Commit Graph

167 Commits

Author SHA1 Message Date
Maxime Curioni
5dd39e6517 SUMMARY:
Freestyle's pipeline is now fully controllable at the layer level. It can be used:
 - in any render layer
 - with as many style modules per layer

DETAILS:
Freestyle usage has not changed:
  - all the configuration happens in the "Freestyle" render panel, after it is enabled in the "Output" panel with the 'Freestyle' toggle.
  - each render layer can choose to render Freestyle strokes by togglingo on 'FrSt' (in the "Render Layers" panel)
  - it is fully compatible with compositor nodes

In the "Freestyle" panel, a render layer is selected via the menu list next to the "Render Layer:" label. The options displayed below are those of the currently selected render layer (and are not global to all render layers, as was previously the case).

Style modules are added by pressing the lower button "Add style module". Once added, the following operations are possible:
- deletion (cross)
- reordering (up/down arrows)
- toggling of display (check)

The order of the style modules follows Freestyle's original convention: the modules in the list from top to bottom are respectively the first to the last composited in the render layer. For example, if the module list is "contour" followed by "cartoon", the "cartoon" strokes are rendered on top of the "contour" strokes.

The "Freestyle" panel is constantly synchronized with the "Render Layers" panel: if render layers are added, deleted or toggled off display, Freestyle will take note of the changes.

The current pipeline works as follows:

----------------------------------------------------------------------------------------------
for every scene that is being rendered
	if Freestyle is enabled globally
	
		Freestyle is initialized
		camera and view settings are transferred from Blender to Freestyle
		
		for every render layer
			if: - layer is enabled 
			    - layer enabled Freestyle
			    - the number of displayed style modules is non-zero
				
				canvas is cleared
				geometry is transferred from Blender to Freestyle
				settings are fixed for current iteration
				view map is calculated
				
				strokes are computed in the canvas (based on view map and style modules)
				strokes are rendered in separate Blender scene
				
				scene is composited in current layer
----------------------------------------------------------------------------------------------

A number of changes were made on the codebase:
- the rendering interface between Freestyle and Blender was simplified. The following naming convention was used: functions that are called from within Blender pipeline are prefixed with 'FRS_', while the variables are prefixed with 'freestyle_'
- Freestyle data structures that were put in Blender's render pipeline were removed
- Freestyle cleans up its data structures on Blender exit and shouldn't leak memory
- to ease the configuration in the "Freestyle" panel, a centralized configuration data structure was used and can be easily extended

LIMITATIONS
Even though the current commit is stable and achieves the intended result, it is not as efficient as it could be:
- the canvas and the style modules are at cleared at each layer-level render
- geometry is reloaded at each frame and is duplicated across render layers

This revision clarifies my understanding of the future role of the view map in the compositor. Unfortunately, contrary to what the original proposal said, it is impossible to provide the view map as a render pass because render passes are defined (RE_pipeline.h) as raw floating-point rects. We will have to determine whether or not to extend the notion of render pass to fully integrate the view map in the compositor.
2009-04-07 18:38:23 +00:00
Maxime Curioni
1db8ac58a3 soc-2008-mxcurioni: merged changes to revision 17246 2008-10-31 20:05:24 +00:00
c35a2d6ea9 merge trunk 16118 -> 116886 2008-10-02 20:39:57 +00:00
Maxime Curioni
e71af35f58 soc-2008-mxcurioni: merged changes to revision 16795 (final commit) 2008-09-28 20:49:16 +00:00
8fcac6820a KX_PythonInit.cpp - workaround for current sandbox and possible fix. no real change for now but others may want to look into it.
blendef.h - removed some unused defines.
editipo_mods.c - deselect all was selecting instead.
2008-09-22 04:18:17 +00:00
db42038bcf merging trunk 15964 -> 16116 2008-08-14 21:16:48 +00:00
5d62ad194d added back copy buttons to "Texture Face" panel. 2008-08-07 01:02:06 +00:00
488fa13fc0 MERGING TRUNK 2008-06-23 16:37:51 +00:00
5372def2b0 BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.

