1]; mtr[1*4+3]=cmat[3][1];
|
|
|
|
mtr[2*4+0]=cmat[0][2]; mtr[2*4+1]=cmat[1][2]; mtr[2*4+2]=cmat[2][2]; mtr[2*4+3]=cmat[3][2];
|
|
|
|
mtr[3*4+0]=cmat[0][3]; mtr[3*4+1]=cmat[1][3]; mtr[3*4+2]=cmat[2][3]; mtr[3*4+3]=cmat[3][3];
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->transformPush(mtr);
|
|
|
|
|
|
|
|
// new name from original
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
string name=(obj->id.name);
|
2004-06-16 18:44:12 +00:00
|
|
|
char temp[16];
|
|
|
|
sprintf(temp,"_dup%d",(curmtx>>4));
|
|
|
|
name+=temp;
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
yafrayGate->addObject_reference(name,obj->id.name);
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->transformPop();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
void yafrayPluginRender_t::writeAreaLamp(LampRen* lamp, int num, float iview[4][4])
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
|
|
|
|
if (lamp->area_shape!=LA_AREA_SQUARE) return;
|
|
|
|
float *a=lamp->area[0], *b=lamp->area[1], *c=lamp->area[2], *d=lamp->area[3];
|
|
|
|
float power=lamp->energy;
|
|
|
|
|
|
|
|
string md = "off";
|
2004-07-26 00:48:28 +00:00
|
|
|
// if no GI used, the GIphotons flag can still be set, so only use when 'full' selected
|
|
|
|
if ((R.r.GImethod==2) && (R.r.GIphotons)) { md="on"; power*=R.r.GIpower; }
|
2004-06-16 18:44:12 +00:00
|
|
|
params["type"]=yafray::parameter_t("arealight");
|
|
|
|
char temp[16];
|
|
|
|
sprintf(temp,"LAMP%d",num+1);
|
|
|
|
params["name"]=yafray::parameter_t(temp);
|
|
|
|
params["dummy"]=yafray::parameter_t(md);
|
|
|
|
params["power"]=yafray::parameter_t(power);
|
2004-08-11 23:32:13 +00:00
|
|
|
// samples not used for GI with photons, can still be exported, is ignored
|
|
|
|
int psm=0, sm = lamp->ray_totsamp;
|
|
|
|
if (sm>=25) psm = sm/5;
|
|
|
|
params["samples"]=yafray::parameter_t(sm);
|
|
|
|
params["psamples"]=yafray::parameter_t(psm);
|
2004-07-12 03:20:31 +00:00
|
|
|
|
|
|
|
// transform area lamp coords back to world
|
|
|
|
float lpco[4][3];
|
|
|
|
MTC_cp3Float(a, lpco[0]);
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco[0]);
|
|
|
|
MTC_cp3Float(b, lpco[1]);
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco[1]);
|
|
|
|
MTC_cp3Float(c, lpco[2]);
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco[2]);
|
|
|
|
MTC_cp3Float(d, lpco[3]);
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco[3]);
|
|
|
|
params["a"] = yafray::parameter_t(yafray::point3d_t(lpco[0][0], lpco[0][1], lpco[0][2]));
|
|
|
|
params["b"] = yafray::parameter_t(yafray::point3d_t(lpco[1][0], lpco[1][1], lpco[1][2]));
|
|
|
|
params["c"] = yafray::parameter_t(yafray::point3d_t(lpco[2][0], lpco[2][1], lpco[2][2]));
|
|
|
|
params["d"] = yafray::parameter_t(yafray::point3d_t(lpco[3][0], lpco[3][1], lpco[3][2]));
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
params["color"]=yafray::parameter_t(yafray::color_t(lamp->r,lamp->g,lamp->b));
|
|
|
|
yafrayGate->addLight(params);
|
|
|
|
}
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::writeLamps()
|
|
|
|
{
|
2004-07-12 03:20:31 +00:00
|
|
|
// inver viewmatrix needed for back2world transform
|
|
|
|
float iview[4][4];
|
|
|
|
// R.viewinv != inv.R.viewmat because of possible ortho mode (see convertBlenderScene.c)
|
|
|
|
// have to invert it here
|
|
|
|
MTC_Mat4Invert(iview, R.viewmat);
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// all lamps
