effect for a render engine using new shading nodes. In short:
* No longer uses images assigned to faces in the uv layer, rather the active
image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
the texture tab in the properties editor. These do not use new shading nodes
yet.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
to be used by cycles. For testing there's a panel in the node editor if you set
debug to 777, didn't enable it because I'm not sure it's very useful there.
===========================
Commiting camera tracking integration gsoc project into trunk.
This commit includes:
- Bundled version of libmv library (with some changes against official repo,
re-sync with libmv repo a bit later)
- New datatype ID called MovieClip which is optimized to work with movie
clips (both of movie files and image sequences) and doing camera/motion
tracking operations.
- New editor called Clip Editor which is currently used for motion/tracking
stuff only, but which can be easily extended to work with masks too.
This editor supports:
* Loading movie files/image sequences
* Build proxies with different size for loaded movie clip, also supports
building undistorted proxies to increase speed of playback in
undistorted mode.
* Manual lens distortion mode calibration using grid and grease pencil
* Supervised 2D tracking using two different algorithms KLT and SAD.
* Basic algorithm for feature detection
* Camera motion solving. scene orientation
- New constraints to "link" scene objects with solved motions from clip:
* Follow Track (make object follow 2D motion of track with given name
or parent object to reconstructed 3D position of track)
* Camera Solver to make camera moving in the same way as reconstructed camera
This commit NOT includes changes from tomato branch:
- New nodes (they'll be commited as separated patch)
- Automatic image offset guessing for image input node and image editor
(need to do more tests and gather more feedback)
- Code cleanup in libmv-capi. It's not so critical cleanup, just increasing
readability and understanadability of code. Better to make this chaneg when
Keir will finish his current patch.
More details about this project can be found on this page:
http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011
Further development of small features would be done in trunk, bigger/experimental
features would first be implemented in tomato branch.
update signal for this was missing. Problem is that the operator properties
RNA update callback doesn't know the associated keymap item, worked around it
with UI template now.
from Andy Braham (andybraham)
This adds support for empties to reference images and draw in the 3D view.
Modifications from the original patch.
- use an empty draw 'image' type
- use image aspect ratio for non-square-pixels
- when the image is not found, still draw the frame.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
- set_frame() --> frame_set()
- set_context_pointer() --> context_pointer_set()
material adding works for curves and metaballs, new function to remove materials.
materials.link() didnt well fit how this is used elsewhere
- order matters
- it can be linked more than once.
- remove(material), isnt that useful since you need to manage indicies.
... use list style functions instead. materials.append(mat) / materials.pop(index)
eg:
row.prop_search_self(scene, "active", "keying_sets", text="")
...becomes
row.prop_search(scene.keying_sets, "active", scene, "keying_sets", text="")
This is more flexible since it works for other UI functions too.
layout.prop_search_self(), the same as layout.prop_search() except it uses an attribute of the collection.
A number of collections have an 'active' member which couldnt be used with prop_search() and meant we had a mix of active properties being in collections and directly added as properties.
layout.prop_object() --> prop_search().
The internal name is uiItemPointerR, in python this can translate into into an Object, however this is misleading.
It can be confused with a blender Object and uiItemPointerR can also be used for strings.
- remove brush array for each Paint struct, just use a single brush pointer.
- removed rna function based template filtering.
- filter brushes using a flag on the brush and the pointer poll function.
- set the brushes using a new operator WM_OT_context_set_id().
TODO
- remake startup.blend, currently brush groupings are lost.
- rewrite WM_OT_context_set_id() to use rna introspection.
Fairly closely match some mac application colin has called 'Looks', to give better results.
- lift is now applied non linear (was being added to the color)
- change the color wheel to preserve the luminance of the gamma and gain values, this stops the color from being set too dark (option for the color wheel template).
- sub-pixel precission for the color wheel since the white area at the center can make a lot of difference with a very small change.
This change will make existing node and sequencer setups lift render slighly differently however discussed this with Ton and he's ok with it.