Commit Graph

170 Commits

Author SHA1 Message Date
970c9214b5 * Fixes for shading objects inside volumes 2009-08-30 07:07:02 +00:00
740752da12 * Hopefully fix some weird merging business 2009-08-26 06:51:26 +00:00
163d0bb811 * Fix for yesterday's valgrind fix
* Fix for plane material preview render. Now, light cache aborts if there isn't enough volume, and falls back on non-cached single scattering. It still doesn't make much sense to render a plane as a volume, but for now in the preview it will shade the region in between the plane and the checker background.
2009-08-26 06:17:39 +00:00
4893cdc338 2.5 - Warning cleanups (for mingw+scons)
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
2009-08-26 00:38:43 +00:00
d8cd7a22e8 * a few more small cleanups 2009-08-20 08:18:54 +00:00
5a21bc578c * First commit merging 2.4-based sim_physics in to volume25 branch.
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 :)
2009-08-13 05:21:25 +00:00
1ef7293585 Colour Management
- 1st stage: Linear Workflow

This implements automatic linear workflow in Blender's renderer. With the 
new Colour Management option on in the Render buttons, all inputs to the 
renderer and compositor are converted to linear colour space before 
rendering, and gamma corrected afterwards. In essence, this makes all 
manual gamma correction with nodes, etc unnecessary, since it's done 
automatically through the pipeline.

It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management

And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg

This also enables Colour Management in the default B.blend, and changes the 
default lamp falloff to inverse square, which is more correct, and much 
easier to use now it's all gamma corrected properly.

Next step is to look into profiles/soft proofing for the compositor.

Thanks to brecht for reviewing and fixing some oversights!
2009-07-17 02:43:15 +00:00
3b2ec94977 Voxel data & volume light cache
* Added support for additional file types in the voxel data texture. I added 
support for 8 bit raw files, but most notably for image sequences.

Image sequences generate the voxel grid by stacking layers of image slices on top 
of each other to generate the voxels in the Z axis - the number of slices in the 
sequence is the resolution of the voxel grid's Z axis. 

i.e. http://mke3.net/blender/devel/rendering/volumetrics/skull_layers.jpg

The image sequence option is particularly useful for loading medical data into 
Blender. 3d medical data such as MRIs or CT scans are often stored as DICOM 
format image sequences. It's not in Blender's scope to support the DICOM format, 
but there are plenty of utilities such as ImageMagick, Photoshop or OsiriX that 
can easily convert DICOM files to formats that Blender supports, such as PNG or JPEG.

Here are some example renderings using these file formats to load medical data:
http://vimeo.com/5242961
http://vimeo.com/5242989
http://vimeo.com/5243228

Currently the 8 bit raw and image sequence formats only support the 'still' 
rendering feature.

* Changed the default texture placement to be centred around 0.5,0.5,0.5, rather 
than within the 0.0,1.0 cube. This is more consistent with image textures, and it 
also means you can easily add a voxel data texture to a default cube without 
having to mess around with mapping.

* Added some more extrapolation modes such as Repeat and Extend rather than just clipping

http://mke3.net/blender/devel/rendering/volumetrics/bradybunch.jpg

* Changed the voxel data storage to use MEM_Mapalloc (memory mapped disk cache) 
rather than storing in ram, to help cut down memory usage.

* Refactored and cleaned up the code a lot. Now the access and interpolation code 
is separated into a separate voxel library inside blenlib. This is now properly 
shared between voxel data texture and light cache (previously there was some 
duplicated code).

* Made volume light cache support non-cubic voxel grids. Now the resolution 
specified in the material properties is used for the longest edge of the volume 
object's bounding box, and the shorter edges are proportional (similar to how 
resolution is calculated for fluid sim domains).

This is *much* more memory efficient for squashed volume regions like clouds 
layer bounding boxes, allowing you to raise the resolution considerably while 
still keeping memory usage acceptable.
2009-06-20 06:41:50 +00:00
cf9886b0d0 2nd try to merge sim_physics with trunk rev 19825
Please check if volumetrics are yet working
2009-04-21 08:49:06 +00:00
ce637a0046 * Patch by Raul F Hernandez
This adds a header to the voxel data texture's data file format, to 
auto-fill the resolution settings upon loading a file. I don't have a data 
file of the right format to test with, so I'll trust it works and wait for 
confirmation!

It also adds a 'still frame' setting, to pause the voxel data sequence on a 
specified frame, throughout the course of the rendered animation.
2009-03-11 05:32:11 +00:00
8fa180a9b1 * Fix for a small bug where multiple scattering wasn't being enabled properly.
* Also a MSVC compile fix
2009-02-26 00:13:40 +00:00
e1b92bc166 2.5
Safe method to move render results to the displayed image.

