appeared that the standard size (64x64x64) just works fine for small
scenes, like a single character in a small environment. Larger scenes and
larger environments became exponentional slower.
Disadvantage of larger octrees is longer build time, and overhead traver-
sing it though, so something to tweak based on some experimenting.
A table with test results + blender file will be in CMS soon.
New button is in F10 Render panel, in bottom. Last free spot there! O_o
Sizes supported now 64, 128, 256 or 512.
When toonshading is used, also backfacing polygons are rendered. This
causes a conflict with raytraced shadow, since backfacing polygons
always have shadow.
There was an error in the code that didnt set shadow for backfacing
polys, assuming shading would be 'zero' then as well. That's fixed.
Somewhere after 2.28c I fixed some thing in radio rendering that prevented
textures to be applied to radio energy.
Now it is a normal 'diffuse' energy again, and multiplied with actual
(textured) material color.
Small fix: the radiosity steps show up as numbers printed in time-cursor.
The OSA ofset vector for current rendercoord (O.dxco) wasn't
initialised in all cases. Actually, just removed it for AO, effect is
invisible.
Bug provided by jK, not in tracker. thnx!
pattern as previous commit for AO.
Previous setting, dither+jitter, has been cancelled. Now you can choose
for either nothing, dither, or for noise. With the latter giving same
nice noise as for AO.
Pics:
http://www.blender3d.org/cms/Render_engine_features.215.0.html
a UV Sphere which isn't a very uniform distribution on a sphere.
Now I itterate a evenly distributed set of points on sphere, and use that
by random rotating the entire sphere for each pixel.
http://www.blender.org/bf/samp3.jpghttp://www.blender.org/bf/samp4.jpg
Both pics same rendertime, 36 AO samples. Quite a difference, eh!
Will put html page for release up.
- AO energy slider to control amount
- option "Use sky color" for colored AO. The horizon color will define
bottom diffuse color, the zenith works on top
- option "Use sky texture" will do a full sky render to define AO color
Please note that AO energy and color only is found when a ray does not
intersect. So for interior scenes make sure 'Dist' value is sufficient
low.
New also is:
- World "Map input" allows "Ang Map" (Angular mapping) which can be used
for 360 degree spherical maps, aka as Light Probes. Check samples here:
http://www.debevec.org/Probes/
Note that Blender doesn't support HDRI images yet, but option "Use sky tex"
already gives intersting results with such images
- World sky rendering with Image Textures now correctly filters and uses
antialiasing. Also noticable for raytrace mirror reflections
- World preview render for sky type "Real" now gives correct view as
defined by current used camera.
I tried to speed up AO tracing with coherence systems, none of it really
worked yet... time to tackle octree itself i guess!
Credits go to blendix! Well done!
Reported were errors in using procedural textures on "Map input" UV type.
It was due to un-initialized uv[2] members, which were actually still
used by texture.c for some coord flip magic.
When using MotionBlur, the rendered coordinates were not correctly
adjusted, causing visual artifacts using the new AO, but it was also
visible for normal ray-shadow, which didn't become anti-aliased in
Mblur render.
Solved it with 2 globals now, to pass on blur offset to renderloop.
Leave it that way... the entire method used to jitter/AA/blur stuff
needs revision.
- Ambient Occlusion is a more sophisticated ambient trick, which takes
nearby faces into account by firing a hemisphere of shadow-rays
around. AKA 'dirt shader'.
- Eeshlo made it a Lamp type, which doesn't fit well. I've moved the
settings to the World menu, and let the Material->ambient value control
the amount it contributes
- currently, the AO value is added/subtracted/mixed with the 'diffuse'
factor while shading, before it is multiplied with Material color
Buttons are in new Panel 'Amb Occ" in F8 menu. Note:
- "Dist:" by shortening the length of rays you get subtler effects and it
renders faster too
- "DistF:" the attennuation factor gives control over how the 'shadow'
spreads out.
Further it's just raytracing, so tends to be slooooow.... :)
Here same tricks as for other raytraced scenes apply, especially try to
keep the environment as small as possible (exclude faces from Octree by
giving them no Material Traceable).
I still have to think over a couple of aspects, will await feedback on it:
- AO color? Now it just adds 'white'
- other sampling patterns? I tried dithering, which was so-so
- method of controlling final 'samples' in F10? Might be useful for other
oversampling too (area light) to have it reacting to a percentage or so..
Basically this provides three new things:
1. Choice of a list of noise-base functions, which can be used by the
current Clouds, Marble, Wood textures as well.
2. Three new texture types: Musgrave, Voronoi and DistortedNoise
3. Python access to noise functions (not for render!)
All of this together makes Blender's builtin procedural textures a LOT
more powerful. Here again, a full webpage should be made to show off all
possibilities, and explain some of the more scientific names for settings.
