Commit Graph

1431 Commits

Author SHA1 Message Date
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
8a0a557294 Hopefully a working merge with trunk (could be one error left in raytrace.c - will check afterwards)
Merging 18706 - 19804
2009-04-20 00:19:16 +00:00
6b1ccddc0d bugfix #18196
Halos for objects (not particles) can get texture color, but they skipped
the alpha mapt-to channel when that was set. Actually bug from ehh 1995!
2009-04-07 07:46:58 +00:00
fe562f0dd4 Fix for: [#18482] Mixed object and halo visualization for particles needs "Emitter" to be activated. 2009-04-06 00:43:59 +00:00
e30cb79aaa Major cleanup of particle render & drawing code. No new features and hopefully no new bugs. 2009-04-03 14:50:54 +00:00
441f26a170 Clean up for the imminent migration from SVN to GIT. 2009-03-31 22:34:34 +00:00
bba2bdf41e Added attributes for Ipo Actuator settings (replacing all methods) 2009-03-26 01:42:01 +00:00
41b2a2a530 * Volume rendering / multiple scattering - normalisation
This changes the effect of the multiple scattering approximation to be more 
physically plausible (and easier to use) by making it conserve energy. 
Previously, the multiple scattering could show wildly different results 
based on the spread settings, often outputting much more light than was put 
in (via lamps), which is physically incorrect and made it difficult to use 
by requiring a lot of tweaking of the intensity value.

This fixes it to some extent with a simple normalization, where it scales 
the light energy after multiple scattering to be the same as what was
previously there in the light cache via single scattering. This means that 
using the default intensity of 1.0 should give good results by default, 
although you can still use it to tweak the effect.

Note: This will render differently if you've already set up a .blend using
multiple scattering with the old code, so you'll need to tweak older files. 
Setting the intensity back to the default 1.0 should be good though.


* Smaller thing - fixed the camera view vector stuff up a bit in light 
cache, it now gives much more similar results to non-light cache when using 
anisotropic scattering.
2009-03-18 03:52:17 +00:00
2b05a83729 Fixed a problem in how volumes were interpreting textures, and removed
associated workarounds in point density texture.
2009-03-17 05:33:05 +00:00
ce637a0046 * Patch by Raul F Hernandez
This adds a header to the voxel data texture's data file format, to 
auto-fill the resolution settings upon loading a file. I don't have a data 
file of the right format to test with, so I'll trust it works and wait for 
confirmation!

It also adds a 'still frame' setting, to pause the voxel data sequence on a 
specified frame, throughout the course of the rendered animation.
2009-03-11 05:32:11 +00:00
8fa180a9b1 * Fix for a small bug where multiple scattering wasn't being enabled properly.
* Also a MSVC compile fix
2009-02-26 00:13:40 +00:00
f377be3783 2.5
Assorted smaller fixes:

- Fix: modal keymaps for editmode in view3d were not set again
  when you copy areas or go fullscreen.

- Improved "redo last op" (F6) to search back in history for
  a redoable operator. Operator also used wrong pupmenu type.

- On creating new FCurve editor, the channel rainbow colors are
  set correct.

- EditMesh: fixed code for Spin/Screw, correct props, init and
  error reporting. (Spin hotkey ALT+R temporary)

- recompiled all to check for uninitialized variable warnings.
  (compile flag should be -O for this). Fixed some proto's.
2009-02-19 16:22:07 +00:00
e1b92bc166 2.5
Safe method to move render results to the displayed image.

It now allocates a single image for display, and on each
refresh callback from render, it copies the refreshed 
section over to this image, in 32 bits. While rendering
that image then only shows progress updates, as usual.
This also now works for scenes in composte and results
for composite.

This should solve reported crashes for MBlur or SSS.
2009-02-05 19:28:28 +00:00
1b27cd70e5 2.5
Render back! And not only back, even full threaded now. :)
Current state is unfinished, but too much fun to not to
commit for review and test!