It now allocates a single image for display, and on each
refresh callback from render, it copies the refreshed 
section over to this image, in 32 bits. While rendering
that image then only shows progress updates, as usual.
This also now works for scenes in composte and results
for composite.

This should solve reported crashes for MBlur or SSS.
2009-02-05 19:28:28 +00:00
1ed26fffb8 Volume rendering: multiple scattering
This is mostly a contribution from Raul 'farsthary' Hernandez - an approximation for 
multiple scattering within volumes. Thanks, Raul! Where single scattering considers 
the path from the light to a point in the volume, and to the eye, multiple scattering 
approximates the interactions of light as it bounces around randomly within the 
volume, before eventually reaching the eye.

It works as a diffusion process that effectively blurs the lighting information 
that's already stored within the light cache.

A cloudy sky setup, with single scattering, and multiple scattering:
http://mke3.net/blender/devel/rendering/volumetrics/vol_sky_ss_ms.jpg
http://mke3.net/blender/devel/rendering/volumetrics/sky_ms.blend

To enable it, there is a menu in the volume panel (which needs a bit of cleanup, for 
later), that lets you choose between self-shading methods:

* None: No attenuation of the light source by the volume - light passes straight 
through at full strength
* Single Scattering: (same as previously, with 'self-shading' enabled)
* Multiple Scattering: Uses multiple scattering only for shading information
* Single + Multiple: Adds the multiple scattering lighting on top of the existing 
single scattered light - this can be useful to tweak the strength of the effect, 
while still retaining details in the lighting.

An example of how the different scattering methods affect the visual result:
http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.jpg
http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.blend


The multiple scattering methods introduce 3 new controls when enabled:
* Blur: A factor blending between fully diffuse/blurred lighting, and sharper
* Spread: The range that the diffuse blurred lighting spreads over - similar to a 
blur width. The higher the spread, the slower the processing time.
* Intensity: A multiplier for the multiple scattering light brightness

Here's the effect of multiple scattering on a tight beam (similar to a laser). The 
effect of the 'spread' value is pretty clear here:
http://mke3.net/blender/devel/rendering/volumetrics/ms_spread_laser.jpg

Unlike the rest of the system so far, this part of the volume rendering engine isn't 
physically based, and currently it's not unusual to get non-physical results (i.e. 
much more light being scattered out then goes in via lamps or emit). To counter this, 
you can use the intensity slider to tweak the brightness - on the todo, perhaps there is a more automatic method we can work on for this later on. I'd also like to check 
on speeding this up further with threading too.
2009-01-26 02:42:17 +00:00
9cc59fb0c3 2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
  of components to get it work:
  - customdata, free callback for it
  - timer step, notifier code
  - start callback, update callback
- Once started, each job runs an own timer, and will for
  every time step check necessary updates, or close the
  job when ready. 
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
  it will prevent multiple jobs to enter the stack. 
  Instead it will re-use a running job, signal it to stop
  and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
  under construction. 
  Fun: BLI_addtail(&wm->jobs, steve); :)

Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see 
  previews update even while dragging sliders!
- Currently it only starts when you change a node setting.

Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.

Also:
- bug in region initialize (do_versions) showed channel list in
  node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
  way! This is for later to work on anyway. 
- recoded Render API callbacks so it gets handlers passed on, 
  no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
  of stuff from code soon.
2009-01-22 14:59:49 +00:00
25e5765f47 Got rid of old multires code, brought in multires modifier from
soc-2008-nicholasbishop branch.

Note: any old code with multires_test() or multires_level1_test() can 
just be deleted, not needed by the multires modifier.
2009-01-06 18:59:03 +00:00
834fda50d9 Volume rendering
* Fixed an old problem where if both the camera and a solid surface were 
inside a volume, the volume wouldn't attenuate in front of the surface (was 
visible in the blender conference art festival clouds animation:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shade_cam_inside.mov

* Initial support for refracting solids inside volumes. I might be able to 
make this work better, but not sure at the moment. It's a bit dodgy, 
limited by the code that does the recursive ray shading - it's really not 
set up for this kind of thing and could use a refactor very much.
2008-12-31 05:08:04 +00:00
be1d06a2c5 Volume rendering:
* Multithreaded volume light cache

While the render process itself is multithreaded, the light cache pre-process 
previously wasn't (painfully noticed this the other week rendering on some 
borrowed octocore nodes!). This commit adds threading, similar to the tiled render - 
it divides the light cache's voxel grid into 3d parts and renders them with the 
available threads.

