Again, there are still a couple of commented out items that will continued to be worked on. Committed for testing, etc.
Also forgot to mention in the previous commit, thanks to Monkeyboi for some help gathering items for the UV/Image, Action, NLA menus.
Description:
Mesh editmode header/toolbox: Select -> Random...
Randomly selects a user-set percentage of vertices, adding to the current selection.
* Modified some menu entries to be consistent with the guidelines doc.
* Added 'Align Active Camera to View' in 3D View menu
controversial:
* "Select non-manifold geometry" via ctrl-alt-shift-M, or through
the menu or toolbox. Great for troubleshooting weirdness on a
subsurf, or for preparing a mesh for decimation or for rapid
prototyping.
* "Select more" via ctrl-PADPLUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
unselected one gets selected too. Similar to PADPLUS in wings3d.
This is controversial because maybe it would be more useful to
select all of the verts that share a face (instead of just an
edge) with a selected vert -- what do *you* think?
* "Select less" via ctrl-PADMINUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
selected one gets unselected too. Similar to PADMINUS in wings3d.
Also, selected non-manifold geometry becomes unselected. This is
controversial because of the non-manifold stuff ... is it needed?
What do *you* think?
----------------------------
Another (major) armature speed up for bones with many constraints.
When tranform()-ing, figure out which bones need to be recalculated
beforehand and only update those bones.
- Fixed small typo in doc file Object.py, reported by user Bill.
- Fixed bug #803:
Bug #803's Summary: print, type() or BezTriple broken
Trying to print type(BezTriple) was crashing Blender because
that type wasn't being initialized to PyType_Type. The other
problem is that the getName method for ipocurves only works for
object ipos. A warning was added for when users try to use it
with other blocktypes, we'll later update ipo related stuff in
bpython to work for all types.
---------------------------
"Delay Deform" option for armatures.
The button is under the X-ray bones button in the edit buttons.
With this armature option selected, manipulations in pose mode
will only deform children after the transformation is finished.
While hardly an optimal solution to the slow armature crisis, this
gives about 4 times speed up on some meshes (ah well, at least lets
me isolate armature vs. displist slowdowns while profiling).
--------------------------
Major speed up for armatures during times when you aren't
posing a figure.
Background: the calculation of poses generated by actions and the
calculation of displists were getting somewhat out of sync.
This was being remedied by 'clearing the constraint done flag'
of the pose channels and recalculating the displists every time
the 3d view was redrawn, making life slow and unpleasant.
Commenting out the code that was doing this, then reinserting
the 'clearing the constraint done flag' at the right times
made things a bit more perky.
Fixed by checking the object type and changing the up and track axis accordingly.
Also added some comments in the DNA file (recompiling makedna because of comments is fun!)
- Moved a couple of undo_push_mesh after the action has been confirmed (mainly bevel, merge and mirror)
- Split mirror in two functions, interface and functionality
- Simplified the code of the merge function
reported crash with a popular Python script that apparantly doesnt
initialize a Mesh good (setting totcol, but not creating pointer array)
When no Material array is present, 'totcol' is set at zero now.
Blender crashed when assigning background image to 3d window, when no
buttons window was visible. This caused by copying code from old location
with still using some variables of the 'button space' struct.
Solved by creating these variables in View3d 'space' as well, and using
these instead. Could also remove old coder /* comment */ that there was
a unknown bug in the code there. :)
- based at 1.0-exp(-color) trick in Yafray. But to guarantee backwards
compatibility, and some more control, Stefano Selleri hacked a useful
formula for it.
- We now have 2 values to set:
- "exp": the exponential correction value (0-1)
- "range": the light range that maps on color 1.0 (0-5)
- Using exp(x) (is e^x) we can much better prevent overflows from render,
which are currently hard-clipped in Blender. Setting a small 'exp' value
wil efficiently smooth out high energy and map that back to a color for
display.
- total formula:
newcol= linfac*(1.0-exp(col*logfac))
col, newcol are colors
linfac= 1.0 + 1.0/((2.0*wrld.exp +0.5)^10)
logfac= log( (linfac-1.0)/linfac )/wrld.range
wrld.exp and wrld.range are the button values
- default setting: exp=0.0 and range=1.0 give results extremely close to
previous rendering.
- graph: http://www.selleri.org/Blender/buffer/Image1.png for 'exp' setting
ranging from 0-1, and with 'range'=2
Thanks Stefano for the help!
rigurous. Now it only switches context when selecting a new object
type, also "invisble", when shading buttons are not drawn.
What I committed changed context always when pressing the 'shading
context' icon button. This was annoying when you were editing textures
or radiosity, world, etc. In such cases it should just draw the old
settings.
oren-nayer was of course of not built for area-lights... so probably
Cessen will kill me for this hack. Nice challenge for him to come with
better solution. Visually it works & looks fine.
- New lamp type added "Area". This uses the radiosity formula (Stoke) to
calculate the amount of energy which is received from a plane. Result
is very nice local light, which nicely spreads out.