WARNING: because render is in a threaded job, it will
use data as can be edited in the UI. That'll crash in many
cases of course... the idea is to limit UI usage to viewing
stuff, especially for the Image Window to inspect layers
or zoom in/out.

What works now;
- F12 render (no anim)
- ESC from render
- ESC pushes back temporary Image Window
- Render to ImageWindow or full-screen.
- Executing composites, and edit composites after render.

Note that the UI is 100% responsive in a render, you can 
switch screens, slide area dividers around, or even load
a new file during render. :) It's quite stable even.

I'll collect all crash reports especially to get a good 
picture of where the protection is required at least.

Also added: XKey "Delete Objects", to get things crash...
unfortunately it didn't for me.
2009-02-04 17:40:50 +00:00
8036342ea8 2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
  organize things a bit and indicate what should be used when.

* uiMenu* functions can now be used to create menus for headers
  too, this is done with a uiDefMenuBut, which takes a pointer
  to a uiMenuCreateFunc, that will then call uiMenu* functions.

* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
  specific to making popup menus. Will convert the other
  conformation popup menu functions to use this too so we can
  remove some code.

* Extended uiMenu functions, now there is is also:
  BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.

* Converted image window headers to use uiMenu functions, simplifies
  menu code further here. Did not remove the uiDefMenu functions as
  they are used in sequencer/view3d in some places now (will fix).

* Also tried to simplify and fix bounds computation a bit better
  for popup menus. It tried to find out in advance what the size
  of the menu was but this is difficult with keymap strings in
  there, now uiPopupBoundsBlock can figure this out afterwards and
  ensure the popup is within the window bounds. Will convert some
  other functions to use this too.
2009-01-30 12:18:08 +00:00
561a9b3d4c svn merge -r 17502:18705 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2009-01-28 00:43:46 +00:00
8762737400 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17853:HEAD 2009-01-26 08:34:40 +00:00
1ed26fffb8 Volume rendering: multiple scattering
This is mostly a contribution from Raul 'farsthary' Hernandez - an approximation for 
multiple scattering within volumes. Thanks, Raul! Where single scattering considers 
the path from the light to a point in the volume, and to the eye, multiple scattering 
approximates the interactions of light as it bounces around randomly within the 
volume, before eventually reaching the eye.

It works as a diffusion process that effectively blurs the lighting information 
that's already stored within the light cache.

A cloudy sky setup, with single scattering, and multiple scattering:
http://mke3.net/blender/devel/rendering/volumetrics/vol_sky_ss_ms.jpg
http://mke3.net/blender/devel/rendering/volumetrics/sky_ms.blend

To enable it, there is a menu in the volume panel (which needs a bit of cleanup, for 
later), that lets you choose between self-shading methods:

* None: No attenuation of the light source by the volume - light passes straight 
through at full strength
* Single Scattering: (same as previously, with 'self-shading' enabled)
* Multiple Scattering: Uses multiple scattering only for shading information
* Single + Multiple: Adds the multiple scattering lighting on top of the existing 
single scattered light - this can be useful to tweak the strength of the effect, 
while still retaining details in the lighting.

An example of how the different scattering methods affect the visual result:
http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.jpg
http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.blend


The multiple scattering methods introduce 3 new controls when enabled:
* Blur: A factor blending between fully diffuse/blurred lighting, and sharper
* Spread: The range that the diffuse blurred lighting spreads over - similar to a 
blur width. The higher the spread, the slower the processing time.
* Intensity: A multiplier for the multiple scattering light brightness

Here's the effect of multiple scattering on a tight beam (similar to a laser). The 
effect of the 'spread' value is pretty clear here:
http://mke3.net/blender/devel/rendering/volumetrics/ms_spread_laser.jpg