This makes the most significant difference on shots where the light cache pre-
process is the bottleneck, so shots with either several lights, or a high res light 
cache, or both. On this file (3 lights, light cache res 120), on my Core 2 Duo it now 
renders in 27 seconds compared to 49 previously.

http://mke3.net/blender/devel/rendering/volumetrics/threaded_cache.jpg
2008-12-22 20:28:02 +00:00
c2f037da07 and the new voxel data files.. 2008-12-13 05:43:10 +00:00
92f5c719ae * Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel 
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández 
with some additional tweaks. Thanks, Raúl!

The texture works similar to the existing point density texture, currently it 
only provides intensity information, which can then be mapped (for example) to 
density in a volume material. This is an early version, intended to read the 
voxel format saved by Raúl's command line simulators, in future revisions 
there's potential for making a more full-featured 'Blender voxel file format', 
and also for supporting other formats too.

Note: Due to some subtleties in Raúl's existing released simulators, in  order 
to load them correctly the voxel data texture, you'll need to raise the 
'resolution' value by 2. So if you baked out the simulation at resolution 50, 
enter 52 for the resolution in the texture panel. This can possibly be fixed in 
the simulator later on.

Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, 
probably the easiest way to map it is with and empty, using Map Input -> Object.

Smoke test: http://www.vimeo.com/2449270

One more note, trilinear interpolation seems a bit slow at the moment, we'll 
look into this.

For curiosity, while testing/debugging this, I made a script that exports a mesh 
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, 
rendered as a volume: http://www.vimeo.com/2512028

The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py

* Another smaller thing, brought back early ray termination (was disabled 
previously for debugging) and made it user configurable. It now appears as a new 
value in the volume material: 'Depth Cutoff'. For some background info on what 
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/

* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
28da9ad12e svn merge -r 17201:17502 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-11-19 19:28:12 +00:00
e6a903c06e cleaned some code and split volume precaching into a new file 2008-11-15 04:16:46 +00:00
b3c238e8bc 2.5: merge with trunk, previous merge was only up to yesterday.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
2008-11-12 22:03:11 +00:00
8030cb03fd Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!

I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node

A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual

On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
  (as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
  output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
  should not show. NodeTree should ignore other nodetrees to keep things sane
  for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
  superior antialising of checkers/bricks.

General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I 
rather wait for a solid and very well thought out design proposal for this, 
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
2008-11-12 19:03:50 +00:00
258784ae4b svn merge -r 17042:17201 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-27 20:14:45 +00:00
b3000c5529 non-working WIP commit to continue coding at home.
nothing to see here, move along!
2008-10-17 05:54:42 +00:00
882997ddff Bugfix #17830
Index OB pass didn't support FSA for Ztransp.
Also made buttons to set black/white for non-RGBA images hide in Image Window,
the Curves color code only supports 4 channels atm.
2008-10-14 10:44:22 +00:00
d6808c2b4b * Raytraced shadow casting for volumes
This is a first version and still has a couple of things undefined or
unimplemented, such as external objects casting shadows on or within volumes, 
however volume->solid shadows are going ok.

http://mke3.net/blender/devel/rendering/volumetrics/shadows_test_02.mov
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad3.blend

As with other transparent raytraced shadows in Blender ,in order to make it work,
you must enable 'TraShad' on the material *receiving* the shadow. It would be 
nice to make this a bit easier to use, since there's not much chance you want a
volume material to be casting solid shadows, but that's a bigger issue in the 
renderer outside this scope.

The volume shadows are working from the same physical basis of absorption, and 
support coloured absorption:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_absorption.png

They also work properly with multi-sampled (i.e. QMC) soft shadows:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_sharp.png
http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_soft.png

And by popular request the test file:
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad_clouds.blend
2008-10-13 05:22:31 +00:00
96e9debe1f - Fix for bug #17825: baking SSS is not supported, but it didn't give
proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
  and newer.
2008-10-12 13:32:28 +00:00
2211b46084 svn merge -r 16866:17042 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-12 12:17:57 +00:00
94a9fa4711 Fix for bug #13363: ray (qmc) shadows had some light leaking issues,
due to jittering of the start position for antialiasing in a pixel.