State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.

GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.

The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 

The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.

A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:

Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.

Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
db44a4a1a7 Skeleton retargetting - Preliminary commit. Results are encouraging but nothing *that* useful yet
Smarter heuristic noise arc filtering for Reeb graph
2008-05-27 13:33:24 +00:00
34a1d92579 == FFMPEG ==
Added additional entry, so that ffmpeg encoding options can
be added using their name instead of "the menu(tm)".
2008-05-15 06:47:54 +00:00
32099649e3 == Sequencer ==
Added the missing directory selector button for proxy custom storage...
2008-05-04 17:03:10 +00:00
57c1fbe557 remove old particle system.
also removed quat, dquat, and sumohandle from the Object struct since they aren't used anywhere.
2008-04-27 18:26:20 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
1fe5302cce Point Cache Refactoring
=======================

Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.

Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).

Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.

Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.

Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.

Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
49c65433cc Fix for bug: [#8117] Particles with fluid broken
-Handling of fluid particles was not coded at all
-Now things should work properly, but as fluid particles are not very familiar to me I'd appreciate some thorough testing
2008-04-02 17:48:46 +00:00
f8f6a049bd This commit contains the addition of a greek translation thanks to
Κωστής Καρβουνιάρης
Kostas Gerontis

Also a patch from Markus Schulz that 

adds buttons to the material, light, and world texture panels to make it 
easy to rearrange the textures in the list without having to 
use copy and paste.
2008-03-01 03:56:16 +00:00
5665d9333e * Fix for own big, Adding group objects from the outliner didnt check they were externally linked.
* ping "~" in the fileselectors dir will take you to $HOME (non win32)
* Added a file selector for Node output image
2008-02-28 23:14:55 +00:00
e03ab146ae -> Bevel tools and Bmesh kernel
The following is a commit of Levi Schooley's bevel code and 
the bmesh library it depends on. The current editmode bevel has 
been replaced with a new per edge bevel function. Vertex beveling is 
also availible.

To set weights for the modifier to use, use the ctrl-shift-e shortcut on either edges 
or vertices.

Recursive beveling is turned of for the time being.
2008-02-23 22:11:16 +00:00
5beaeb9f4b == Custom Bone Colours - Per Group Colour-Sets ==
Now it is possible to define a custom colour set per bone group. This allows rigs to look consistent across different computers with different themes. As such, the bone-groups buttons have been reshuffled to present the settings in a better way.

Colour sets are now selected from a menu with descriptive names, instead of using a slider. Choose the 'Custom Set' entry to use a custom set of colours for the active group. The sets of theme colours have been retained, and can be used directly, or as the basis for a new custom colour set (when any one of the colour controls is touched). 

For bone-groups that haven't had any custom colour set used yet, a default 'test' set is used. This uses bright versions of the RGB colours.
2008-02-14 05:00:23 +00:00
7e7f5628c3 == Sequencer ==
This adds low resolution proxy support to the blender sequencer, so
that even HD editing should be possible on slower machines.

The proxies are stored as directories of JPEG-files and are only
activated, if you use preview-resolution rendering.

For your final render, just switch back to full resolution and
the original files are used again.

It enables even proxying of whole effect pipelines and scene-strips
(but you have to your own custom directory for file storage then, 
since blender has no filename, which could be taken as a sensible
default directory reference)
2008-02-03 18:58:46 +00:00
6601cef1d0 Further fix for bug #8124: now depsgraph relation was added correct,
but depsgraph didn't get updated immediately yet.
2008-01-30 15:28:31 +00:00
77685023ca Initial commit of cloth modifier from branch rev 13453 2008-01-29 21:01:12 +00:00
264c8d94f9 == Limit Distance Constraint ==
Added a new constraint, "Limit Distance". This constraint defines a 'virtual sphere' around the target which the owner can be made to stay inside, outside, or on the surface of it. 

This constraint is best used when applied using the Ctrl-Alt-C hotkey, as the radius is set correctly that way. 
One usage, is to prevent the target of an IK-chain from straying away from the chain. Care should be taken to not use a member of the IK-chain as the target though.

