Commit Graph

1152 Commits

Author SHA1 Message Date
fcdf2d694f Fix for bug #8555: geometry node front/bake was broken.
Fix for bug #7418: texture ipo's didn't show for textures in node materials.
Fix for part of bug #6758: node materials in other node materials could
miss texture coordinates.
2008-03-14 18:08:27 +00:00
3f9f89fc18 Bugfix: baking selected to active did not include materials with
Traceable disabled.
2008-03-14 10:56:09 +00:00
93f8961cdb Bugfix for cloth vectorblur (back to normal) 2008-03-14 01:07:09 +00:00
abc79af975 Fix for bug #8437: white borders in envmap reflection, cause was
change in imagewraposa that de-premuls colors, while envmap code
was expecting premultiplied colors.
2008-03-13 15:55:35 +00:00
4d3c9e88ed Fixing compiler wanring 2008-03-13 14:38:29 +00:00
89247a96e9 Fix for bake texture antialiasing commit, AO with constant jitter
didn't work. Also fixed a warning.
2008-03-13 14:36:17 +00:00
2c937f0769 Fix for bug #8502: AO was being computed unnecessarily if it was
excluded from the combined pass and the AO pass was disabled.
2008-03-13 09:58:21 +00:00
691e2d5ca8 Temporary bugfix [#8474]: Smaller fluid objects had no velocity assigned for vectorblur usage. All zero elements now get the average velocity assigned. I tried to fix the real source - but that seems to be somewhere in the fluids code not reachable by me 2008-03-13 01:24:59 +00:00
598e075717 Baking now does material texture anti-aliasing if the OSA button is
enabled, result of that is mainly visible for image textures.
2008-03-12 20:22:05 +00:00
33a6bf610e Cloth bugfix for 1. reset of cloth sim during render with vector blur when cache was not protected, 2. fix of bad vector blur for cloth, put fluidsim like function in to get real speed vectors 2008-03-12 01:42:39 +00:00
7f6889a63b Bugfix: render instancing didn't work correct with layer ipo's,
each instance should have it's own layer.
2008-03-11 12:29:59 +00:00
2563733a5d stupid mistake for setting the bake mask (only masked half the faces), also exposed a possible bug since the malloc and null checks were done without mutex locking. 2008-03-10 20:58:53 +00:00
2299f0d946 masked/alpha baking commit was missing a null check for imbuf,
made textures also bake alpha
2008-03-09 18:06:48 +00:00
027277fce0 * Bakeing fix for apricot, stop pixels being extended for parts of the image that are not being baked (useful for multiple objects)
* Added support for baking alpha, as well as extending alpha margins.
2008-03-08 21:35:38 +00:00
5b3dc15880 Normal map tangents are now not always averaged at vertices anymore,
but only when the UV's are connected. That fixes some artifacts when
baking and using tangent space normal maps. It does mean increased
memory usage because it now stores 4 tangents per face like UV's,
and increased processing time, but there's no simple way around that.
2008-03-07 15:38:56 +00:00
e179b3d98e FSA fix:
If you composite using multiple scenes, the "use FSA" button had to be set
or disabled for each scene. Now you can just set/disable FSA for the scene 
that does the compositing. You can only disable FSA in other scenes if it 
was set before though.

(Any understands these lines? :)
2008-03-06 19:26:44 +00:00
94f8db96d9 Bugfix: shaded mode or baking could crash, didn't always create
memarena but it's being used now in more places so needs to be
created always.
2008-03-05 17:19:57 +00:00
f975d29704 Restored code from over a year ago, tests to allow anti-aliased
shadowbuffers. At the time the results were not satisfying enough,
but we now suffer a shadow problem that might well be solved with
this feature.

Problem:
Temporal aliasing of shadowbuffers when small details move (like strands).

In this case it doesn't work to simply increase the shadowbuffer size,
because strands are pixel-sized. Huge shadowbuffers make strand shadows
almost disappear. So... the shadowbuffer resolution has to be not too high.

Instead of increasing the buffer size, we then create multiple buffers,
each on different subpixel positions (a bit like "FSA" :).

So! Shadowbuffer sampling then works as follows;

1) You take multiple samples in the shadowbuffer, on different locations
   inside (or around) the rendered pixel. 
   That option was aready available as "Samp" button in Lamps

2) Set amount of sample buffers. It is default 1, but can be 4 or 9.

The results of setting it to '4' or '9' buffers you can see here:
http://www.blender.org/bf/filters/index3.html

Actually, deep shadowbuffers could solve it probably too! Anyhoo...
2008-03-05 10:03:31 +00:00
4ba2162e63 Bugfix: the shadow samplenr increment to reuse shadow results in
the renderer could lead to results being reused for unrelated
points, result was one wrong pixel or strand per part. Now instead
of setting the sample counter to 0 multiple times, it keeps a global
counter per thread for the whole render.
2008-03-04 19:58:22 +00:00
b26a767923 Bugfix: displacement with object texture mapping could crash. 2008-03-03 18:53:06 +00:00
27c9fb7c6b Fix for bug #8410: dupliframes didn't render. 2008-03-03 17:16:29 +00:00
cffb9551db Fix for bug #8403: a radiosity render crash. 2008-02-29 16:52:46 +00:00
95b0176fde Fix segfault when save the render with Multilayer format.
The RE_WriteResult function don't call BLI_make_existing_file
like BKE_write_ibuf, so if you append a directory to the output
path and it don't exist, the exr_begin_write fail to create
the file and blender crash.