|
|
|
|
for (int i=0;i<R.totlamp;i++)
|
|
|
|
{
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
string type="";
|
|
|
|
LampRen* lamp = R.la[i];
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
if (lamp->type==LA_AREA) { writeAreaLamp(lamp, i, iview); continue; }
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// TODO: add decay setting in yafray
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
bool is_softL=false, is_sphereL=false;
|
|
|
|
if (lamp->type==LA_LOCAL) {
|
|
|
|
if (lamp->mode & LA_YF_SOFT) {
|
|
|
|
// shadowmapped omnidirectional light
|
|
|
|
params["type"] = yafray::parameter_t("softlight");
|
|
|
|
is_softL = true;
|
|
|
|
}
|
|
|
|
else if ((lamp->mode & LA_SHAD_RAY) && (lamp->YF_ltradius>0.0)) {
|
|
|
|
// area sphere, only when ray shadows enabled and radius>0.0
|
|
|
|
params["type"] = yafray::parameter_t("spherelight");
|
|
|
|
is_sphereL = true;
|
|
|
|
}
|
|
|
|
else params["type"] = yafray::parameter_t("pointlight");
|
|
|
|
}
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (lamp->type==LA_SPOT)
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
params["type"] = yafray::parameter_t("spotlight");
|
|
|
|
else if ((lamp->type==LA_SUN) || (lamp->type==LA_HEMI)) // hemi exported as sun
|
|
|
|
params["type"] = yafray::parameter_t("sunlight");
|
|
|
|
else if (lamp->type==LA_YF_PHOTON)
|
|
|
|
params["type"] = yafray::parameter_t("photonlight");
|
|
|
|
else {
|
2004-06-16 18:44:12 +00:00
|
|
|
// possibly unknown type, ignore
|
|
|
|
cout << "Unknown Blender lamp type: " << lamp->type << endl;
|
|
|
|
continue;
|
|
|
|
}
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
//no name available here, create one
|
|
|
|
char temp[16];
|
|
|
|
sprintf(temp,"LAMP%d",i+1);
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
params["name"] = yafray::parameter_t(temp);
|
2004-06-16 18:44:12 +00:00
|
|
|
// color already premultiplied by energy, so only need distance here
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
float pwr = 1; // default for sun/hemi, distance irrelevant
|
|
|
|
if ((lamp->type!=LA_SUN) && (lamp->type!=LA_HEMI)) {
|
|
|
|
if (lamp->mode & LA_SPHERE) {
|
|
|
|
// best approx. as used in LFexport script (LF d.f.m. 4pi?)
|
|
|
|
pwr = lamp->dist*(lamp->dist+1)*(0.25/M_PI);
|
|
|
|
//decay = 2;
|
|
|
|
}
|
|
|
|
else {
|
2004-06-16 18:44:12 +00:00
|
|
|
pwr = lamp->dist;
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
//decay = 1;
|
|
|
|
}
|
|
|
|
}
|
2004-08-11 23:32:13 +00:00
|
|
|
|
|
|
|
if (is_sphereL) {
|
|
|
|
// 'dummy' mode for spherelight when used with gpm
|
|
|
|
string md = "off";
|
|
|
|
// if no GI used, the GIphotons flag can still be set, so only use when 'full' selected
|
|
|
|
if ((R.r.GImethod==2) && (R.r.GIphotons)) { md="on"; pwr*=R.r.GIpower; }
|
|
|
|
params["power"] = yafray::parameter_t(pwr);
|
|
|
|
params["dummy"] = yafray::parameter_t(md);
|
|
|
|
}
|
|
|
|
else params["power"] = yafray::parameter_t(pwr);
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
|
|
|
|
// cast_shadows flag not used with softlight, spherelight or photonlight
|
|
|
|
if ((!is_softL) && (!is_sphereL) && (lamp->type!=LA_YF_PHOTON)) {
|
|
|
|
string lpmode="off";
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
// Shadows only when Blender has shadow button enabled, only spots use LA_SHAD flag.
