The new Material "LightGroups" only worked with lamps in visible layers.
Now also lamps from the group that are not visible are included for
rendering, ensuring that a lightgroup always works on that material,
disregarding layer settings (unless lamp is type 'layer lamp').
Sequencer:
Removing feature that allowed live updates of render progress while using
scene strips. In 2.41 and older this also happens invisible, and ESC from
it works now anyway.
Two reasons:
- it is quite annoying, especially on quit renders
- new 'render to window' conflicts too much with the sequencer window
option that shows previews (in code as well as functional!)
When faces (like in cubes) have exactly 90 degrees angles with other
faces, the check for a vertex-normal flip became random, caused by the
infamous bad floating point resolution.
Solved with including FLT_EPSILON in the check.
Also: minor optimize for readability and removed dutch function name
(contrpuntnorm -> check_vnormal)
Material option "Only shadow" didn't work 100% anymore since shadowbuffer
returns 0.0 (shadow) on backfacing normals.
Added extra test in code to solve this.
Lens flare: error in counting visibility per halo-flare in the to-be
cropped area of tiles. Halos now don't render in the 2 pixels exta outline
per tile, which is only used by faces anyway.
When using multiple RenderLayers, each with own 'edge render', the buffer
holding edge pixels wasn't cleared from scratch, so the edges of previous
layers were showing too.
The Stucci texture now returns an 'intensity' value too, this wasn't too
interesting though... not reflecting all options for the texture itself.
Now it shows better in preview renders.
solution could have been much simpler, but since that would have required
altering blender code (only a single line though)...
also fixed a minor bug reported in the yafray forums, when spotlights had the
shadowbuf flag set and then switching to yafray, yafray still rendered
shadows which to user was unexpected since there was no shadow flag enabled
in the yafray lamp panel, so now ignores the blender flag.
Creating texture coordinates for Curve bevels didn't allocate a correct
sized memory block when both U and V directions of a bevel are circular.
This will also fix "UV orco" for such curves (like donut shapes).
Silly: when using vector blur on a curve or text object, without having a
material assigned to it, the default material didn't get initialized OK
for vector blur, causing random streaks.
In windows, without temp path set, the 'save buffers' render option crashes.
I've coded a blenlib BLI_is_writable(char *filename) to check for such
cases. This is not much needed in Blender, since the open() command is
checked for. However, file saving happens deep inside the C++ exr lib, and
it throws an exception crash when a file cannot be written.
naming convention for Compositing:
- Render Result node -> Render Layers node (name only appears in Add menu)
- Compositor image -> Viewer Node image
I've also added a version patch (2.41 saved files only) to rename existing
"Compositor" Images.
More Sequence render fixes:
- on load of .blend file, with Sequencer invoking a sequence render, the
header window matrix was not set, giving "Insane icon" prints
- option "Do Sequence" had no re-display call in end
- removed "Unified" button, replaced with "HD" preset for 1920x1080 output
- removed the unused "Pass" options
- removed the unused "Strands" render-layer option
Because the internal render pipe supports this already; added two more
render-layer options:
- "Sky", to enable/disable sky render in a layer (this was part of "Solid"
before, not so correct... to ensure previously saved files work, the
"Sky" option is set by default when "Solid" was set. The version patching
will do this temporally always, until we've bumped up version to 2.42
- "Edge", to enable/disable edge render in a layer. Nice for compositing.
Also in this commit: fixed warnings for exported functions for the new
Node Editor pull-down menus.
Code to allow "Env" material to mask out ztransp gave bad AA on edges of
solid faces, when transparant was behind it.
Recoded "Env" to use index -1 in the polygon index buffer, and restored
code that caused the bad AA.
NOTE: stucci didn't return 'intensity' since blender 1.0, something that
alsways caused headaches all over (all other textures do per definition).
But, allowing stucci to return 'intensity' would break old files.
To make it work for preview, I had to solve this once. Done with a version
patch, so old files (including current 2.41!) won't read with color channel
active for Stucci textures.
(Preview.blend I saved as a 2.42 file btw!)
By default it is disabled (depth 0.0), so rendering is as usual.
The meaning of "depth" and "falloff" will be extensively shown in the
release log pages. Coming soon!
(Patch provided by Ed Halley)
Next to the "DispWindow" there are now two new choices:
- Display render output to Image Editor
- Display render output to Screen-sized Image Editor
Both options won't open a 2nd window anymore, which makes work quite more
smooth even, especially because 'focus' isn't lost. Further it fits in the
'single window UI' paradigm of Blender. Should have been done 10 years ago!