- Area lamps have a 'gamma' option to control the light spread
- Area lamp builtin sizes: square, rect, cube & box. Only first 2 are
implemented. Set a type, and define area size
- Button area size won't affect the amount of energy. But scaling the lamp
in 3d window will do. This is to cover the case when you scale an entire
scene, the light then will remain identical
If you just want to change area lamp size, use buttons when you dont want
to make the scene too bright or too dark
- Since area lights realistically are sensitive for distance (quadratic), the
effect it has is quickly too much, or too less. For this the "Dist" value
in Lamp can be used. Set it at Dist=10 to have reasonable light on distance
10 Blender units (assumed you didnt scale lamp object).
- I tried square sized specularity, but this looked totally weird. Not
committed
- Plan is to extend area light with 3d dimensions, boxes and cubes.
- Note that area light is one-sided, towards negative Z. I need to design
a nice drawing method for it.
Area Shadow
- Since there are a lot of variables associated with soft shadow, they now
only are available for Area lights. Allowing spot & normal lamp to have
soft shadow is possible though, but will require a reorganisation of the
Lamp buttons. Is a point of research & feedback still.
- Apart from area size, you now can individually set amount of samples in
X and Y direction (for area lamp type 'Rect'). For box type area lamp,
this will become 3 dimensions
- Area shadows have four options:
"Clip circle" : only uses a circular shape of samples, gives smoother
results
"Dither" : use a 2x2 dither mask
"Jitter" : applys a pseudo-random offset to samples
"Umbra" : extra emphasis on area that's fully in shadow.
Raytrace speedup
- improved filling in faces in Octree. Large faces occupied too many nodes
- added a coherence check; rays fired sequentially that begin and end in
same octree nodes, and that don't intersect, are quickly rejected
- rendering shadow scenes benefits from this 20-40%. My statue test monkey
file now renders in 19 seconds (was 30).
Plus:
- adjusted specular max to 511, and made sure Blinn spec has again this
incredible small spec size
- for UI rounded theme: the color "button" displayed RGB color too dark
- fixed countall() function, to also include Subsurf totals
- removed setting the 'near' clipping for pressing dot-key numpad
- when you press the buttons-window icon for 'Shading Context' the context
automaticilly switches as with F5 hotkey
Please be warned that this is not a release... settings in files might not
work as it did, nor guaranteed to work when we do a release. :)
http://www.blender.org/pipermail/bf-committers/2003-December/004691.html
Makes HOME and END keys work in text space and text
edit boxes.
I've tested it for some time now and I haven't had any problem or spotted any irregularities of some sort.
One think though. It doesn't update the panning of the text window if the cursor gets out of the screen. I guess someone (more familiar with the code) could look into this.
Really nifty when coding scripts.
http://projects.blender.org/tracker/index.php?func=detail&aid=760&group_id=9&atid=125
When using numerical input with scaling, axis that did not have any input scaled to 0 (it defaults to 1 now). Fix inspired by Koryo's patch (it was easier to recode it than to apply the patch and then run through the code to see if he didn't forget anything).
Also fixed some other stuff (the variables didn't reset correctly at some point).
two new options to uv auto calculation:
"from window to shere", "from window to cylinder".
the differences to sphere/cylinder mapping as is:
1. the around settings of the 3D view sets the projection center
2. the origin of the polar/spherical coordinate system always points out of the screen.
so the rotation of the view affects mapping.
3. in the cylinder case the radius of the projection cylinder is read by a popup button.
Basicly what you need to do is rotate the viewport until the cylinder/sphere is aligned with the depth (Z axis) of the view, as if you where looking through the mesh from one end to another (makes more sense in the case of a cylinder), and choose the From window to cylinder/sphere mapping option.
branches. Especially larger faces give result. Rendering times go down
with an average of 10%. My reference testfile went down from 30.4 to
27.9 seconds.
Based on feedback (thnx phase!) I found a big disadvantage of the 'real'
fresnel formula. It doesnt degrade to 0.0, causing 2-3 times too many
rays being fired compared to the previous one. So; a lot slower.
Now committed is a hybrid which allows (close to) real, and nice artistic
freedom, *and* it really goes to 0.0 and 1.0, assisting nicely in optimal
render times.
A real doc how it works (with pics) will be made before real release.
- Fixed bug in raytrace: the first renderpass didn't use fresnel for mirror.
- Fixed bug in previewrender, now it closer matches how fresnel renders
Also commented out a couple of unused variables that were shouting warnings (and we all love the lack of warning and the couple of extra free bytes) :)
At last irc meeting, eeshlo pointed to an error in the code. It didn't
use the IOR value correctly. This has been solved. So how it works now:
- the IOR button value influences (very subtle) the fresnel effect.
Only for realism diehards.
- the Fresnel value (slider) now denotes the power in the function
rf + (1-rf) * (1-c)^5
where rf= rf = ((ior-1)/(ior+1))^2
and c the dot-product ray/normal.
- so, set the slider at '5' and you have real fresnel. Lower values
for interesting artistic effects.
- put back the forgotten code for gaussian corrected sampling during
antialising render. Normally, each sub-pixel sample in Blender counts
equally, and together make up the pixel color.
With 'Gauss' option set (F10 menu) each sub-pixel sample creates a small
weighted mask with variable size, which (can) affect neighbouring pixels
as well. The result is smoother edges, less sensitive for gamma, and
well suited to reduce motion-aliasing (when things move extreme slow).
This is result of *long* period of research in NeoGeo days, and based on
every scientific sampling/reconstructing theory we could find. Plus a
little bit of our selves. :)
- I should write once how blender constructs Jitter tables for sub-sampling.
this is a very nice method, and superior to normal block filter or random
jittering... time!