Commit Graph

228 Commits

Author SHA1 Message Date
7a9ad029dd Remove TexFace, per-face images
TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.

To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.

This is used as a bake-target when not using Cycles too.
2017-05-24 23:38:15 +10:00
78b5d66af8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-14 18:15:57 +03:00
f28376d8d9 Cleanup: style 2017-03-13 04:39:20 +11:00
12e1732f72 Layer Weight node support for Blender Internal Render 2016-12-15 15:03:28 +03:00
508e2f0d69 Fix T49937: Blender is crashing because of Lamp Data Node
Lamp Data node requires shadow sample array which is only enabled when
Shadows are enabled in the shading settings.

This commit prevents crash but might not give expected render results
in such a configuration.
2016-11-08 10:40:21 +01:00
Jack Andersen
861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
a6aaaad979 Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.

Example: {F273060}

Alexander (Blend4Web Team)

Reviewers: brecht, campbellbarton, sergey

Reviewed By: campbellbarton, sergey

Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D909
2016-01-23 15:39:31 +03:00
7f65eb3f53 Fix part of T47025: Shadow pass error: Black shadow.
Skipping computing of shadow pass when diffuse color is pitch black is fine... unless
you actually need/want that shadow pass!

The 'noisy' issue with picture texture remains a bit mysterious to me currently. :/
2016-01-22 19:32:47 +01:00
e2a79e8b6c Cleanup: shadowing (render) 2015-11-23 17:40:10 +11:00
cf5154dcff Cleanup: old comments 2015-11-01 12:49:40 +11:00
ebf197724e Version Bump: 2.76.2, deprecate values
- RegionView3D.view RV3D_VIEW_PERSPORTHO
  only ever set on initialization, never checked for.
- Lamp.type LA_YF_PHOTON
  from old 2.4x yafray files.

Also iniitalize movie-clip + grease-pencil theme colors.
2015-10-23 04:56:37 +11:00
02b7896423 Fix T46260: Shadeless option ignores Object-Color 2015-09-26 01:37:39 +10:00
2ef3c43c5d Fix T45214: BI render: maximum saturation bug in shadow pass with non-shadow lighting.
In case scene lighting would only have non-shadow light source, shadow intensity
would remain to 'pitch black'...
2015-06-28 10:53:07 +02:00
255b07681a Color managed luminance for shader ramp-in-energy 2015-03-19 12:59:36 +11:00
dd38dce7f0 Part 2 of D1082 by Troy Sobotka, remove our functions that do luma
calculations and use the OCIO one instead.
2015-03-17 15:20:33 +01:00
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
202831fc4f Style cleanup 2014-09-30 17:28:29 +06:00
4a26d70e1e Fix T41988: Shadow pass inaccurate calculation 2014-09-29 18:28:24 +06:00
bf8cd9011d Fix T41978: Shadow was not excluded from combined path unless shadow pass was rendered too.
Pretty straightforward, issue probably goes back to (pre)history!
2014-09-28 16:08:33 +02:00
3a40aed3d5 Cleanup: use float versions of functions when in/output are floats 2014-09-24 14:55:02 +10:00
88ee650263 Comments 2014-08-16 10:51:07 +10:00
be755f3873 Fix T41408: Render layer pass bug, second attempt
Missed some passes in the previous commit. Now seems all the passes
are covered, at least with my understanding of the things.

There're some weird things going around with the refraction pass,
but that is caused by some other issue in the code. Would rather
call it a TODO for now.
2014-08-13 22:45:21 +06:00
d425cb06f6 Fix T41408: Diffuse and specular passes were incorrect with combined/color passes disabled 2014-08-12 13:45:55 +06:00
650f1d0a6f Blender Internal: Fix for lamp option "Specular" not working when "Only Shadow" is enabled.
This is followup to rB8008d9bdfd57. Blender Render and GLSL preview
now produce the same results.
2014-06-05 16:08:15 +09:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
1dbd3ae629 Fix T38831: blender internal enabling shadow pass changes material node diffuse.
It would include/exclude shadow depending on the pass being disabled/enabled,
but that should have no influence on the combined render result. Now it always
includes shadow.
2014-02-26 16:55:50 +01:00
f3d13bec6d Code Cleanup: correct fabsf/fabs/abs use 2013-12-04 09:24:38 +11:00
ab9822eff8 Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire information such as light vector from specified Lamp.
For now this provides the following outputs:

- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor

Note: Color output is multiplied by the lamp energy.  Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.