Description of Variables:
* 'Dist' - Radius of virtual sphere
* 'R' - Click on this to recalculate the 'Dist' value (note: like the 'R' button in the StretchTo constraint, this is currently buggy)
' Mode' - This menu gives different options for how the limiting sphere should act. The mode names are self explanatory.
* 'Soft' and 'SoftDistance' - currently not functional (so settings are hidden). These are used to define a smaller radius around the sphere of influence where a non-linear relationship between input and resulting locations occurs to prevent the owner 'crashing' into the sphere.
2008-01-25 11:23:36 +00:00
f417989871 Made it so locked strips inside metastrips are transformed.
Removed FTYPE from render output panel - was some old format that did index colors, and wasn't even used anywhere.

Added 2 options to the render output panel that can be used for a really basic local renderfarm (even artists can use it!),
"NoOverwrite" and "Touch"
When both are enabled, rendering 1 scene between many pc's on a fast network will populate the directory with frames.
Also useful to delete frames that have errors and re-render (without manually re-rendering each frame)
2008-01-20 17:53:58 +00:00
cd137f2898 == Bone Groups ==
I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). 

Anyway, in this commit, the following things for "bone groups" have been done:
* Bone groups are stored per armature (internally, this is per bPose block)
* Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib.
* Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there.

Some stuff I'd been originally planning to do before committing:
* When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. 
* New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it)
* There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
2008-01-20 02:55:35 +00:00
9afc417bed 2 new timeoffset buttons in the animation panel "Ofs" and "Rand"
Useful when animating many objects falling at different times (for instance).
2008-01-18 12:20:28 +00:00
d660e29365 === Custom Transform Orientation ===
Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel.

If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time.

Custom Orientations are save in the scene and are selected per 3D view (like normal orientation).

Adding from an object, the orientation is a normalized version of the object's orientation.
Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest.
(More logical orientations can be suggested).

I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation

Differences from the patch:
- orientations no longer link back to the object they came from, everything is copy on creation.
- orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
5be2e5aa98 == PoseLib - Overhauled Implementation ==
Based on feedback from Ton, I've recoded the way "PoseLibs" are implemented/exposed. Therefore, quite a bit of code has been changed to fit this in better.

Now, ANY ACTION can be a "PoseLib". A set of Markers which belong to the Action (it's taken a year, but they're finally back), are used to tag "poses" in the Action. These markers are shown using diamond-shaped blue icons (designed by Matt Ebb) in three shades - unselected/normal, selected, active. 

Notes:
* Each Armature Object has an Action which acts as a PoseLib.
* Improved UI presented in buttons panel for this
-- added proper buttons for action assigning
-- renamed "Validate PoseLib" to "Auto-Sync PoseLib" (this option auto-tags poses based on keyframes found) 

Like in the 3d-view, use the hotkeys:
* Shift-L to add a local marker 
* Ctrl-Shift-L to rename a local marker
* Alt-L to delete selected local markers

Note: transforms, etc. are not currently available with these markers 

== PoseLib Preview ==
Added a few features here:
* Left/Right-Arrow keys now change the poses too (previous and next respectively)
* Up/Down-Arrow keys also change the poses, but "jump" to a pose 5 steps away in their respective directions
2007-12-30 12:08:28 +00:00
c020b9b146 == PoseLib - Bugfixes ==
* Fixed crash using Interactive Preview, on an armature without a PoseLib 

* Cancelling Interactive Preview now correctly restores the original Pose 

* Interactive Preview now sets the correct active pose after it is run

* Interactive Preview now also updates the buttons window after it is run

* Clicking on the "New PoseLib" button now creates a new PoseLib action, even when one existed before

* Poses can be applied using the Pose browsing menu (i.e. when a menu item from that list is clicked, that pose is assigned)
2007-12-27 11:20:37 +00:00
0dc38a5bd9 == PoseLib - Added 2 features ==
* When previewing poses, it is now possible to manipulate the view to look at the pose from another angle. It is a known issue, that the normal header displays when using the MMB to do so.

