Commit Graph

635 Commits

Author SHA1 Message Date
9dd1bcfdfb Render instancing can now also handle the same object in multiple,
non-animated dupligroups.
2008-01-21 22:10:14 +00:00
14241f8349 Fixes:
- Particle system distribution wasn't flushed properly for non-edited hair.
- For instances in the renderer, also count their verts and faces in the stats.
- Fix for error in the "surface diffuse" formula for strand shading.
2008-01-21 14:18:24 +00:00
c8841a7f2f Added new render pass: "Mist".
This is actually just the alpha value as currently being calculated
by the mist code. It is in many cases not very useful to have this as
alpha in shading result, also for postprocess and composite.

Note: this pass also works with "Mist" not set in World, of course.
2008-01-19 11:17:12 +00:00
afc53a1eba Bugfix: particle settings didn't automatically link in associated
objects or groups.
2008-01-18 14:30:26 +00:00
8cdfe865ec Approximate Ambient Occlusion
=============================

A new approximate ambient occlusion method has been added, next to the
existing one based on raytracing. This method is specifically targetted
at use in animations, since it is inherently noise free, and so will
not flicker across frames.

http://www.blender.org/development/current-projects/changes-since-244/approximate-ambient-occlusion/
http://peach.blender.org/index.php/approximate-ambient-occlusion/

Further improvements are still needed, but it can be tested already. There
are still a number of known issues:

- Bias errors on backfaces.
- For performance, instanced object do not occlude currently.
- Sky textures don't work well, the derivatives for texture evaluation
  are not correct.
- Multiple passes do not work entirely correct (they are not accurate
  to begin with, but could be better).
2008-01-17 19:27:16 +00:00
16a37bcd31 Bugfix for "ghost feathers" trailing one frame behind the character.
The derivedmesh and particle system needed to be evaluated at render
level before creating dupliparticles.
2008-01-17 12:02:15 +00:00
243f4530ef Bugfix for emitter with dupli particles not drawing in group. 2008-01-17 11:07:45 +00:00
4e4e69050c Dupli Bugfixes!
It seems everytime I try to fix something here I break something
else, but anyway, another try at getting this to work properly.

Fixes for:
- Getting dupliverts/faces derivedmesh with orco caused wrong results
  on meshes in linked dupligroups with proxy, because modifier stack
  was revaluated with wrong object matrix, now gets orco another way.
- Fix render instances being hidden when original object was not added
  to the object render list.
- Changed the way object instances find their original objects, now
  works the other way around, original objects look for their instances
  instead.

There's probably issues still with recursive dupligroups..
2008-01-16 23:08:19 +00:00
826ff978cb Bugfix
[#6861] Black dots when using small lamps on Mirror materials in 2.44 and 2.43.
some values were not initialized properly, for example, the window coordinates for reflections, this caused NAN color values for some pixels, (may also fix plumiferos bad pixel problem from last bconf)
2008-01-13 11:15:23 +00:00
f62477fe27 - Bugfix to make dupli particles for hair respect render amount.
- Allow Random and Even distribution settings to be set after hair
  is made editable, since they also affect children.
2008-01-10 21:44:16 +00:00
ead7a33247 Misc Render Features
====================

- "From Dupli" option for orco and uv texture coordinates. For dupliverts,
  duplifaces and dupli particles, this uses the orco and uv at the point
  on the parent surface. Can for example be used for texturing feathers
  and leafs. Note that uv only works for duplifaces and particles emitted
  from faces, these are not defined at vertices.