|
|
|
|
// Also blender hemilights exported as sunlights which might have shadow flag set
|
|
|
|
// should have cast_shadows set to off (reported by varuag)
|
|
|
|
if (lamp->type!=LA_HEMI) {
|
|
|
|
if (R.r.mode & R_SHADOW)
|
|
|
|
if (((lamp->type==LA_SPOT) && (lamp->mode & LA_SHAD)) || (lamp->mode & LA_SHAD_RAY)) lpmode="on";
|
|
|
|
}
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
params["cast_shadows"] = yafray::parameter_t(lpmode);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// spot specific stuff
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
bool has_halo = ((lamp->type==LA_SPOT) && (lamp->mode & LA_HALO) && (lamp->haint>0.0));
|
|
|
|
if (lamp->type==LA_SPOT) {
|
2004-06-16 18:44:12 +00:00
|
|
|
// conversion already changed spotsize to cosine of half angle
|
|
|
|
float ld = 1-lamp->spotsi; //convert back to blender slider setting
|
|
|
|
if (ld!=0) ld = 1.f/ld;
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
params["size"] = yafray::parameter_t(acos(lamp->spotsi)*180.0/M_PI);
|
|
|
|
params["blend"] = yafray::parameter_t(lamp->spotbl*ld);
|
|
|
|
params["beam_falloff"] = yafray::parameter_t(2.0);
|
|
|
|
// halo params
|
|
|
|
if (has_halo) {
|
|
|
|
params["halo"] = yafray::parameter_t("on");
|
|
|
|
params["res"] = yafray::parameter_t(lamp->YF_bufsize);
|
|
|
|
int hsmp = ((12-lamp->shadhalostep)*16)/12;
|
|
|
|
hsmp = (hsmp+1)*16; // makes range (16, 272) for halostep(12, 0), good enough?
|
|
|
|
params["samples"] = yafray::parameter_t(hsmp);
|
|
|
|
params["shadow_samples"] = yafray::parameter_t(lamp->samp*lamp->samp);
|
|
|
|
params["halo_blur"] = yafray::parameter_t(0.0);
|
|
|
|
params["shadow_blur"] = yafray::parameter_t(lamp->soft*0.01f);
|
|
|
|
params["fog_density"] = yafray::parameter_t(lamp->haint*0.2f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (is_softL) {
|
|
|
|
// softlight
|
|
|
|
params["res"] = yafray::parameter_t(lamp->YF_bufsize);
|
|
|
|
params["radius"] = yafray::parameter_t(lamp->soft);
|
|
|
|
params["bias"] = yafray::parameter_t(lamp->bias);
|
|
|
|
}
|
|
|
|
else if (is_sphereL) {
|
|
|
|
// spherelight
|
2004-08-01 22:21:22 +00:00
|
|
|
int psm=0, sm = lamp->ray_samp*lamp->ray_samp;
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
if (sm>=25) psm = sm/5;
|
|
|
|
params["radius"] = yafray::parameter_t(lamp->YF_ltradius);
|
|
|
|
params["samples"] = yafray::parameter_t(sm);
|
|
|
|
params["psamples"] = yafray::parameter_t(psm);
|
|
|
|
params["qmc_method"] = yafray::parameter_t(1);
|
|
|
|
}
|
|
|
|
else if (lamp->type==LA_YF_PHOTON) {
|
|
|
|
string qmc="off";
|
|
|
|
if (lamp->YF_useqmc) qmc="on";
|
|
|
|
params["photons"] = yafray::parameter_t(lamp->YF_numphotons);
|
|
|
|
params["search"] = yafray::parameter_t(lamp->YF_numsearch);
|
|
|
|
params["depth"] = yafray::parameter_t(lamp->YF_phdepth);
|
|
|
|
params["use_QMC"] = yafray::parameter_t(qmc);
|
|
|
|
params["angle"] = yafray::parameter_t(acos(lamp->spotsi)*180.0/M_PI);
|
|
|
|
float cl = lamp->YF_causticblur/sqrt((float)lamp->YF_numsearch);
|
|
|
|
params["fixedradius"] = yafray::parameter_t(lamp->YF_causticblur);
|
|
|
|
params["cluster"] = yafray::parameter_t(cl);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
2004-07-12 03:20:31 +00:00
|
|
|
|
|
|
|
// transform lamp co & vec back to world
|
2004-07-26 00:48:28 +00:00
|
|
|
float lpco[3], lpvec[3];
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(lamp->co, lpco);
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco);
|
|
|
|
MTC_cp3Float(lamp->vec, lpvec);
|
2004-07-26 00:48:28 +00:00
|
|
|
MTC_Mat4Mul3Vecfl(iview, lpvec);
|
2004-07-12 03:20:31 +00:00
|
|
|
|
|
|
|
// position, (==-blendir for sun/hemi)
|
|
|
|
if ((lamp->type==LA_SUN) || (lamp->type==LA_HEMI))
|
|
|
|
params["from"] = yafray::parameter_t(yafray::point3d_t(-lpvec[0], -lpvec[1], -lpvec[2]));
|
|
|
|
else
|
|
|
|
params["from"] = yafray::parameter_t(yafray::point3d_t(lpco[0], lpco[1], lpco[2]));
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
// 'to' for spot/photonlight, already calculated by Blender
|
|
|
|
if ((lamp->type==LA_SPOT) || (lamp->type==LA_YF_PHOTON)) {
|
|
|
|
params["to"] = yafray::parameter_t(yafray::point3d_t(lpco[0] + lpvec[0],
|
|
|
|
lpco[1] + lpvec[1],
|
|
|
|
lpco[2] + lpvec[2]));
|
|
|
|
if (has_halo) params["fog"] = yafray::parameter_t(yafray::color_t(1.0, 1.0, 1.0));
|
|
|
|
}
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// color
|
|
|
|
// rgb in LampRen is premultiplied by energy, power is compensated for that above
|
Major update, all implemented a bit in a hurry, and probably will need 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.