* Added a tool to "validate" or sync its PoseLib data to the keys stored in the Action.
2007-12-27 08:36:27 +00:00
6d13d44734 == Sequencer ==
Moved status info bar into panels. It was always shown on the wrong place...
Added anim-startofs and anim-endofs, so that one can specify the range of 
_input_ that should be used. 

There is a subtle difference to start-ofs and end-ofs,
which will show, when you use "Reverse Frames" or "Speed Control". Both
effects operate on the input-range and _not_ on the display range! Now
you can control both in a comfortable way. Only thing missing: a button
to copy start-ofs and end-ofs to anim-startofs and anim-endofs.
(Andy: that was the feature you missed, when storyboarding with the sequencer
and the speed control effect :)

Also: added File-Name and Dir-Name to redirect input as needed.
2007-12-26 19:30:49 +00:00
237ba0291a == Sequencer ==
Moved N-keys dialog into panel (sub panel of "Scene")
_much_ better :)

Since UI-code isn't directly my main field of coding, please check
thoroughly...
2007-12-26 16:07:16 +00:00
10b8237eab == PoseLib - Pose-Library Tool for Blender ==
"A slightly late Christmas present for the Animators out there :-)"

This tool allows animators to store frequently used poses in an action, and be able to label those poses to help them retrieve them later. In a way, it acts as a glorified clipboard for poses.

One of the cool features with this is the ability to select which stored pose to use interactively in the 3d-view. Once a few poses have been stored in the PoseLib, simply use the "Ctrl L" hotkey to start previewing. Use the Mousewheel or the Page Up/Down keys to change poses, and confirm/cancel the preview in the same way as you do for transforms.

Usage Notes:
* Each Armature may get its own PoseLib. PoseLibs are simply actions with extra data, so they can get relinked.
* Manually editing actions used as PoseLibs is not a good idea, as some data may not be able to be found. Tools to automagically find poses in an action could be investigated...
* PoseLib will only apply/retrieve poses to/from selected bones
* A basic UI for this can be found in the "Links and Materials" panel. Most of the PoseLib tools are presented there.

Useful Hotkeys (also found in Pose->PoseLib menu):
* Ctrl L  - interactively preview poses
* Shift L - add a new pose or replace an existing pose in the PoseLib with the current pose
* Ctrl Shift L - rename an existing pose in the PoseLib 
* Alt L - remove a pose from the poselib.c
2007-12-26 11:17:26 +00:00
65758a9a20 Bugfixes for:
- Disabled particle modifiers in particle mode.
- Particle col option without material.
2007-12-11 15:03:45 +00:00
be354c3d09 Merge from Harmonic Skeleton branch
This code adds a basic and simple skeleton generator.

Examples and links are in the wiki, docs will come eventually: http://wiki.blender.org/index.php/User:Theeth/skeletor

In a nutshell, select a vertex at the top of the head and press "Generate Skeleton". UI Panel is in the Editing buttons in Edit Mode, tooltips and semi-useful.
2007-12-10 21:14:19 +00:00
ce52384e9f Small material assigning feature:
in EditButtons, panel "Links and Materials", there's now a browse button
to directly assign a material to selected faces. It does:

- check if material was already in one of the 'slots' of the object
- if so, then use this as index to assign
- if not, then add a new slot, and assign the new index
2007-11-28 18:43:09 +00:00
36f7da7046 Tiny feature, but loadsa code, and big impact for the Blender riggers:
-> Constraint Influence Ipo now can be local, linked to constraint itself

You enable this in the IpoWindow header, with the Action icon to the left
of the Ipo Type menu. The button tooltips give the clue as well.