Now it distributes the start position over the fixed osa sample
positions, instead of of random positions in space. The ugly bit is
that a custom ordering was defined for osa 8/11/16 to ensure that the
first 4 are distributed relatively fair for adaptive sampling to decide
if more samples need to be taken.
2008-10-07 15:01:44 +00:00
76658ef1a8 svn merge -r 16741:16866 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-01 16:22:28 +00:00
6deea1a5d7 Bugfix #17711
SunSky didn't include skycolor in raytrace.
Note: there seems to be  an error in sunsky when looking straight down, 
so this option requires raytracing stuff not in outer space. :)
2008-09-29 17:55:11 +00:00
7ebeceb399 Updated color calculus for sunsky
- removed ugly clamping function (it was dividing XYZ based on max of
  one of the values)
- added option to use Exposure, this only works for brightness (Y).
  results look very pleasant, foggy and hazy results are possible.
  with exposre==0, no exposure happens for HDR extreme range skies,
  this is how yafray rendered it.
- added menu for choosing color spaces (CIE = modern lcds)

Please review! (and yes i know it's still not in World :)
2008-09-29 17:03:24 +00:00
8056705ae9 * Volumetrics
Removed all the old particle rendering code and options I had in there 
before, in order to make way for...

A new procedural texture: 'Point Density'

Point Density is a 3d texture that find the density of a group of 'points' 
in space and returns that in the texture as an intensity value. Right now, 
its at an early stage and it's only enabled for particles, but it would be 
cool to extend it later for things like object vertices, or point cache 
files from disk - i.e. to import point cloud data into Blender for 
rendering volumetrically.

Currently there are just options for an Object and its particle system 
number, this is the particle system that will get cached before rendering, 
and then used for the texture's density estimation.

It works totally consistent with as any other procedural texture, so 
previously where I've mapped a clouds texture to volume density to make 
some of those test renders, now I just map a point density texture to 
volume density.

Here's a version of the same particle smoke test file from before, updated 
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend

There are a few cool things about implementing this as a texture:

- The one texture (and cache) can be instanced across many different 
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png

This means you can calculate and bake one particle system, but render it 
multiple times across the scene, with different material settings, at no 
extra memory cost.

Right now, the particles are cached in world space, so you have to map it 
globally, and if you want it offset, you have to do it in the material (as 
in the file above). I plan to add an option to bake in local space, so you 
can just map the texture to local and it just works.

- It also works for solid surfaces too, it just gets the density at that 
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov

- You can map it to whatever you want, not only density but the various 
emissions and colours as well. I'd like to investigate using the other 
outputs in the texture too (like the RGB or normal outputs), perhaps with 
options to colour by particle age, generating normals for making particle 
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
78c50f7af1 Wheee!
Initial commit for supporting rendering particles directly as 
volume density. It works by looking up how many particles are 
within a specified radius of the currently shaded point and using 
that to calculate density (which is used just as any other 
measure of density would be).

http://mke3.net/blender/devel/rendering/volumetrics/smoke_test01.mov
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test01.blend

Right now it's an early implementation, just to see that it can 
work - it may end up changing quite a bit. Currently, it's just a 
single switch on the volume material - it looks up all particles 
in the scene for density at the current shaded point in world 
space (so the volume region must enclose the particles in order 
to render them.

This will probably change - one idea I have is to make the 
particle density estimation a procedural texture with options for:
* the object and particle system to use
* the origin of the co-ordinate system, i.e. object center, world 
space, etc.

This would allow you in a sense, to instance particle systems for 
render - you only need to bake one particle system, but you can 
render it anywhere.

Anyway, plenty of work to do here, firstly on getting a nice
density evaluation with falloff etc...
2008-09-26 01:54:31 +00:00
a0a5198a03 Volumetrics:
* Now it's possible to render with the camera inside a volume. I'm not sure how this goes with overlapping volumes yet, will look at it. But it allows nice things like this :)
http://mke3.net/blender/devel/rendering/volumetrics/clouds_sky.mov

* Sped up shading significantly by not doing any shading if the density
of the current sample is less than 0.01 (there's nothing to shade there anyway!) Speeds up around 200% on that clouds scene.

* Fixed a bug in global texture coordinates for volume textures
2008-09-24 07:38:12 +00:00
aed107cf4a * Volumetrics scene integration
Now other objects (and sky) correctly render if they're partially 
inside or behind a volume. Previously all other objects were ignored, 
and volumes just rendered on black. The colour of surfaces inside or 
behind the volume gets correctly attenuated by the density of the 
volume in between - i.e. thicker volumes will block the light coming 
from behind. However, other solid objects don't receive volume shadows 
yet, this is to be worked on later.

http://mke3.net/blender/devel/rendering/volumetrics/vol_inside_behind.png

Currently this uses raytracing to find intersections within the volume, 
and rays are also traced from the volume, heading behind into the 
scene, to see what's behind it (similar effect to ray transp with IOR 
1). Because of this, objects inside or behind the volume will not be 
antialiased. Perhaps I can come up with a solution for this, but until 
then, for antialiasing, you can turn on Full OSA (warning, this will 
incur a slowdown). Of course you can always avoid this by rendering 
volumes on a separate renderlayer, and compositing in post, too.