- "Width Fade" option for strand render, to fade out along the width of the
  strand. Committing this so it can be tested, might be changed or removed
  even, if it doesn't give nice results.
2008-01-09 14:40:25 +00:00
5efa093dfc Bugfix for difference between surface and particle orco. 2008-01-07 09:47:52 +00:00
33ffc99664 Fix for use of uninitialized variable in shadow caching, could
sometimes give 1 nan pixel.
2008-01-05 21:56:28 +00:00
c2eeae8e64 - Further fixes for duplivert rendering inside a dupligroup.
- Fix for integer overflow when allocating a lot of particles
  (9 million * 8 keys * sizeof cache key).
2008-01-04 21:12:48 +00:00
2f7dad7df7 - Make dupliverts inside a dupligroup render and draw as instances.
- Possible fix for a dupli render memory leak, but i'm not sure.
2008-01-04 17:48:07 +00:00
56faf73e3c - Bugfix for flickering shadow with strand simplification.
- On non-edited hair, don't generate child particles for
  each step, only at the end.
- Small optimization in the kd-tree.
2008-01-03 22:43:51 +00:00
a42e548e81 removed some more header files, made the game engine compile with removed header files, added includes to SConstruct files. 2008-01-01 19:20:49 +00:00
58bf29e389 removed blenderdef.h, BIF_*, BDR_* and BSE_* header files (except for BIF_gl.h and BIF_glutil.h) 2008-01-01 18:16:10 +00:00
3c1ad6a295 * Displacement map baking
This is an extension on the work Brecht already did to implement normal map baking. I've updated the release notes page here with info and pics:

http://www.blender.org/development/current-projects/changes-since-244/render-baking/
2007-12-29 05:17:19 +00:00
0f2b2e3c60 Strand Render Simplification
============================

- Strand render now has options to remove child strands as
  the object's faces becomes smaller, in the Simplification
  particle panel.
- "Reference Size" is the approximate size of the object on
  screen, after which simplification starts.
- "Rate" is how fast strands are removed.
- "Transition" is the percentage of strands being faded out as
  they are removed.

- Another "Viewport" option removes strands on faces that are
  outside of the viewport. "Rate" again controls how fast these
  are removed.

- Strand render in Blender Units now has an adjustable minimum
  width. Below this minimum width, strands start fading out
  instead of getting smaller.
2007-12-20 16:35:27 +00:00
84b58f8653 Particles
=========

- The render and realtime button for the particle system modifier
  and the enabled button for particles now work seperate again,
  made a bad design decision to tie them together. Now with only
  the render button and not realtime enabled it renders.
- Fix for bug #7948: particle mode crash while constraining axis.
- Fix for bug #7945: crash loading effector groups from an old file.
- Fix for bug #7942: crash for reactor particles emitting from particles.
2007-12-18 16:55:09 +00:00
25a434fd25 Threaded Shadowbuffers Creation
===============================

- One shadowbuffer per thread.
- Added more break tests in shadow buffer code.
- Removed R.clipcrop global, solution is not nice yet, but at
  least threadsafe.
- Fixed bug in strand render shadow buffer code.
2007-12-17 21:04:22 +00:00
460dd7a7bb Render Instancing
=================

Big commit, but little user visible changes.

- Dupliverts and duplifaces are now rendered as instances, instead
  of storing all of the geometry for each dupli, now an instance is
  created with a matrix transform refering to the source object.
  This should allow us to render tree leaves more memory efficient.

- Radiosity and to some degree raytracing of such objects is not
  really efficient still. For radiosity this is fundamentally hard
  to solve, but raytracing an octree could be created for each object,
  but the current octree code with it's fixed size doesn't allow this
  efficiently.

- The regression tests survived, but with I expect that some bugs will
  pop up .. hopefully not too many :).

Implementation Notes
====================

- Dupligroups and linked meshes are not rendered as instances yet,
  since they can in fact be different due to various reasons,
  instancing of these types of duplis that are the same can be added
  for them at a later point.

- Each ObjectRen now stores it's own database, instead of there being
  one big databases of faces, verts, .. . Which objects that are actually
  rendered are defined by the list of ObjectRenInstances, which all refer
  to an ObjectRen.

- Homogeneous coordinatess and clipping is now not stored in vertices
  anymore, but instead computed on the fly. This couldn't work for
  instances. That does mean some extra computation has to be done, but
  memory lookups can be slow too, and this saves some memory. Overall
  I didn't find a significant speed impact.

- OSA rendering for solid and ztransp now is different. Instead of e.g.
  going 8 times over the databases times and rendering the z-buffer, it
  now goes over the database once and renders each polygon 8 times. That
  was necessary to keep instances efficient, and can also give some
  performance improvement without instances.

