Commit Graph

635 Commits

Author SHA1 Message Date
7e7791755a Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9 2008-07-03 10:38:35 +00:00
3f488f4d70 * Fix for a crash in game engine vertex array drawing with texfaces.
* For 2D filters, don't require opengl 2.0 but just the extensions,
  so it works on computers without full 2.0 support too.
* In debug mode, don't print memory statistics for preview render.
2008-06-18 10:30:14 +00:00
a2192ffa09 made the quad split-direction options force splitting since planer quads with UV distortion would get very different results depending on the split direction. 2008-06-07 22:44:18 +00:00
49abcc980c Added shadow baking 2008-06-05 22:07:59 +00:00
f2407fec55 Apricot feature, thats fit for trunk.
Baking would split non-planer quads in an unpredictable way, which is fine for rending but game engines often use a fixed order (0,1,2), (0,2,3) or (1,2,3) (1,3,0).
Added an option to use a fixed order when baking.
2008-06-05 18:26:34 +00:00
540c0e0795 uvcalc_lightmap would raise an error on meshes with no faces.
auto-threads wasnt working for baking.
2008-05-14 16:40:25 +00:00
bee5b1137e Fix for bug #9489: particle uv coordinates were not correct
for children from particles on subsurf.
2008-04-22 10:34:41 +00:00
6da7b60cd3 Attempted fix for bug #8349: QMC raytracing being very slow on some
computers, probably due to slow multithreaded malloc. Now each render
thread keeps a list of qmc samplers that it fills as needed while
rendering (since it is hard to predict the actual amount needed in
advance due to ray recursion).
2008-04-14 10:14:59 +00:00
c2ae2b51cf Fix for bug #8769: SSS materials were sometimes not rendered with nodes
due to recent bugfix.
2008-03-27 11:44:36 +00:00
8e126216b0 added mesh.getTangents() to the python api 2008-03-14 18:53:51 +00:00
3f9f89fc18 Bugfix: baking selected to active did not include materials with
Traceable disabled.
2008-03-14 10:56:09 +00:00
93f8961cdb Bugfix for cloth vectorblur (back to normal) 2008-03-14 01:07:09 +00:00
4d3c9e88ed Fixing compiler wanring 2008-03-13 14:38:29 +00:00
691e2d5ca8 Temporary bugfix [#8474]: Smaller fluid objects had no velocity assigned for vectorblur usage. All zero elements now get the average velocity assigned. I tried to fix the real source - but that seems to be somewhere in the fluids code not reachable by me 2008-03-13 01:24:59 +00:00
598e075717 Baking now does material texture anti-aliasing if the OSA button is
enabled, result of that is mainly visible for image textures.
2008-03-12 20:22:05 +00:00
33a6bf610e Cloth bugfix for 1. reset of cloth sim during render with vector blur when cache was not protected, 2. fix of bad vector blur for cloth, put fluidsim like function in to get real speed vectors 2008-03-12 01:42:39 +00:00
7f6889a63b Bugfix: render instancing didn't work correct with layer ipo's,
each instance should have it's own layer.
2008-03-11 12:29:59 +00:00
5b3dc15880 Normal map tangents are now not always averaged at vertices anymore,
but only when the UV's are connected. That fixes some artifacts when
baking and using tangent space normal maps. It does mean increased
memory usage because it now stores 4 tangents per face like UV's,
and increased processing time, but there's no simple way around that.
2008-03-07 15:38:56 +00:00
94f8db96d9 Bugfix: shaded mode or baking could crash, didn't always create
memarena but it's being used now in more places so needs to be
created always.
2008-03-05 17:19:57 +00:00
f975d29704 Restored code from over a year ago, tests to allow anti-aliased
shadowbuffers. At the time the results were not satisfying enough,
but we now suffer a shadow problem that might well be solved with
this feature.

Problem:
Temporal aliasing of shadowbuffers when small details move (like strands).

In this case it doesn't work to simply increase the shadowbuffer size,
because strands are pixel-sized. Huge shadowbuffers make strand shadows
almost disappear. So... the shadowbuffer resolution has to be not too high.

Instead of increasing the buffer size, we then create multiple buffers,
each on different subpixel positions (a bit like "FSA" :).

So! Shadowbuffer sampling then works as follows;

1) You take multiple samples in the shadowbuffer, on different locations
   inside (or around) the rendered pixel. 
   That option was aready available as "Samp" button in Lamps

2) Set amount of sample buffers. It is default 1, but can be 4 or 9.

The results of setting it to '4' or '9' buffers you can see here:
http://www.blender.org/bf/filters/index3.html