Another idea I've started thinking about is to calculate an alpha 
value, then use ztransp to overlay on top of other objects. This won't 
accurately attenuate and absorb light coming from objects behind the 
volume, but for some situations it may be fine, and faster too.
2008-09-24 02:52:47 +00:00
340c3b945e * Refactored the volume texture code. Seems to go ok so far, stress
tests and all my old files render fine, but anyone feel free to let me 
know if you find a bug in this :)

Should be a bit faster too, this file renders in about 60% of the time 
it did before 
(http://mke3.net/blender/devel/rendering/volumetrics/vol_col_emit.mov)
2008-09-23 07:44:25 +00:00
6b4ac3e7de * Volume colour absorption
Rather than a single absorption value to control how much light is absorbed as it 
travels through a volume, there's now an additional absorption colour. This is 
used to absorb different R/G/B components of light at different amounts. For 
example, if a white light shines on a volume which absorbs green and blue 
components, the volume will appear red.

To make it easier to use, the colour set in the UI is actually the inverse of the 
absorption colour, so the colour you set is the colour that the volume will 
appear as.

Here's an example of how it works:
http://mke3.net/blender/devel/rendering/volumetrics/vol_col_absorption.jpg

And this can be textured too:
http://mke3.net/blender/devel/rendering/volumetrics/vol_absorb_textured.png

Keep in mind, this doesn't use accurate spectral light wavelength mixing (just 
R/G/B channels) so in cases where the absorption colour is fully red green or 
blue, you'll get non-physical results.

Todo: refactor the volume texturing internal interface...
2008-09-23 07:05:06 +00:00
c08acde589 svn merge -r 16592:16667 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-22 10:04:45 +00:00
7522f86d01 * Volume rendering
This is an initial commit to get it in SVN and make it easier to work on.

Don't expect it to work perfectly, it's still in development and there's
plenty of work still needing to be done. And so no I'm not very interested 
in hearing bug reports or feature requests at this stage :)

There's some info on this, and a todo list at:
http://mke3.net/weblog/volume-rendering/

Right now I'm trying to focus on getting shading working correctly (there's 
currently a problem in which 'surfaces' of the volume facing towards or away
from light sources are getting shaded differently to how they should be),
then I'll work on integration issues, like taking materials behind the volume
into account, blending with alpha, etc. You can do simple testing though,
mapping textures to density or emission on a cube with volume material.
2008-09-22 01:51:24 +00:00
afe851b6d1 Sunsky / Atmoshphere:
- Added blending mode and factor option, so it's more clear and
  controllable what happens with it. Also nice for crazy effects
  of course!
- Preview render now shows preview for it too

On the todos:

- have this in World buttons (as well) for quicker sky setups
- review math of color clamping and scaling, this is definitely 
  not good... but a fix will make old files look very different.
2008-09-21 16:04:33 +00:00
415868b5e2 Fix for gcc compiler warning about a call to do_lamp_tex() resulting in "overflow in implicit constant conversion" 2008-09-20 09:17:40 +00:00
65ddef19b9 Patch #13422, By Roland Hess, Shadow Color
Finally, after a long time new render candy for the non-game peoples! :)

Good doc is here: (url splits in two)
http://www.harkyman.com/2008/08/06/controllable-shadow-intensity-
and-color/

Note the colorpicker for shadow is in "Shadow and Spot" panel. A bit
hidden, could get more attention. For later. :)
2008-09-19 16:01:22 +00:00
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
fd0072e77c Win64: please check my changes if you ran across them ;) But should be fine since no additional crashes were reported! 2008-08-17 17:08:00 +00:00
7e7791755a Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9 2008-07-03 10:38:35 +00:00
f2407fec55 Apricot feature, thats fit for trunk.
Baking would split non-planer quads in an unpredictable way, which is fine for rending but game engines often use a fixed order (0,1,2), (0,2,3) or (1,2,3) (1,3,0).
Added an option to use a fixed order when baking.
2008-06-05 18:26:34 +00:00
a6e18574b8 Fix for bug #11650: removing uv layers in editmode did not work correct.
Fix for bug #11661: bake to viewport uv layer instead of render uv layer.
2008-05-15 19:40:09 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00