2004-07-28 22:37:12 +00:00
|
|
|
params["color"] = yafray::parameter_t(yafray::color_t(lamp->r, lamp->g, lamp->b));
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->addLight(params);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// write main camera
|
|
|
|
void yafrayPluginRender_t::writeCamera()
|
|
|
|
{
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
params["name"]=yafray::parameter_t("MAINCAM");
|
2004-07-12 03:20:31 +00:00
|
|
|
if (R.r.mode & R_ORTHO)
|
|
|
|
params["type"] = yafray::parameter_t("ortho");
|
|
|
|
else
|
|
|
|
params["type"] = yafray::parameter_t("perspective");
|
2004-06-16 18:44:12 +00:00
|
|
|
params["resx"]=yafray::parameter_t(R.r.xsch);
|
|
|
|
params["resy"]=yafray::parameter_t(R.r.ysch);
|
|
|
|
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
float f_aspect = 1;
|
|
|
|
if ((R.r.xsch*R.r.xasp)<=(R.r.ysch*R.r.yasp)) f_aspect = float(R.r.xsch*R.r.xasp)/float(R.r.ysch*R.r.yasp);
|
|
|
|
params["focal"] = yafray::parameter_t(mainCamLens/(f_aspect*32.f));
|
|
|
|
params["aspect_ratio"] = yafray::parameter_t(R.ycor);
|
2004-07-13 19:22:41 +00:00
|
|
|
|
|
|
|
// dof params, only valid for real camera
|
|
|
|
if (maincam_obj->type==OB_CAMERA) {
|
|
|
|
Camera* cam = (Camera*)maincam_obj->data;
|
|
|
|
params["dof_distance"] = yafray::parameter_t(cam->YF_dofdist);
|
|
|
|
params["aperture"] = yafray::parameter_t(cam->YF_aperture);
|
|
|
|
if (cam->flag & CAM_YF_NO_QMC)
|
|
|
|
params["use_qmc"] = yafray::parameter_t("off");
|
|
|
|
else
|
|
|
|
params["use_qmc"] = yafray::parameter_t("on");
|
Fixed:
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.