Unlike the rest of the system so far, this part of the volume rendering engine isn't 
physically based, and currently it's not unusual to get non-physical results (i.e. 
much more light being scattered out then goes in via lamps or emit). To counter this, 
you can use the intensity slider to tweak the brightness - on the todo, perhaps there is a more automatic method we can work on for this later on. I'd also like to check 
on speeding this up further with threading too.
2009-01-26 02:42:17 +00:00
9cc59fb0c3 2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
  of components to get it work:
  - customdata, free callback for it
  - timer step, notifier code
  - start callback, update callback
- Once started, each job runs an own timer, and will for
  every time step check necessary updates, or close the
  job when ready. 
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
  it will prevent multiple jobs to enter the stack. 
  Instead it will re-use a running job, signal it to stop
  and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
  under construction. 
  Fun: BLI_addtail(&wm->jobs, steve); :)

Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see 
  previews update even while dragging sliders!
- Currently it only starts when you change a node setting.

Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.

Also:
- bug in region initialize (do_versions) showed channel list in
  node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
  way! This is for later to work on anyway. 
- recoded Render API callbacks so it gets handlers passed on, 
  no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
  of stuff from code soon.
2009-01-22 14:59:49 +00:00
b4bef32bd9 * Fixed a minor CMake error for WITH_YAFRAY option
* Removed two unused sculpt DNA fields
* Restored brush spacing option to sculpt
2009-01-21 18:44:36 +00:00
ee180ff5ac Added new CMake build option, WITH_YAFRAY. Set to disabled by default. 2009-01-17 03:51:13 +00:00
44e5b7788b 2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.

Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. 
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. 
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) 

There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html

So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.

Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
c0ecbfce0e blender was crashing if no argument was given after '-t'
mesh.faces.deltete(...) with an empty list no longer returns an error.
2009-01-15 18:06:06 +00:00
6cfbb0017a * Little feature, blend texture can have extrapolation modes (like repeat).
This should probably go in trunk, but I'll stay away for now with all the 2.5 work on.
2009-01-13 02:39:46 +00:00
0572f1a5f6 * fixed an incredibly silly typo-bug in light cache 2009-01-08 22:49:03 +00:00
637ffd1dfb 2.5
More globals discovered; lattice deform stored static
deform array and a matrix. Tsk!
2009-01-07 16:05:55 +00:00
25e5765f47 Got rid of old multires code, brought in multires modifier from
soc-2008-nicholasbishop branch.

Note: any old code with multires_test() or multires_level1_test() can 
just be deleted, not needed by the multires modifier.
2009-01-06 18:59:03 +00:00
d19e758964 2.5
Fix compile error with AVI support
2009-01-04 19:10:57 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
a6721c60d9 2.5
From the anti-globalization department: 
G.obedit terminated!

Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
2009-01-02 19:10:35 +00:00
834fda50d9 Volume rendering
* Fixed an old problem where if both the camera and a solid surface were 
inside a volume, the volume wouldn't attenuate in front of the surface (was 
visible in the blender conference art festival clouds animation:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shade_cam_inside.mov

* Initial support for refracting solids inside volumes. I might be able to 
make this work better, but not sure at the moment. It's a bit dodgy, 
limited by the code that does the recursive ray shading - it's really not 
set up for this kind of thing and could use a refactor very much.
2008-12-31 05:08:04 +00:00
e4b20f0180 2.5: various warning fixes. There was one actual bug in a few different
places, using sprintf with strings like ID names as the format string
(note that this name can contain a % character).
2008-12-26 14:19:25 +00:00
Nathan Letwory
521fe6739a 2.5 / SCons
New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
2008-12-23 21:20:34 +00:00
be1d06a2c5 Volume rendering:
* Multithreaded volume light cache

While the render process itself is multithreaded, the light cache pre-process 
previously wasn't (painfully noticed this the other week rendering on some 
borrowed octocore nodes!). This commit adds threading, similar to the tiled render - 
it divides the light cache's voxel grid into 3d parts and renders them with the 
available threads.