Tech note: the Ipo now can get directly linked to a constraint, and is
being called during regular pose constraint solving.
Actions (and drivers in actions) are being calculated *before* pose 
constraint solving. Result of actions then is written in bones, which
then solves the entire pose.
This means you can have a driver on both the constraint, as on the action
channel for the constraint! Not that I'm going to debug that easily :)

Additional fix: Joshua added a copy/paste IpoCurve feature, but he broke
the functionality to be able to paste in an empty ipo channel. That now
works again
2007-11-28 12:11:06 +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
90b4ed9543 added buttons in the Transform Properties for changing curve handle types, (Similar to how Metaballs can be selected) for easier access then H,Shift H, V keys 2007-11-10 15:31:41 +00:00
ec13425eab Initial commit for Harmonic Skeleton generation.
This is very much a work in progress commit to allow me to work outside of home.

While it does somewhat work, I wouldn't recommend anyone to use it.
2007-11-07 00:28:45 +00:00
0de103c1cd Filling in branch from trunk 2007-11-06 22:29:20 +00:00
a9110ee033 * Adaptive QMC AO feature - "Adapt from speed vectors"
This is a new feature that can make using AO a lot more attractive when rendering 
animations with vector blur. It uses the speed vector info calculated in the 'Vec' 
speed vector pass, in order to reduce AO samples where pixels are moving more 
quickly. There's not much point calculating all those AO samples when the result is 
going to be smeared anyway, so you can save a bit of render time by doing 
a more noisy render in those areas.


You can use this with a new slider in the Adaptive QMC settings 'Adapt Vec'. The 
higher the value, the more aggressively it will reduce samples. 0.0 means no 
reduction, and 1.0 reduces one sample per pixel of average displacement for that 
pixel. 0.25 or so generally gives decent results, but it depends on how fast things 
are moving.

Here's a demo (compare the final blurred result, and render times):
http://mke3.net/blender/devel/raytracing/adapt_speed_off2.jpg
http://mke3.net/blender/devel/raytracing/adapt_speed_on2.jpg

And a less contrived example, a short clip from macouno's 'petunia' bconf animation:
http://mke3.net/blender/devel/raytracing/petunia-adaptvec-noblur-h264.mov
http://mke3.net/blender/devel/raytracing/petunia-adaptvec-blur-h264.mov
2007-10-24 12:42:08 +00:00
6422a740c2 == Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.

As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.

Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon. 
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +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
30f1deccd0 Bugfix #7020
Buttons window, Object context, Anim Settings panel, "draw key"
did not work. Bug since year zero...
2007-09-02 17:47:03 +00:00
63a801c21d * Curve tilt interpolation types
Just a quickie feature I needed here at work- the previous linear 
interpolation of tilt in curves can give nasty pinching problems 
when trying to do flowing curves like a ribbon. This commit lets 
you choose the interpolation type, between Linear, Cardinal, and 
BSpline. The code was already set up for it pretty easily, mainly 
needed to make the choice visible to the user.

Example:
http://mke3.net/blender/devel/etc/tilt_interp_types.png

Works on selected curve 'lines', menu in 'curve tools' panel in
edit mode.
2007-08-21 01:57:15 +00:00
dbef15f99e Bugfix #7051: Stars' preview doesn't update in real time.
Added a new event code (B_WORLDPRV2) that forces an update of the world buttons-window preview AND the 3d-view, instead of having only one of the two getting updated (with REDRAWVIEW3D or REDRAWBUTSSHADING)
2007-08-19 06:13:19 +00:00
74ca178199 == Transformation Constraint ==
This commit adds a new constraint to Blender: the Transformation Constraint. This constraint gives you more freedom to choose how transforms are copied from one object/bone to another object/bone. 

You can assign the Loc/Rot/Scale channels of a source to the Loc/Rot/Scale channels of a destination, specifying the range of motion (per axis) from the source to consider, and the range of motion (per axis) that will be applied to the destination. Also, for each destination axis, you can choose which of the source axes to copy from. 

A similar constraint was coded by Jason Blary (snark), as Patch #4991. This constraint is basically rewritten from scratch, although there are some elements of the original patch which may be borrowed in future.

Various notes:
* PyAPI access has been coded. 
* Space conversion is also enabled for this constraint.
* Also the useless get_constraint_col function has been removed
* Doing a rotation copy with a ratio that is not 1:1 doesn't always work correctly yet (like for the Copy Rotation constraint).
2007-07-21 07:26:15 +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