2004-11-08 03:55:44 +00:00
|
|
|
// bokeh params
|
|
|
|
string st = "disk1";
|
|
|
|
if (cam->YF_bkhtype==1)
|
|
|
|
st = "disk2";
|
|
|
|
else if (cam->YF_bkhtype==2)
|
|
|
|
st = "triangle";
|
|
|
|
else if (cam->YF_bkhtype==3)
|
|
|
|
st = "square";
|
|
|
|
else if (cam->YF_bkhtype==4)
|
|
|
|
st = "pentagon";
|
|
|
|
else if (cam->YF_bkhtype==5)
|
|
|
|
st = "hexagon";
|
|
|
|
else if (cam->YF_bkhtype==6)
|
|
|
|
st = "ring";
|
|
|
|
params["bokeh_type"] = yafray::parameter_t(st);
|
|
|
|
st = "uniform";
|
|
|
|
if (cam->YF_bkhbias==1)
|
|
|
|
st = "center";
|
|
|
|
else if (cam->YF_bkhbias==2)
|
|
|
|
st = "edge";
|
|
|
|
params["bokeh_bias"] = yafray::parameter_t(st);
|
|
|
|
params["bokeh_rotation"] = yafray::parameter_t(cam->YF_bkhrot);
|
2004-07-13 19:22:41 +00:00
|
|
|
}
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
params["from"]=yafray::parameter_t(
|
2004-07-12 03:20:31 +00:00
|
|
|
yafray::point3d_t(maincam_obj->obmat[3][0], maincam_obj->obmat[3][1], maincam_obj->obmat[3][2]));
|
2004-07-26 00:48:28 +00:00
|
|
|
float fdist = fabs(R.viewmat[3][2]);
|
2004-07-12 03:20:31 +00:00
|
|
|
if (R.r.mode & R_ORTHO) fdist *= 0.01f;
|
2004-06-16 18:44:12 +00:00
|
|
|
params["to"]=yafray::parameter_t(
|
2004-07-12 03:20:31 +00:00
|
|
|
yafray::point3d_t(maincam_obj->obmat[3][0] - fdist * R.viewmat[0][2],
|
|
|
|
maincam_obj->obmat[3][1] - fdist * R.viewmat[1][2],
|
|
|
|
maincam_obj->obmat[3][2] - fdist * R.viewmat[2][2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
params["up"]=yafray::parameter_t(
|
2004-07-12 03:20:31 +00:00
|
|
|
yafray::point3d_t(maincam_obj->obmat[3][0] + R.viewmat[0][1],
|
|
|
|
maincam_obj->obmat[3][1] + R.viewmat[1][1],
|
|
|
|
maincam_obj->obmat[3][2] + R.viewmat[2][1]));
|
2004-07-13 19:22:41 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->addCamera(params);
|
|
|
|
}
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::writeHemilight()
|
|
|
|
{
|
|
|
|
yafray::paramMap_t params;
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["type"] = yafray::parameter_t("hemilight");
|
|
|
|
params["name"] = yafray::parameter_t("hemi_LT");
|
|
|
|
params["power"] = yafray::parameter_t(R.r.GIpower);
|
2004-06-16 18:44:12 +00:00
|
|
|
switch (R.r.GIquality)
|
|
|
|
{
|
|
|
|
case 1 :
|
|
|
|
case 2 : params["samples"]=yafray::parameter_t(16); break;
|
|
|
|
case 3 : params["samples"]=yafray::parameter_t(36); break;
|
|
|
|
case 4 : params["samples"]=yafray::parameter_t(64); break;
|
|
|
|
case 5 : params["samples"]=yafray::parameter_t(128); break;
|
|
|
|
default: params["samples"]=yafray::parameter_t(25);
|
|
|
|
}
|
|
|
|
yafrayGate->addLight(params);
|
|
|
|
}
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::writePathlight()
|
|
|
|
{
|
2004-08-11 23:32:13 +00:00
|
|
|
if (R.r.GIphotons)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
params["type"]=yafray::parameter_t("globalphotonlight");
|
|
|
|
params["name"]=yafray::parameter_t("gpm");
|
|
|
|
params["photons"]=yafray::parameter_t(R.r.GIphotoncount);
|
|
|
|
params["radius"]=yafray::parameter_t(R.r.GIphotonradius);
|
|
|
|
params["depth"]=yafray::parameter_t(((R.r.GIdepth>2) ? (R.r.GIdepth-1) : 1));
|
|
|
|
params["caus_depth"]=yafray::parameter_t(R.r.GIcausdepth);
|
|
|
|
params["search"]=yafray::parameter_t(R.r.GImixphotons);
|
|
|
|
yafrayGate->addLight(params);
|
|
|
|
}
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
params["type"]=yafray::parameter_t("pathlight");
|
|
|
|
params["name"]=yafray::parameter_t("path_LT");
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
params["power"]=yafray::parameter_t(R.r.GIindirpower);
|
2004-06-16 18:44:12 +00:00
|
|
|
params["depth"]=yafray::parameter_t(((R.r.GIphotons) ? 1 : R.r.GIdepth));
|
|
|
|