Many thanks to Brecht for code review and discussion!
2013-11-25 22:19:47 +09:00
ba7fd8cd5c Change the behavior of AO pass in Blender internal's shader/render node tree so that it becomes (1.0, 1.0, 1.0) when AO is disabled.
For materials using AO pass, this makes the material preview and the GLSL
preview more accurate, but shouldn't affect final rendering in most cases
because we usually enable AO when using the AO pass in node tree.

Thanks to Brecht for code review.
2013-11-12 10:59:40 +00:00
9467d99405 replace sqrt(dot()) with length functions. 2013-09-03 22:32:03 +00:00
e5f23c00c1 Fix: blender internal transparent shadows were not influenced by object color alpha. 2013-06-28 15:00:05 +00:00
a4b5c05aad Fixes for blender internal viewport render:
* Particles did not render at viewport resolution like meshes.
* Properties editor preview render of hair was crashing, solution is to have
  two separate flags for this preview render and viewport preview render.
2013-05-15 17:09:45 +00:00
4ad289a22d Bugfix #34895
Error in shadowbuffer with halo effect. It had render error when you look straight into
the lamp, with something in front of lamp.

The code that was sampling the shadowbuffer exited too soon (for ray going perpendicular to buffer it should take at least 1 sample).

Code from 90ies. And still got a bug fix. Whoa :)
2013-04-18 16:26:58 +00:00
83fff218cc svn merge ^/trunk/blender -r55700:55776 2013-04-04 13:37:07 +00:00
f7efb51054 Fix #34803: blender internal SSS rendering black/nan with negative texture colors. 2013-04-02 17:49:31 +00:00
40449b1994 Merged changes in the trunk up to revision 53280. 2012-12-23 00:23:11 +00:00
b2c66e268f replace MIN/MAX 3,4 with inline functions 2012-12-21 05:07:26 +00:00
a462d69bbf Another big patch set by Bastien Montagne, thanks a lot!
* Made Freestyle optional (turned on by default).

* Fix for missing bpath.c updates in the previous merge of trunk changes.
2012-12-20 07:57:26 +00:00
53840c7db5 Merged changes in the trunk up to revision 52546.
Conflicts resolved:
release/datafiles/startup.blend
release/scripts/startup/bl_ui/space_view3d.py
source/blender/blenkernel/intern/idcode.c
2012-11-26 02:32:34 +00:00
1b32f258e7 ifdef'd gcc diagnostic pragma's to quiet msvc and others. 2012-11-23 10:03:50 +00:00
9bdfa2f9e7 Merged changes in the trunk up to revision 51863. 2012-11-04 12:46:48 +00:00
fae6c35ca7 code cleanup: quiet -Wdouble-promotion, disabled this warnings for a few files since its done throughout the code in some places. 2012-11-04 07:18:29 +00:00
15ed834343 Merged changes in the trunk up to revision 51718.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/makesrna/intern/rna_scene.c
release/datafiles/startup.blend
2012-10-29 01:09:12 +00:00
f70d2c65d8 rename api functions...
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23 13:28:22 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
7deb8d8a26 code cleanup: spelling 2012-10-20 20:36:51 +00:00
55015daa43 Merged changes in the trunk up to revision 51448.
Conflicts resolved:
source/blender/blenkernel/CMakeLists.txt
source/blender/blenloader/intern/readfile.c
source/blender/editors/mesh/editmesh_tools.c
source/blender/makesrna/intern/rna_main_api.c
2012-10-20 16:48:48 +00:00
504180674e style cleanup: bge 2012-10-15 04:16:34 +00:00
e8872a8ea2 style cleanup: if(); 2012-10-07 09:48:59 +00:00