http://www.blender.org/bf/filters/
I found out current blur actually doesn't do gauss, but more did regular
quadratic. Now you can choose common filter types, but more specifically;
- set gamma on, to emphasize bright parts in blur more than darker parts
- use the bokeh option for (current circlular only) blur based on true
area filters (meaning, for each pixel it samples the entire surrounding).
This enables more effects, but is also much slower. Have to check on
optimization for this still... use with care!
- Live scanline updates while rendering
Using a timer system, each second now the tiles that are being processed
are checked if they could use display.
To make this work pretty, I had to use the threaded 'tile processor' for
a single thread too, but that's now proven to be stable.
Also note that these updates draw per layer, including ztransp progress
separately from solid render.
- Recode of ztransp OSA
Until now (since blender 1.0) the ztransp part was fully rendered and
added on top of the solid part with alpha-over. This adding was done before
the solid part applied sub-pixel sample filtering, causing the ztransp
layer to be always too blurry.
Now the ztransp layer uses same sub=pixel filter, resulting in the same
AA level (and filter results) as the solid part. Quite noticable with hair
renders.
- Vector buffer support & preliminary vector-blur Node
Using the "Render Layer" panel "Vector" pass button, the motion vectors
per pixel are calculated and stored. Accessible via the Compositor.
The vector-blur node is horrible btw! It just uses the length of the
vector to apply a filter like with current (z)blur. I'm committing it anyway,
I'll experiment with it further, and who knows some surprise code shows up!
system tracking changes in nodes, making sure only these nodes and
the ones that depend, are executed.
Further the 'time cursor' now counts down to indicate which node is being
done.
Also: you now can disable the "use nodes" button in the header, edit all
changes, and when you press that button again it nicely executes the
changes.
Still on the todo:
- make compositing threaded
- find a way to nicely exit compositing on input events... so the UI
keeps being responsive
- idea; a 'percentage' menu in header to enforce calculations on smaller
images temporally
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpghttp://www.blender.org/bf/rt1.jpghttp://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
This is using instructions from Ton, so hopefully the implementation is ok.
This is really needed here where we are using all sorts of wacky scales, and
empties look too big or too small. Of course we don't want to scale the
empties because there are often things parented to them.
New options are in edit buttons for empties to control the display style
and the size. New styles are easy to add, too. Just needs useful ideas and
minor effort from anyone who wants to.
Support for copying these values has also been added to the Copy Attributes
->Drawtype menu command.
Image as loaded in Blender (from openexr.com):
http://www.blender.org/bf/exrcurve1.jpg
Image with different white point:
http://www.blender.org/bf/exrcurve2.jpg
Image with white and black point and a curve:
http://www.blender.org/bf/exrcurve3.jpg
Use SHIFT+click to set the black point, and CTRL+click for white point.
The buttons in the panel work too, of course.
The curves work after the black/white range was corrected, so you can
stick to curves with a normal 0-1 range.
There's also now a general color curve, marked with 'C' button.
Note; this currently only maps the float colors to a visible 8 bits per
channel rect. You can save it, but when the blender file loads the curve
or mapping is not executed until you click in the curves... have to look
at that still.
Speed for this is also quite unoptimized... still WIP, but fun!
- New UI element: the "Curve Button".
For mapping ranges (like 0 - 1) to another range, the curve button can be
used for proportional falloff, bone influences, painting density, etc.
Most evident use is of course to map RGB color with curves.
To be able to use it, you have to allocate a CurveMapping struct and pass
this on to the button. The CurveMapping API is in the new C file
blenkernel/intern/colortools.c
It's as simple as calling:
curvemap= curvemapping_add(3, 0, 0, 1, 1)
Which will create 3 curves, and sets a default 0-1 range. The current code
only supports up to 4 curves maximum per mapping struct.
The CurveMap button in Blender than handles allmost all editing.
Evaluating a single channel:
float newvalue= curvemapping_evaluateF(curvemap, 0, oldval);
Where the second argument is the channel index, here 0-1-2 are possible.
Or mapping a vector:
curvemapping_evaluate3F(curvemap, newvec, oldvec);
Optimized versions for byte or short mapping is possible too, not done yet.
In butspace.c I've added a template wrapper for buttons around the curve, to
reveil settings or show tools; check this screenie:
http://www.blender.org/bf/curves.jpg
- Buttons R, G, B: select channel
- icons + and -: zoom in, out
- icon 'wrench': menu with tools, like clear curve, set handle type
- icon 'clipping': menu with clip values, and to dis/enable clipping
- icon 'x': delete selection
In the curve button itself, only LMB clicks are handled (like all UI elements
in Blender).
- click on point: select
- shift+click on point: swap select
- click on point + drag: select point (if not selected) and move it
- click outside point + drag: translate view
- CTRL+click: add new point
- hold SHIFT while dragging to snap to grid
(Yes I know... either one of these can be Blender compliant, not both!)