params["caus_depth"]=yafray::parameter_t(R.r.GIcausdepth);
|
|
|
|
if(R.r.GIdirect && R.r.GIphotons) params["direct"]=yafray::parameter_t("on");
|
|
|
|
if (R.r.GIcache && ! (R.r.GIdirect && R.r.GIphotons))
|
|
|
|
{
|
|
|
|
switch (R.r.GIquality)
|
|
|
|
{
|
|
|
|
case 1 : params["samples"]=yafray::parameter_t(128);break;
|
|
|
|
case 2 : params["samples"]=yafray::parameter_t(256);break;
|
|
|
|
case 3 : params["samples"]=yafray::parameter_t(512);break;
|
|
|
|
case 4 : params["samples"]=yafray::parameter_t(1024);break;
|
|
|
|
case 5 : params["samples"]=yafray::parameter_t(2048);break;
|
|
|
|
default: params["samples"]=yafray::parameter_t(256);
|
|
|
|
}
|
|
|
|
float aspect = 1;
|
|
|
|
if (R.r.xsch < R.r.ysch) aspect = float(R.r.xsch)/float(R.r.ysch);
|
2004-07-14 10:20:56 +00:00
|
|
|
float sbase = 2.0/float(R.r.xsch);
|
2004-06-16 18:44:12 +00:00
|
|
|
params["cache"]=yafray::parameter_t("on");
|
|
|
|
params["use_QMC"]=yafray::parameter_t("on");
|
|
|
|
params["threshold"]=yafray::parameter_t(R.r.GIrefinement);
|
|
|
|
params["cache_size"]=yafray::parameter_t(sbase*R.r.GIpixelspersample);
|
|
|
|
params["shadow_threshold"]=yafray::parameter_t(1.0 - R.r.GIshadowquality);
|
|
|
|
params["grid"]=yafray::parameter_t(82);
|
|
|
|
params["search"]=yafray::parameter_t(35);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
switch (R.r.GIquality)
|
|
|
|
{
|
|
|
|
case 1 : params["samples"]=yafray::parameter_t(16);break;
|
|
|
|
case 2 : params["samples"]=yafray::parameter_t(36);break;
|
|
|
|
case 3 : params["samples"]=yafray::parameter_t(64);break;
|
|
|
|
case 4 : params["samples"]=yafray::parameter_t(128);break;
|
|
|
|
case 5 : params["samples"]=yafray::parameter_t(256);break;
|
|
|
|
default: params["samples"]=yafray::parameter_t(25);break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
yafrayGate->addLight(params);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool yafrayPluginRender_t::writeWorld()
|
|
|
|
{
|
|
|
|
World *world = G.scene->world;
|
|
|
|
if (R.r.GIquality!=0) {
|
|
|
|
if (R.r.GImethod==1) {
|
|
|
|
if (world==NULL) cout << "WARNING: need world background for skydome!\n";
|
|
|
|
writeHemilight();
|
|
|
|
}
|
|
|
|
else if (R.r.GImethod==2) writePathlight();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (world==NULL) return false;
|
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
yafray::paramMap_t params;
|
2004-12-05 03:51:01 +00:00
|
|
|
for (int i=0;i<MAX_MTEX;i++) {
|
2004-07-12 03:20:31 +00:00
|
|
|
MTex* wtex = world->mtex[i];
|
|
|
|
if (!wtex) continue;
|
|
|
|
Image* wimg = wtex->tex->ima;
|
|
|
|
if ((wtex->tex->type==TEX_IMAGE) && (wimg!=NULL)) {
|
|
|
|
string wt_path = wimg->name;
|
|
|
|
adjustPath(wt_path);
|
|
|
|
if (BLI_testextensie(wimg->name, ".hdr")) {
|
|
|
|
params["type"] = yafray::parameter_t("HDRI");
|
|
|
|
params["name"] = yafray::parameter_t("world_background");
|
|
|
|
// since exposure adjust is an integer, using the texbri slider isn't actually very useful here (result either -1/0/1)
|
|
|
|
params["exposure_adjust"] = yafray::parameter_t(int(world->mtex[i]->tex->bright-1));
|
|
|
|
params["mapping"] = yafray::parameter_t("probe");
|
|
|
|
params["filename"] = yafray::parameter_t(wt_path);
|
|
|
|
yafrayGate->addBackground(params);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if (BLI_testextensie(wimg->name, ".jpg") || BLI_testextensie(wimg->name, ".jpeg") || BLI_testextensie(wimg->name, ".tga")) {
|
|
|
|
params["type"] = yafray::parameter_t("image");
|
|
|
|
params["name"] = yafray::parameter_t("world_background");
|
|
|
|
/*
|
|
|
|
// not yet in yafray, always assumes spheremap for now, not the same as in Blender,
|
|
|
|
// which for some reason is scaled by 2 in Blender???