This makes the most significant difference on shots where the light cache pre-
process is the bottleneck, so shots with either several lights, or a high res light 
cache, or both. On this file (3 lights, light cache res 120), on my Core 2 Duo it now 
renders in 27 seconds compared to 49 previously.

http://mke3.net/blender/devel/rendering/volumetrics/threaded_cache.jpg
2008-12-22 20:28:02 +00:00
42def9a351 2.5
Cleanup

- for portablity we can keep the old ugly defines for retrieving
  active object, cfra and so on. But, they will use 'scene' not
  G.scene.
- fixed code that uses those defines.
- some unused variables/functions removed
2008-12-22 09:43:29 +00:00
3bda5490f7 2.5: globals cleanup
* G.version removed, use BLENDER_VERSION
* G.order removed, ENDIAN_ORDER
* G.vd, G.sipo, G.buts, G.sima, .. removed.
* G.qual removed
* G.simulf removed (was unused in 2.4x)
* error() and some other unused stubs removed
2008-12-19 19:11:02 +00:00
882d85a968 Patch from Banlu Kemiyatorn
replace VecMulf(var,-1) with new VecNegf(var) function.
2008-12-16 12:32:10 +00:00
d99686a783 Touch/NoOverwrite options were not disabled for video. 2008-12-15 08:29:31 +00:00
7124d321d8 * msvc compile fix 2008-12-15 05:49:56 +00:00
5f55aa43d0 * Compile fixes for voxeldata.c (thanks jms)
* Fixed a typo in the patch that made trilinear interpolation really slow

* Replaced the patch's trilinear interpolation code with the existing trilinear code from pbrt / light cache (first stage of unifying this voxel interpolation code)
2008-12-14 02:22:29 +00:00
c2f037da07 and the new voxel data files.. 2008-12-13 05:43:10 +00:00
92f5c719ae * Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel 
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández 
with some additional tweaks. Thanks, Raúl!

The texture works similar to the existing point density texture, currently it 
only provides intensity information, which can then be mapped (for example) to 
density in a volume material. This is an early version, intended to read the 
voxel format saved by Raúl's command line simulators, in future revisions 
there's potential for making a more full-featured 'Blender voxel file format', 
and also for supporting other formats too.

Note: Due to some subtleties in Raúl's existing released simulators, in  order 
to load them correctly the voxel data texture, you'll need to raise the 
'resolution' value by 2. So if you baked out the simulation at resolution 50, 
enter 52 for the resolution in the texture panel. This can possibly be fixed in 
the simulator later on.

Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, 
probably the easiest way to map it is with and empty, using Map Input -> Object.

Smoke test: http://www.vimeo.com/2449270

One more note, trilinear interpolation seems a bit slow at the moment, we'll 
look into this.

For curiosity, while testing/debugging this, I made a script that exports a mesh 
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, 
rendered as a volume: http://www.vimeo.com/2512028

The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py

* Another smaller thing, brought back early ray termination (was disabled 
previously for debugging) and made it user configurable. It now appears as a new 
value in the volume material: 'Depth Cutoff'. For some background info on what 
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/

* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
aef61a7000 wip commit to work on at home, nothing to see 2008-12-09 07:19:55 +00:00
1b9eabeef6 * Added other noise basis types to point density turbulence
* Fixed a bug in 'ignoring volumes in AAO'
2008-12-05 04:06:41 +00:00
bdf6711b70 * Some extra sanity checks for point density 2008-11-28 07:12:32 +00:00
6df8cf842a * Allow for light linking/overrides in volume materials 2008-11-19 23:27:47 +00:00
28da9ad12e svn merge -r 17201:17502 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-11-19 19:28:12 +00:00
14a0718a8a * fix - constant colour output in point density wasn't working 2008-11-19 05:30:52 +00:00
e5b51109e9 * Exclude volume materials from AO 2008-11-18 01:53:52 +00:00
e6a903c06e cleaned some code and split volume precaching into a new file 2008-11-15 04:16:46 +00:00