Docs are here: http://wiki.blender.org/index.php/User:Theeth/netrender
Should be easy to test if people want too, just follow the instructions on wiki
Code is still very much in flux, so I'd like if people would refrain from making changes (send patches directly to me if you must).
The UI side is very crap, it's basically there just to get things testable. See wiki for known bugs.
- Baked point caches for particles, cloth and softbody can now be edited in particle mode.
* This overwrites the old cloth/sb cache editmode editing.
* The type of editable system is chosen from a menu.
* For particles the current particle system and it's current cache are used.
- Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later.
- All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair.
- Code is not yet optimized for speed, so editing might be slow sometimes.
Known issues:
- Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this?
- As "particle mode" is not only for particles any more some other name would be in place?
- Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading.
- Direct editing of point velocities is not yet implemented, but will be in the future.
Other changes:
- Hair editing doesn't require a "make editable" button press any more.
- Multiple caches in single particle system disables changing emission properties.
- Unified ui code for all point cache panels.
* Defined in buttons_particle.py and imported for cloth, smoke & softbody.
- Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.)
- Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality.
Bug fixes:
- Unlinking particle settings crashed.
- Deleting the active object with particles in the scene crashed.
- Softbody didn't write point caches correctly on save.
renamed RNA properties.
x_offset, y_offset -> offset_x, offset_y, this order is more common in rna.
render.border -> render.use_border
render.placeholders -> render.use_placeholder
render.no_overwrite -> render.use_overwrite
Again, please try not to break scripts - at least grep the release dir for the names you change.
- rna material property rename
gloss_amount -> gloss_factor, since its from 0.0 to 1.0, prefix factor is used on other material settings.
reflectivity -> reflect_factor
Also ported some name changes from the materials UI script to RNA to keep these consistent. Animation editors always show the RNA name after all, so it's good to keep the names similar.
Finally in 2.5 branch :)
Still things to do, but will continue working in here. I won't bother
repeating the commit messages from the last year or so, however I've
written up some technical docs to help Ton/Brecht/etc review and find
their way around the code:
http://wiki.blender.org/index.php/User:Broken/VolumeRenderingDev
That above page has some known issues and todos listed, but I'm still
interested in bug reports.
Credits for this code:
* Matt Ebb
(with thanks to Red Cartel/ProMotion Studios)
* Raul Fernandez Hernandez (Farsthary) for patches:
o Light cache based multiple scattering approximation
o Initial voxeldata texture code
o Depth Cutoff threshold
* Andre Susano Pinto for BVH range lookup addition
* Trilinear interpolation adapted from pbrt
* Tricubic interpolation from libtricubic
Made toggle buttons less wide, with less extra space around them
Made number widgets wider to allow larger numbers, such as the current frame field in the timeline.
Patch by Lorenzo Pierfederici (lento). Many thanks!
* Ported some more menus to python (Pose, Particle...)
* Some cleanup and reorganization in the python file to reduce code. :)
* Cleanup of old C buttons code.
This solves one of the last remaining hurdles for
volume rendering. Previously it always used ray
tracing to shade other objects inside or behind the
volume. This meant that said objects would look
aliased, unless you used Full OSA on the volume
(which is slow!). As well as this, it meant that you didn't
get a good alpha channel out of the volume to use for
compositing, similar to ray refracting materials.
This commit enables z transparency for volume
materials. Although it can be potentially less
physically correct, in most situations there's no
difference, and you get the benefit of nice sampling for
other objects and an alpha channel for compositing too.
-Made Mirror and Transparency panels more consistent.
-Improved greying out, and better communicated the fact that alpha settings do work even if Ztransp/Ray Transp are not enabled. The results of low alpha and no Ztransp/Ray Transp look weird though - is this supposed to be supported?
-Added Flare panel for halo.
-Improved SSS panel.
when passing properties=True as argument.
Other changes:
* uiItemR, uiItemFullR, uiItemFullO now accept a flag argument rather
than multiple different "boolean" arguments, but still exposed as
booleans to python.
* Fix RNA to support setting PROP_RNAPTR for return values.
* Alt-S in Object Mode would crash. Was caused by modal-keymaps for Pose Mode not being cleared when not in Pose Mode.
Also fixed what appears to have been a copy+paste error for Armature Sketching keymaps.
* Active KeyingSet menu in TimeLine header is now properly editable. Was using the wrong type of layout call to do this.
Made Hook Modifier be able to use bone targets. However, I haven't been able to verify that everything will work perfectly, since just creating a new Hook Modifier and assigning targets doesn't set hmd->indexar correctly.
* Popup menus now remember the last clicked item again.
* Modifier and File Format menus are now organized in multiple
columns with categories.
* Hook, explode, uv project modifiers have all their buttons
again with the relevant operators implemented.
* Modifiers that can't be added by the user, or don't work on
curves for example, are not in the menu anymore.
* Fix search menu overlapping buttons when near the bottom of
the screen.
* Fix uv layers search menu not working in some modifiers.
* Cleanup popup menu code a bit, layout engine is used in more
cases now instead of ugly position calculation code.