Quick shows over 2x speedup in my tests, will give bigger speedup with more vertex groups.
If you happen to have vertices with no faces using them - vertex colors will be calculated unnecessarily, but this isnt a common use case for weight paint mode.
Warning!
Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.
Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!
Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!
And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...
This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
ColorMapping struct for color manipulation of textures. These will be the
standard built-in texture node options for manipulating the incoming texture
coordinate and outgoing color.
- remove unneeded type check from convert grease pencil operator.
- correct some error prints & use __func__.
- make copy_libblock take an ID* argument rather than void*.
so path manipulation functions dont run multiple times on the same path in the case of sequence strips where the one directory is used as the base for many images.
Files created in blender before this revision should be rendered in
exactly the same way they used to render before.
Patch by Morten Mikkelsen, finished by Ton and me.
This would previously break because begin/end functions for each tree type still have some checks of the ntree->execdata pointer in them, despite the intended use of execdata instances instead of trees themselves for execution data storage. This is an artifact of the old execution system that required these checks to be made in the functions to avoid multiple execution of top-level trees. Now these functions take an additional argument, so group nodes can prevent them from setting and checking the nodetree->execdata pointers.
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:
http://wiki.blender.org/index.php/User:Phonybone/Particles2010
in a particular setup with two nested material nodes. Material active texture
was looking also recursively into material node, but this was already done
outside of this function.
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
Made some improvements to the point density texture. Added support
for tweaking the falloff with a custom curve. Also coded new
falloff types based on the age or velocity of particles.
Also added a test break check to the volumetric shade cache code,
to avoid nasty hangups from the preview render (on render, exit,
etc).
- making local object data - Curve/Mesh/MBall lost references to linked materials.
- joining a linked mesh object into a local one lost the link.
As well as these reported bugs, checked all local functions for consistency/correctness and found other cases which would also fail.
- making local metaball didn't ensure unique ID name.
- make_local_armature() was missing check for object users - main body of code would never run.
- local particles didn't set the dupli-group or textures to extern.
checked all local functions for consistency/correctness.
Using environment map type "load" increased user counter on each
preview render.
Also noticed that this type of envmap use wasn't threadsafe, causing
imbufs being allocated for all threads. Also fixed that.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
* Effecting particle properties with textures was possible in 2.49,
but not in 2.5 anymore.
* Now particles have their own textures (available in texture panel
for objects with particle systems), which are totally separate from
the material textures.
* Currently a basic set of particle properties is available for
texture control. Some others could still be added, but the whole
system is not intended as an "change anything with a texture" as
this kind of functionality will be provided with node particles in
the future much better.
* Combined with the previously added "particle texture coordinates"
this new functionality also solves the problem of animating particle
properties through the particle lifetime nicely.
* Currently the textures only use the intensity of the texture in
"multiply" blending mode, so in order for the textures to effect
a particle parameter there has to be a non-zero value defined for
the parameter in the particle settings. Other blend modes can be
added later if they're considered useful enough.
oldbump -> original
newbump -> compatible
*new* -> default (3tap)
*new* -> best quality (5tap)
the latter two have an option to apply bumpmapping in
viewspace - much like displacement mapping
objectspace - default (scales with the object)
texturespace - much like normal mapping (scales)
* In addition to fixing the memleak it's much better to always copy the voxeldata to the texture. Smoke data can change at any time due to some changes, so we can't depend on that data.
* Thanks to MiikaH for finding this!