Actually, deep shadowbuffers could solve it probably too! Anyhoo...
2008-03-05 10:03:31 +00:00
4ba2162e63 Bugfix: the shadow samplenr increment to reuse shadow results in
the renderer could lead to results being reused for unrelated
points, result was one wrong pixel or strand per part. Now instead
of setting the sample counter to 0 multiple times, it keeps a global
counter per thread for the whole render.
2008-03-04 19:58:22 +00:00
27c9fb7c6b Fix for bug #8410: dupliframes didn't render. 2008-03-03 17:16:29 +00:00
34fbc56c1c Fix for bug #8357: metaball rendering + radiosity was broken. 2008-02-28 18:54:25 +00:00
8da0b6937d Fix for dupli rendering bug, with a duplicating particle system using
groups that were not in the scene. Also commented the code better.
2008-02-27 11:50:20 +00:00
995262728f Fix for bug #6854: meta object crash with preview render. Meta objects
were using an ugly trick to store render orco's, but there's really no
reason for it, now it works like other primitives.
2008-02-26 16:20:36 +00:00
28fb578048 Fix for bug #8329: approximate AO with shadow disabled gave artifacts. 2008-02-22 19:29:15 +00:00
ed385dd5ce Fix for mistake in last commit, using wrong flag. 2008-02-22 15:09:24 +00:00
d7088ce825 Bugfix: objects in groups with texture mapping Object now get texture
coordinates from the object as if they were in their original position,
untransformed by dupligroups or dupliverts. Otherwise the textures of
such objects would change depending on their position.
2008-02-22 13:21:42 +00:00
70befde9e9 Fix for bug #8014: in some cases text objects would not render without
being shown in the 3d view first.
2008-02-21 15:09:12 +00:00
1695c8fe5d Fix for bug #6897: radiosity or autosmooth + displace gave different results
than regular displace.
2008-02-20 20:37:20 +00:00
0e1ae457ec Bugfix for duplivert render instancing with certain dupligroup setups. 2008-02-20 14:10:41 +00:00
fb2e03c539 Bugfix for own mistake in recent commit, halo render could crash
with no material assigned.
2008-02-18 13:05:27 +00:00
10529ca743 Fix for bug #8044: vertex colors weren't supported for hair. 2008-02-17 22:42:03 +00:00
2c11523b39 Fix for bug #8285 and #8286: halo crashes with environment maps and
render instancing.
Fix for vector blur alpha blending bug due to my recent bugfix, as
reported on bf-committers.
2008-02-16 18:49:54 +00:00
5e9457b5e2 Bugfix for unnecessary missing object warnings for speed vectors,
caused by optimization that doesn't compute vectors for objects that
don't need them.
2008-02-15 15:29:43 +00:00
ffa0fd2f2e - Fix for bug #8264: SSS turned off by "default" render settings button,
I also added a button to control enabling/disabling SSS for render.
- Fix for potential halo sorting crash.
- Add a newline at the end of a file to remove gcc warning.
2008-02-13 14:29:06 +00:00
78c3692b2e Fix for bug #7863: AO made normal map baking unnecessarily slow.
Fix for bug #8226: approximate AO doesn't bake.
2008-02-13 13:25:19 +00:00
c5c53b0f2d Bugfix: FSA enabled in compositing scene but disabled in other
scenes could crash, there was code to make sure osa level is
the same in all scenes, but that was set too late, after sample
tables are created.

Fix for some unitinialized vector warnings with FSA, these were
harmless, unfortunately.
2008-02-11 11:00:09 +00:00
727f9ff727 == Multires ==
Fixed bug #8215, Crash with shaded view + multires mesh
2008-02-09 20:50:25 +00:00
cd0262b635 Small render engine optimization: don't create objects in prev/next
frames if they are not part of a renderlayer that has a vector pass.
2008-02-07 16:29:08 +00:00
33a23853e1 fix for bug [#8065] Crash when baking.
http://projects.blender.org/tracker/index.php?func=detail&aid=8065&group_id=9&atid=125

Lamp ray_samp_method could be an invalid value while rendering because a check was only done in the user interface.
2008-02-03 20:57:52 +00:00
baf7be9e46 Memory usage debugging: now with the -d debug option enabled, at the end
of rendering it prints memory usage for images and all memory blocks.
2008-02-01 12:14:15 +00:00
33656dfa83 - Bugfix for ztransp not being filled into the z-pass after FSA changes.
- Bugfix for speedvectors being not properly set for some strands.
2008-01-30 13:35:28 +00:00
8e94028ed5 Bounding box clipping in the render engine.
Now bounding boxes are computed per object, and checked first before
zbuffering objects. For strands, bounding boxes are computed per
original face in the mesh. Overall the speed improvement from this 
is quite small (zbuffering is rarely the bottleneck), but it seems a
sensible thing to do anyway.
2008-01-29 12:20:42 +00:00
703f248ab4 New rendering option: FSA!
This completes the pipeline make-over, as started in 2006. With this
option, during rendering, each sample for every layer and pass is being
saved on disk (looks like non-antialiased images). Then the composite 
and color correction happens, then a clip to 0-1 range, and only in end 
all samples get combined - using sampling filters such as gauss/mitch/catmul.

This results in artefact-free antialiased images. Even Z-combine or
ID masks now work perfect for it! 

This is an unfinished commit btw; Brecht will finish this for strands.
Also Halo doesnt work yet.

To activate FSA: press "Save Buffers" and the new button next to it. :)
2008-01-28 16:33:59 +00:00
02145966a8 Fix for strand render + simplification + vector blur. With the number
of strands changing between frames, vector blur couldn't work. Now
speed vectors are interpolated from the surface. This also means
child particles don't have to be computed in the previous and next
frames, so saves time too.
2008-01-24 13:11:15 +00:00
52404cd114 Minor render memory usage optimization, removed layer and
radface from VlakRen, saves about 100mb for 10 million faces.
2008-01-23 13:35:51 +00:00
d4ae72c7c9 Bugfix in render instancing for missing leaves. 2008-01-23 11:51:18 +00:00
82b0ee69e5 Bugfix for another issue with last render instancing commit,
objects could get created multiple times.
2008-01-22 12:10:59 +00:00
ec04c09365 Fix for error in approximate AO in last commit, made it really slow.
Also, duplis are now taking into account, the proper way to exclude
them is to set the material to be not traceable.

Removed an unnecessary pointer from the VlakRen struct to save some
memory, not really that significant, but still, saves 70 mb for 10
million faces.
2008-01-21 23:17:19 +00:00