- There was already instancing support in the yafray export code, now it
  uses Blender's render instances for export.

- UV and color layer storage in the render was a bit messy before, now
  should be easier to understand.

- convertblender.c was reorganized somewhat. Regular render, speedvector
  and baking now use a single function to create the database, previously
  there was code duplicated for it.

- Some of these changes were done with future multithreading of scene
  and shadow buffer creation in mind, though especially for scene creation
  much work remains to be done to make it threadsafe, since it also involves
  a lot of code from blenkernel, and there is an ugly conflict with the way
  dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
51322964f4 Particles
=========

- Normalize strand coordinates over the length of the strand, not
  cut off when with e.g. length texture control.
- Weight paint and particle mode x-mirror now works with deformation
  and shape keys active.
- X-ray is now disabled in particle mode, messed up depth tests.
2007-12-06 17:43:47 +00:00
29d87d64ca Particles
=========

- Texture orco coordinates for particles are now actual orcos instead
  of just the vertex positions, which means they are the same under
  deformations and the same as the ones on the mesh.
- Particle distribution now uses these orcos to get consistent
  distributions independent of deformation.
- This required changing the way orco's are computed for meshes. Now
  instead of generating an orco derivedmesh separately, the derivedmesh
  is generated alongside the regular one and stored in an orco custom
  data layer.
2007-12-05 12:40:54 +00:00
32a8b4f8e6 Particles
=========

- Fix crash in particle transform with the particle system not editable.
- Particle child distribution and caching is now multithreaded.
- Child particles now have a separate Render Amount next to the existing
  Amount. The render amount particles are now only distributed and cached
  at render time, which should make editing with child particles faster.

- Two new options for diffuse strand shading:
	- Surface Diffuse: computes the strand normal taking the normal at
	  the surface into account.
	- Blending Distance: the distance in Blender units over which to
	  blend in the normal at the surface.
- Special strand rendering for more memory efficient and faster hair and
  grass. This is a work in progress, and has a number of known issues,
  don't report bugs to me for this feature yet.

More info:
http://www.blender.org/development/current-projects/changes-since-244/particles/
2007-12-04 13:57:28 +00:00
4ba215478f Italian community request: Area light fix!
http://peach.blender.org/index.php/area-light-fix-light-not-shadow/

Now, for every possible shadow sample, an area light calculation is 
done from that position.
2007-12-01 17:55:16 +00:00
04a009b047 Point cache was reset in many updates where it shouldn't have been reset.
Preview render crashed with "only render" children.
2007-11-30 07:41:22 +00:00
561319989e Render Baking
=============

A new "Selected to Active" option in the Bake panel, to (typically) bake
a high poly object onto a low poly object. Code based on patch #7339 by
Frank Richter (Crystal Space developer), thanks!.

Normal Mapping
==============

Camera, World, Object and Tangent space is now supported for baking, and
for material textures. The "NMap TS" setting is replaced with a dropdown
of the four choices in the image texture buttons.


http://www.blender.org/development/current-projects/changes-since-244/render-baking/
2007-11-28 22:21:12 +00:00
da3c35db47 Particles
=========

- Bugfix: synchronize modifier enable with particle enable flag to
  prevent crash.
2007-11-27 12:34:59 +00:00
e39b5f790d Particles
=========

- Fix for bug #7832: boids physics crashed.
- Bugfix for child particles not getting orco texture coords.
- Allow smaller strand sizes in blender units.
- Fix for a common but harmless uninitialized value warning in
  valgrind, in the event queue.
2007-11-27 09:59:18 +00:00
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
885593ca21 Fix for bugs #6709 and #7005:
- SSS not working with negative scale objects.
- Fluids + SSS not always rendering smooth normals correct.
2007-11-23 14:10:05 +00:00
90daa8f811 * Extra lamp falloff options, including custom curve!
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.

* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance

* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance

* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.

* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.

But much better for precise control over the lamp falloff now is:

* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.

Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg

http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg

http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
c5ef3006b6 * AO bugfix - Constant QMC sampling wasn't getting initialised for bake rendering, causing a crash. 2007-09-11 00:26:15 +00:00
0ba5295404 * QMC Raytracing
This introduces QMC sampling for use in glossy reflections/refractions, soft raytraced shadows, and ambient occlusion.

This work includes many new features and speed-ups, so check out the nice docs here:

Glossy Reflection/Refraction
http://www.blender.org/development/current-projects/changes-since-244/glossy-reflectionrefraction/

Raytraced Soft Shadows
http://www.blender.org/development/current-projects/changes-since-244/raytraced-soft-shadows/

QMC Sampling
http://www.blender.org/development/current-projects/changes-since-244/qmc-sampling/

Many thanks to Brecht van Lommel for some initial code snippets and for reviewing the patch, and especially to Alfredo de Greef who gave me a lot of guidance and help along the way!
2007-09-07 03:48:50 +00:00
c4114780d4 Little code cleanup.
bsystem_time was being called with an extra variable, which was useless. Most of the places that called it, were passing NULL for that variable anyway.

I've also cleaned up that function a bit, but the underlying problems with that part of the code still exist (EVIL GLOBALS that are exported for frame_to_float), for mblur and fields rendering features. That remains for another time.
2007-08-05 09:21:29 +00:00
d63da45ca8 Refactor the raytracing code to split the tracing and shading parts into
two separate files, raytrace.c and rayshade.c. The tracing code can now
be used separately from the renderer (will be used in a later commit),
and the raytracing acceleration structure can now also be easily replaced,
if someone wants to experiment with that.
2007-07-26 13:38:24 +00:00
33466557fc Disable SSS better for preview rendering, so it does not slow down
other preview renders at all.

Also added a flag to enable/disable SSS per scene. There is no
button for it yet, the Render panel has no space left .. will find
a place for it later.

The subversion number was also increased to enable the flag for
older .blends.
2007-05-17 16:51:09 +00:00
a8a8742f1c Showstoppper... mballs didn't get remade correct after render... it was
showing the orcos (size usally smaller).
2007-05-10 17:27:40 +00:00
0d51eb6ceb Bugfix #6663 yesterday, error: forgot to put back in if() for freeing data 2007-05-09 14:12:29 +00:00
e05125b9bd Bugfix #6663
Metaballs, when in editmode, didnt show correct after a render (it was
drawing render resol then).

The code here was confused some... this works, although it will take a
bit more cpu cycles when render resol = display resol. No biggie.
2007-05-08 18:51:40 +00:00
3a8c6c81d8 Subsurface scattering:
Documentation on the settings, known limitations and implementation
info can be found here:
http://www.blender.org/development/current-projects/changes-since-243/subsurface-scattering/
2007-05-03 21:37:52 +00:00
c24aa10561 Made it so blender has an active render layer for Uv and Vertex color mesh layers.
This means changing the active UV/VCol layers wont change what renders.
needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer.

boxpack2d.py - redoen in C now, dont need python version.
2007-05-02 00:01:23 +00:00
7f9c872169 Bugfix, plumiferos report:
Strand texture coords (static particles) did not precisely go from -1 to 1
when random lifetime was used.
2007-04-25 16:12:34 +00:00
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
f82e278528 Bugfix #6181
An acos() getting a negative value caused 'ray trace shadow bias' to go
wrong (and object render entirely black). Only in very rare cases... but
nevertheless a nice discovery fixing other unpredictable issues.
(Symptom: entire object renders black)
2007-03-12 14:25:44 +00:00
dafdc0e836 * Fix for Bug #6091:
Ambient Occlusion baking uses hidden objects
2007-03-01 10:22:16 +00:00
44cb770af4 Bugfix #6115
Render crash: "Stars" render didn't survive scenes without a camera.
2007-02-26 19:58:20 +00:00
7d3e392cbf Bugfix #5919
Baking error: dupligrouped objects were not included in database for
bake. That should be, it can be used as shadow casters or AO casters.
2007-02-06 15:35:06 +00:00