- if you drag a point exactly on top of another, it merges them
Other fixes:
- Icons now draw using "Safe RasterPos", so they align with pixel boundary.
the old code made ints from the raster pos coordinate, which doesn't work
well for zoom in/out situations
- bug in Node editing: buttons could not get freed, causing in memory error
prints at end of a Blender session. That one was a very simple, but nasty
error causing me all evening last night to find!
(Hint; check diff of editnode.c, where uiDoButtons is called)
Last note: this adds 3 new files in our tree, I did scons, but not MSVC!
- On linking stuff from libraries, each relative path now is relative with
respect to the file that uses the library.
This way you can make libraries that use other libraries, and link them
in your project with an entire different relative path.
The commit also fixes issues when mixing up relative or non-relative paths.
Now after this I need to commit something cool, so the orangers will update
and check! :)
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
First note; this is a WIP project, some commits might change things that
make formerly saved situations not to work identically... like now!
------ New Material integration ------
Until now, the Node system worked on top of the 'current' Material, just
like how the Material Layers worked. That's quite confusing in practice,
especially to see what Material is a Node, or what is the "base material"
Best solution is to completely separate the two. This has been implemented
as follows now;
- The confusing "Input" node has been removed.
- When choosing a Material in Blender, you can define this Material to be
either 'normal' (default) or be the root of a Node tree.
- If a Material is a Node tree, you have to add Nodes in the tree to see
something happen. An empty Node tree doesn't do anything (black).
- If a Material is a Node Tree, the 'data browse' menus show it with an
'N' mark before the name. The 'data block' buttons display it with the
suffix 'NT' (instead of 'MA').
- In a Node Tree, any Material can be inserted, including itself. Only in
that case the Material is being used itself for shading.
UI changes:
Added a new Panel "Links", which shows:
- where the Material is linked to (Object, Mesh, etc)
- if the Material is a NodeTree or not
- the actual active Material in the Tree
The "Node" Panel itself now only shows buttons from the other nodes, when
they are active.
Further the Material Nodes themselves allow browsing and renaming or adding
new Materials now too.
Second half of today's work was cleaning up selection when the Nodes
overlap... it was possible to drag links from invisible sockets, or click
headers for invisible nodes, etc. This because the mouse input code was
not checking for visibility yet.
Works now even for buttons. :)
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
http://www.blender.org/forum/viewtopic.php?t=7646
and loading of old corrupt blendfiles.
Makes sure bhead.len is not < 0 (hacked blendfile)
also sets buffer to 0 when fails to read correctly (wasn't set so
was causing problems)
The second thing was provided by pidhash.
Kent
- delete/duplicate with connection links
- type awareness for sockets
- make connections checks for max amount of possible connections
- added dependency sorting of node list
- cyclic connections are drawn red now, press Ckey to see the other bad
cycles.
- added UI toolkit support in nodes (try shift+a)
So, almost ready for execution code. :)
- Sunday merger with bf-blender
- Foundations for new Node editor in Blender, generic framework that can
be used for Material/Texture, Compositing, Logic or maybe even Sequencer.
Note: this doesn't do anything yet, nor save! Is just to get this nice
in CVS now. :)
no shadow a little bit. Uses same threshold function as the "Bias" button.
(That latter still works, and will use an automatic bias value based on the
geometry, to prevent terminator errors in raytracing).
Anyhoo, with this manual bias you can get rid of terminator problems for
weird diffuse shaders now as well (like tangent or fresnel).
Committed a few more files than needed, that's just code cleanup.
Finally (after 10 years!) fixed the issue that was marked in a comment in
the top of the readfile.c... when using multiple library files at once,
the code that tries to map old to new pointers could fail when accidentally
pointers (in different files) had same old values.
Current code now uses proper lookup tables per open library file.
Last issues to solve;
- pointer tables still suffer the 'accidental pointer' error when linking
multiple levels of library deep, with recursive back linking to higher
levels... (I know is stupid, but should be solved!)
- The code for relative paths doesnt work for multiple levels, when the
files use different relative paths.
So... now I understand file reading and libraries again, I couldn't leave
it to do a nice optimize step. This commit introduces bsearch() for finding
the elements in the pointer table, while reconstructing links. Tests reveil
a speedup of a factor 2-5 on complex scenes. And since undo uses same
system, quite nice in general!
(Note; speedup sometimes can't be noticed, when a lot of subsurfs or other
displaylists need to be generated.)
for Groups in official release still, which will give very bad results when
loading an Orange branch file with bf-blender, save over, and read back
in Orange branch.
Now, reading files with Groups in bf-blender will just completely ignore
them (not read nor save). That's destructive, but normal behaviour and
stable.
Phew... a whole day revision of library linking system... there was a bug
when objects got linked, then removed, and then linked via a group... this
was a weak part in the library system, when data is used both "direct"
(like local object is linked to scene) and "indirect" (when group from a
library has same object).