|
|
|
|
if (wtex->texco & TEXCO_ANGMAP)
|
|
|
|
params["mapping"] = yafray::parameter_t("probe");
|
|
|
|
else
|
|
|
|
params["mapping"] = yafray::parameter_t("sphere");
|
|
|
|
*/
|
|
|
|
params["filename"] = yafray::parameter_t(wt_path);
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->addBackground(params);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
params.clear();
|
|
|
|
params["type"] = yafray::parameter_t("constant");
|
|
|
|
params["name"] = yafray::parameter_t("world_background");
|
|
|
|
// if no GI used, the GIpower parameter is not always initialized, so in that case ignore it
|
|
|
|
// (have to change method to init yafray vars in Blender)
|
Bugfixes:
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.
2004-10-26 00:52:12 +00:00
|
|
|
float bg_mult = (R.r.GImethod==0) ? 1 : R.r.GIpower;
|
2004-06-16 18:44:12 +00:00
|
|
|
params["color"]=yafray::parameter_t(yafray::color_t(world->horr * bg_mult,
|
|
|
|
world->horg * bg_mult,
|
|
|
|
world->horb * bg_mult));
|
|
|
|
yafrayGate->addBackground(params);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
#include "RE_callbacks.h"
|
|
|
|
|
2004-12-30 01:34:42 +00:00
|
|
|
bool blenderYafrayOutput_t::putPixel(int x, int y, const yafray::color_t &c,
|
|
|
|
yafray::CFLOAT alpha, yafray::PFLOAT depth)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
2004-12-30 01:34:42 +00:00
|
|
|
unsigned int px = ((R.recty-1)-y)*R.rectx;
|
|
|
|
unsigned char* bpt = (unsigned char*)R.rectot + (px<<2);
|
|
|
|
int x4 = x<<2;
|
|
|
|
int temp = (int)(c.R*255.f+0.5f);
|
|
|
|
if (temp>255) temp=255;
|
|
|
|
bpt[x4] = temp;
|
|
|
|
temp=(int)(c.G*255.f+0.5f);
|
|
|
|
if (temp>255) temp=255;
|
|
|
|
bpt[x4+1] = temp;
|
|
|
|
temp=(int)(c.B*255.f+0.5f);
|
|
|
|
if (temp>255) temp=255;
|
|
|
|
bpt[x4+2] = temp;
|
|
|
|
temp=(int)(alpha*255.f+0.5f);
|
|
|
|
if (temp>255) temp=255;
|
|
|
|
bpt[x4+3] = temp;
|
|
|
|
|
|
|
|
// float buffer
|
|
|
|
if ((R.r.mode & R_FBUF) && R.rectftot) {
|
|
|
|
float* fpt = R.rectftot + (px<<2);
|
|
|
|
fpt[x4] = c.R;
|
|
|
|
fpt[x4+1] = c.G;
|
|
|
|
fpt[x4+2] = c.B;
|
|
|
|
fpt[x4+3] = alpha;
|
|
|
|
}
|
2004-11-18 05:22:18 +00:00
|
|
|
|
|
|
|
// depth values
|
2004-12-30 01:34:42 +00:00
|
|
|
unsigned int* zbuf = R.rectz + px;
|
Added nearly full support for Blender's procedural textures, with the exception
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.)
2004-11-28 02:13:57 +00:00
|
|
|
depth -= R.near;
|
|
|
|
float mz = R.far - R.near;
|
|
|
|
if (depth<0) depth=0; else if (depth>mz) depth=mz;
|
2004-12-30 01:34:42 +00:00
|
|
|
if (mz!=0.f) mz = 2147483647.f/mz;
|
|
|
|
zbuf[x] = (unsigned int)(depth*mz);
|
2004-11-18 05:22:18 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
out++;
|
|
|
|
if(out==4096)
|
|
|
|
{
|
|
|
|
RE_local_render_display(0,R.recty-1, R.rectx, R.recty, R.rectot);
|
|
|
|
out=0;
|
|
|
|
}
|
|
|
|
if(RE_local_test_break())
|
|
|
|
return false;
|
|
|
|
return true;
|
|
|
|
}
|