Lastly it might bypass issues with X11... having 2 windows with opengl
context is not always stable in Linux.
This option uses an identical trick as for the Compositor viewer, using an
Image block with a fixed name ("Render Result").
The flow, when invoking a Render, goes as follows:
- first it checks if there's an Image Editor visible displaying the "Render
Result", if so then it uses that area-window.
(Use this option for dual-monitor setups for example, a render will always
go to the same location then)
- else it checks if there's an Image Editor open in general, it then
assigns that window the "Render Result" Image.
- else: it searches for the largest Area in the screen, and turns that into
a temporal Image Editor showing render output.
After a render, an ESC will push back the former view, if the Area type has
changed.
Same rules apply for the "Full Screen" option. Here an ESC will always go
back to the regular Screen, and restore Area type if required.
While rendering, the queue for the renderwindow isn't handled yet, so you can
not zoom (nor get full redraws), as for the regular render window.
Existing conflicts:
- in FaceSelect mode, the Image editor enforces to display the face texture
after rendering again.
- when using an Image window for compositing, you'll lose the Viewer output
on a render.
Implementation note:
While rendering updates, nothing is drawn in frontbuffer anymore. That's
good news for b0rked OpenGL drivers (and faster). However, for the few
OpenGL cards that don't do a "swap copy" but a "swap exchange" you get
issues... has to be worked on. I'm afraid we have to drop frontbuffer
drawing altogether.
Other fixes:
- Hotkeys NumPad 1, 2, 4, 8 will set zoom levels (was half coded only?)
Use SHIFT to zoom out (smaller).
- Rendering Tile updates still had draw errors on edges of tiles, in OSA
only. (Caused by commit 4 days ago)
Preview render in 3d window could crash when a re-render was invoked before
the render was initialized even, reading a NULL pointer for scene.
Happened on frantic & quick editing.
The Scene audio.mixrate variable was zero on creating new scenes, causing
synced playback to fail.
Added initialize in kernel, and patch in buttons drawing to set the value
for wrongly saved files.
(Pixelshading: small correction for more optimal code)
"Backbuf" image render option is back :)
Nicer coded, using Image texture functions.
If you want 100% reliable pixel to pixel accuracy you have to use
compositing. (Old Backbuf didn't do this accuracy either btw).
Using spherical lightprobes for AO didn't filter the samples at all.
Image textures in Blender support this, so was simple to add, although
the filtering might need tweak :)
Uncommitted the feature I added for Plumiferos to be able to render
animated render-borders (which effectively means every frame can be a
different size).
For several reasons;
- it will crash movie rendering (when image sizes differ)
- it forced code to do a full initialize each frame, also for setting the
renderwindow (which popped up on each frame)
- the render pipeline was not designed with per-frame python changes in
mind for image sizes... it uses an "Initialize" stage which is only
called once for an entire sequence.
That latter might be an omission, but for that I better code a new API
call (for use in Python) so a re-init can be enforced.
The old functionality (animated render borders) will still work when you
render in background, using small steps like blender -s 1 -e 5 -a etc.
And more particle issues... the attempts to allow particle systems to be
part of duplicators (groups especially) isn't easy to get working!
This commit solves regular animated particle systems... they rendered on
the wrong location, using wrong object transform.
To enable python to change border while render, I moved the initialize
call inside of the main loop that went over the frames.
Forgot to do move the movie-initialize call as well... which now got
called with zero'ed values.
Thanks Peter Schlaile for the poke!
strand texcoords as orco coords, so yafray doesn't have to be adapted for this.
bugfix #4254 added support for dupligroups, but might not work completely
correct yet at this point, more testing needed.
Also added some missing parts from the code apparently removed at some time.
Mainly having to do with dupliverts, cam.info for aspect ratio/ortho mode/etc.
Header stats (render window) should now work again too.
Fixed missing last tile draw of render window.
Added the missing const_cast in the win32 part of the xml export code.
Changing render settings with python while Anim render now updates display
for each frame. So you can animate render borders, or even save different
sized images.
to take over now, but I'm available for help. Main notes for completing:
- Yafray module uses old global R all over... is now a pointer handle.
It can be temporally bypassed by straight copying, which I do now.
- I am not sure in what pixel format Yafray renders... Blender now only
uses float buffers. In the code, marked with XXX I've added the
rudimentary code for retrieving buffers.
- This integration will skip compositing when Yafray render is used.
- Shaded drawmode is back (shift+z).
Note it still only uses orco texture; but lighting/shading is using
the internal render module entirely.
- "Make Sticky" option back.
(Also fix in sticky texture render, was wrong scaled)