A good read on Musgrave textures can be found here:
http://www.ypoart.com/Downloads/Musgrave.htm
About Voronoi:
http://www.ypoart.com/Downloads/Worley.htm
I can't find official DistortedNoise docs easily... maybe its something
Eeshlo created himself.
I've spent some time to change the patch Eeshlo provided. Worth noting:
- created main texture "Musgrave" with 5 sub choices (instead of 5 new
main textures)
- added for all new textures the option to scale (zoom in out)
- added patch in do_versions to initialize variables
I hope the Python team will check on the Noise.c API. And include in docs!
reason is that raytrace code doesnt like shadow on backfacing faces
at all. the hemi light is omni-directional, and would need a shadow
calculation to mimic this as well. the new 'Ambient Occlusion' patch
will make that possible.
different objects shouldn't share flags this way (still sharing of
other mesh flags in renderer... ickity pickity, but I'm not fixing now)
- removed some unnecessary uses of DNA_mesh_types.h
* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
render solid now (no alpha).
- This gives nicer previews, but also makes envmaps look better, since
environment maps are rendered without raytracing
- I decided not to raytrace envmaps mainly because of speed... if you use
environment maps you want something quick... otherwise just use ray_mir
material here!
alpha>1.0, the 'threshold' calculation in vanillaRenderPipe.c then works
wrong... not sure if this should be fixed there.
- for now, the spothalo render function itself clips.
- again; thanks to horrible intrr test scene! :P
some tests where moved around, causing specularity being calculared when
light actually shines behind a face.
Thanks inttr for the (horrible!) test scene that showed it. :)
this was an error as reported more, with horizontal lines in raytraced
renderings. It appeared to be an Osa struct being not reset to zero
for normals... only happens when using bumpmapping.
- Lamp only shadow (use 'energy' to control amount that gets subtracted)
- Material only shadow (remember, is an alpha trick)
- demo files for this have been included in testing suite, will be
upgraded soon.
control how the intensity channel affects displacement. Nor
slider still controls how Nor channel affects displacement.
- Scaled Nor displacement to make Nor slider more usable.
- Removed Data scale from displacement routines. Made
sliders unusable for objects scaled in editmode. Displacement
now relative to unit sized object. Displace still tracks
with object scale, so scale out of editmode if you want a
large object with deep displacement.
(1 lamp, shadow). The 'coherence' check gets reset now for each new
pixel rendered, which remains efficient for oversampling.
- small cleanups in code, prototype added, less globals.
it is related to the fix for 2.31, wich disabled hackish feature of
inserting the previous render outside border. i forgot the unified has
this code entirely duplicated, something to get rid of one day...
rendered itself. this happened when transparent shadow ray hit a face
with same material as where ray started.
is this understandable? i guess not! :P
the actual fix is just a few lines, to store material locally before
going to trace transp shadow.
currently only for preview render and displaylist. It then uses the
provided texture coordinate itself...
Solution is not perfect... disadvantage of not having globals! then
you have to fix all mess! :)
Marble, wood, clouds. Instead of the retarded (but faster :) old method
it now derives the normal based on displacement of a 'nabla' vector;
sampling the texture additionally with three little offsets in x, y and z.
Code provided by Eeshlo, and gratefully accepted!
- when quads get split before render, the vertexcolors and texture face
(UV) info has to be corrected as well. This happens runtime during
render, no new data is created. The code was in previous versions, but
with raytrace and other new features it needed a rewrite
- this now also should work for the new smart split code from robert!
- cubemap relied on pointer to MFace, which is only available for Mesh
when directly converted to renderfaces.
It then checked the 'puno' flag where also bits were set to indicate
the optimal projection for a face (XY, XZ or YZ).
- I found out the renderface also has a puno flag, so the mface pointer
in a renderface is redundant. Is removed now
- added code in texture cubemap call, which checks on a projection flag
in 'puno'. If not set, it uses the orco's to calculate one.
- this means, that cubemap now also works for other objects than meshes,
provided they have an orco block while render.
- if no orco block available, it uses the 'global' projection to find which
of the cube sides map.
I couldnt find other errors with subsurf & orco though...
re-using old one. New one = 'exp'.
- at first I used the old 'exposure' value, and just mapped it to 0. this
causes a problem with upward compatibility, old blenders then render a
black picture. is too confusing!
- warning; exposure values saved with commit of last week will get lost.
- changed code to make use of actual textures, not the hackish
'externtex', which is only for tools
- added a 'displacement' vector in ShadeInput, and moved calculation of
displacement vector to texture.c itself. So it works with stencil, but
also for options as 'add', 'mult' and 'sub'.
- for RGB textures it uses the brightness value of color for displace
- for stucci, and plugin textures returning a normal, it uses that
- Also: wrote call in end of preparing renderfaces, to split non-flat
quad faces in triangles. gives a lot fewer errors in displace textures,
but also raytracing irregular subsurfs goes better now.
- texture mapping that works for displace: orco, sticky, global, obj, normal.
UV not yet. Reflection-displace? uhh! :)