Note that this is only 1 line of code and don't touch
anything in the render code.
2008-02-29 15:36:24 +00:00
34fbc56c1c Fix for bug #8357: metaball rendering + radiosity was broken. 2008-02-28 18:54:25 +00:00
7a83e67a46 Fix for bug #8373: using SSS the rendertime could be reported wrong. 2008-02-27 20:10:05 +00:00
8da0b6937d Fix for dupli rendering bug, with a duplicating particle system using
groups that were not in the scene. Also commented the code better.
2008-02-27 11:50:20 +00:00
995262728f Fix for bug #6854: meta object crash with preview render. Meta objects
were using an ugly trick to store render orco's, but there's really no
reason for it, now it works like other primitives.
2008-02-26 16:20:36 +00:00
2719e8ca33 Tweak bugfix #8347 a bit, the self intersection problem with raytraced
shadows and jittering.
2008-02-26 13:05:18 +00:00
7f0b9abb7d Fix for bug #7914: when rendering ray transparency with premul or key,
the alpha channel was set wrong.
2008-02-25 15:08:46 +00:00
15688168df Fix for bug #8347: bug in raytraced shadow with edgesplit. Problem
was the new jittering of the start position gave self intersections,
especially noticable with for example edgesplit because in that case
it can't detect them as well. 'Solution' now is to bias the start
position away from the surface a bit according to how much the start
position was jittered.
2008-02-25 10:58:12 +00:00
0e233b3213 =Reversion of premul bugfix=
Reversion of premul bugfix, as it was apparently not
working all that well.

Note that this brings back the bug where the erase alpha
paint tool won't display correctly, since the UV image
editor just draws images in key alpha now.
2008-02-22 22:23:58 +00:00
28fb578048 Fix for bug #8329: approximate AO with shadow disabled gave artifacts. 2008-02-22 19:29:15 +00:00
ed385dd5ce Fix for mistake in last commit, using wrong flag. 2008-02-22 15:09:24 +00:00
0e935e397b * Displacement baking wasnt working with negative distances.
* Added Normalize option for diplacement so everything in the 'Dist' range is mapped 0-1
* Increased the maximum Dist and Bias to1000.0 (was 10.0)
* Added python utility function in BPyRender.py - bakeToPlane(...), to automate heightmap, normalmap generation for Crystalspace.
2008-02-22 14:27:46 +00:00
d7088ce825 Bugfix: objects in groups with texture mapping Object now get texture
coordinates from the object as if they were in their original position,
untransformed by dupligroups or dupliverts. Otherwise the textures of
such objects would change depending on their position.
2008-02-22 13:21:42 +00:00
ac5caa8536 Fix for bug #8326: SSS + fields crashed. 2008-02-22 10:43:40 +00:00
71ca81019d autoThread was inverted at rendertime (forgot to change), added tooltips 2008-02-21 21:28:54 +00:00
b163a416c4 Fix for bug #8214: halo didn't render correct with FSA. 2008-02-21 20:58:22 +00:00
70befde9e9 Fix for bug #8014: in some cases text objects would not render without
being shown in the 3d view first.
2008-02-21 15:09:12 +00:00
7c7a931fed made auto threads default (noob's get faster renders in their dual core CPU's)
changed env variable check order $TMP, $TMPDIR - aparently $TMP is more common.
2008-02-21 08:43:13 +00:00
1695c8fe5d Fix for bug #6897: radiosity or autosmooth + displace gave different results
than regular displace.
2008-02-20 20:37:20 +00:00
4c0b33ef80 Python Bugfix
A new file could have its Blender.Get("filename") return "<memory>" after undo'ing on an open file.
Fix for own error with python sys.path, messed up game engine.
2008-02-20 18:56:07 +00:00
79a354172a Negative zmask rendering: now there is a setting to render everything
behind the zmask instead of in front. Might need tweaks, and doesn't
work with halo yet.
2008-02-20 14:17:53 +00:00
0e1ae457ec Bugfix for duplivert render instancing with certain dupligroup setups. 2008-02-20 14:10:41 +00:00
82d769c79f automatic threads, next to the Threads button, so you can set threads to use whatever the system has, useful in the studio with 2,4,8 core systems when sharing files. 2008-02-19 22:23:21 +00:00
b08b5a934f Fix for bug #6911: radiosity pass can no be excluded. 2008-02-19 19:26:49 +00:00
2463e7a32e Fix for bug #8299: baking from selected to active with ray transparency
gave wrong results. Problem was the view vector was setup strange. While
it is really not well defined, it is now set as the negation of the normal,
so it is looking right at the surface, gives more predictable.
2008-02-19 17:51:58 +00:00
6ea0adb462 Added an option to bake AO normalized, without material settings taken
into account. The normalized result can often be easier to integrate
into different materials, e.g. for games.
2008-02-19 16:16:16 +00:00
4100861f24 Bugfix: vector blur blending of different times wasn't correct, didn't
show up much for characters on isolated layers but can make a big
difference on a full scene:

http://users.pandora.be/blendix/vblur_before.jpg
http://users.pandora.be/blendix/vblur_after.jpg
2008-02-19 15:30:33 +00:00
f5e89b3f47 Bugfix: this adds some epsilons (FLT_EPSILON, so quite small) to the
raytracing intersection code, to avoid rays slipping through between
triangles, this would mostly show up with sceen aligned quads and
baking of height maps for example. Epsilon's are not pretty, but I
haven't found a reliable way around them.
2008-02-19 12:13:35 +00:00