Delegates now receive a TexParams* instead of float *coords. This gives texture nodes access to dxt, dyt, cfra as well as coords. This fixes the time node and allows nice sampling to be implemented.
* Add RenderResult.load_from_file to load whole multilayer exr's at once.
* Removed x/y offset from RenderLayer.load_from_file, better to encourage
using offset in begin_result() to minimize memory usage.
* Added WITH_OPENEXR in some screen/file/image module for scons/make, exr
was not working in some places there.
* data reorganisation - uses own values now instead of reusing surface material properties (i.e. an individual density value, rather than reusing alpha) Files saved with the old system won't load up the same after this.
* improved defaults and ui
* Transparency is now it's own panel, with a boolean toggle
+ enum for z/ray transparency (following mockup made by
William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.
This bug fix makes the "non-smoothed" faces appear again (just like they do in 2.49 and blender2.5)
Meaning the "detect neighbour faces" isn't working 100%.
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983
More to come, but this makes things much easier to work on for me :)
- Correct fix for file loading crash introduced by earlier point cache commit.
- Simulations are no longer calculated to current frame at render time automatically.
* This has to be thought through more carefully at some point, perhaps through render profiles.
* All simulations can be updated manually to current frame from any cache panel with the "update all to current frame" button.
- Some explanatory comments added for BKE_pointcache.h.
if theres very few faces its not worth it to create a separated tree for beinng reused.
should speedup some particle renders.
This "fixes" a bug relationed with a arithmetic precision on instances and raytrace of very close objects
which usually happens on rendering (almost) overlapping alpha-enabled leafs/feathers
This brings back sequencer rendering, moving do_render_seq() into the
pipeline where it belongs.
Things to fix: SCENE-strip rendering and memory cleanup for
SCENE-strips.
Otherwise: enjoy :)
lay = result.layers[0]
lay.rect_from_file("somefile.png", part.x, part.y)
If the source image is bigger then the render layer x/y offsets can be used to choose the part of the image use.
* Diffuse/specular ramps works again.
* Wire is now a material type next to Surface and Halo.
* Removed Volume material type option until it is actually there.
* Some button layout tweaks.