The crucial fixes are easier to find by reading the diff... this system
is just braincrunching complex! Just as note to self then;
- ID_ID oldmap-lookups are now protected
- removed adding oldmap lookups for already read data
For Matt & Basse: you can do a very good cleanup of old files by putting
the "rt" button on 127, and then save file. This will skip writing any
reference to library data in the file, with exception of group links.
Reload a file might give some link errors, but a 2nd save and load then
should result in a clean file.
- On file reading, a check is added to see if a Pose has channels to
missing bones. Poses are supposed to match an Armature completely.
(Thanks for crash file, Johnny!... but how did you do it!)
- Own collection: added depsgraph update on setting all layers (with the
ACCENTGRAVEKEY). This also could potentially crash with modifiers
- Renamed Xkey menu in NLA to more properly tell what it does. :)
don't work consistant;
BLI_makestringcode()
This one works correct for paths that go up; it then makes a relative
path like : //../lib/file.blend
BLI_convertstringcode()
This one delivers different paths when it expands, the previous case
will just append the relative path, like /work/project/../lib/file.blend.
That string cannot be compared with the original... which happened to find
out if a library was read already.
Solution for now is that only the relative paths are compared, but it
won't work if multiple relative levels are used... like for libraries
that link recursive. To solve that, the entire 'relative' concept has to
be redesigned.
data (local data links to lib data) and "indirect" (lib links to same lib
data).
A real solution should be found though... there's a conflict in the code
I don't fully grasp yet.
- If a library became unreadable, with a print like:
ERROR: can't find lib //../../../../../../..//jorma_light.blend
Then set the F10 "rt" button to 111. :)
That will read files with a stripping routine to fix it.
- For lost actions in strips: press Lkey in NLA editor, this is the new
"re-link action" option. To get it work, dont forget to fill in the
proper Armature in NKey panel.
The real fix, for the code that corrupted relative paths, will be
part of the bf-blender branch merging, which follows.
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
In Armature Pose-bone panel, the 'hide' button got replaced with a button
where you can type (TAB complete works) a name for a Mesh Object. It then
draws that Object instead of the indicated bone drawing type.
Fixes for bone layers:
- Akey in Editmode didnt work proper (now deselects all non visible bones
too. selection for editmode works on the vertices, not bones...
- Snap in Editmode now respects layers
Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.
Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)
In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.
Todo: make action/nla drawing comply to Armature layer settings.
Series of fixes in Library linking of groups;
- On library-linking (SHIFT-F1) a Group, the Objects now don't get a "Base"
anymore, meaning they won't show up as Objects in the Scene.
This ensures you can use the linked Group as duplicator without having
your file polluted with new (and linked) objects.
(I realize it should be possible to have it with Base too, will check)
- On append or file-read, the linked Group Objects get drawn properly,
but the animation system doesn't run yet.
- Group buttons (F7) now shows if a Group is from Library
- Outliner draws Library linked data with blue-ish text
Other fixes;
- Using group-duplicator, with originals in hidden layer, now shows and
updates animated Objects correctly.
- All of Object button panels did not have a proper protection against
editing Library data.
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
- raytracing code now uses cylinder-line intersect for strands. It used
to intersect with the screen-aligned strand quads, giving too many
misses for tracing.
Note; mirror for hair is still not well supported!
- added in Materials a choice for whether a material is Traceable for
raytracing or whether it is part of Shadow buffers. This way you can
exclude hair strands from raytracing, but still get shadowbuffers for it.
While investigating alternative filters (Mitchell), I found two small
errors in the Gauss code, it clipped wrong and multiplied wrong, causing
settings other than filter size 1.0 to not work properly.
Took the last-minute liberty to add more filter types in Blender too.
Also wrote an extensive log about how sampling & filtering in Blender
works.
http://www.blender3d.org/cms/Samples_and_Filtering.723.0.html
replace the original one. so modifiers now work with them
(apply modifier, or edit mode still work on original mesh).
this should fix the three fluidsim bugs in the tracker.
- fixed stupid makesdna problem (writing "char string[160+80]" isnt
a good idea :)
- changed GUI a bit, now displays an estimate of the required memory,
there's still a problem with redrawing (currently relies on a call
to the derived mesh generation)
- the fluidsim struct changed to store the bounding box,
and the current loaded surface mesh
- temporary simulation files are now removed if env. var.
BLENDER_DELETEELBEEMFILES is not set or zero
- fluidsimSettingsFree now gets properly called when freeing an object
Hess.
In a comment on maillist I already mentioned a weird 0.5 in the code,
which I added to ensure correct rounding to integer frame numbers.
With a variable step size however, this won't work properly. You could
see it in the patch, because the ghost steps were animating.... they
should remain frozen, looks much nicer then. So I've added some fmod
voodoo here.