Commit Graph

234 Commits

Author SHA1 Message Date
7ecba90f65 Remove SAT texture filter. It's not working, thought it was but that's
because the mipmap was not being refreshed. Also this will be problematic
to support when I add tile/mipmap cache, so would not rather not try to.
Can be added back afterwards if someone wants to make it work.
2010-03-14 18:22:04 +00:00
86c237b3a5 Added ability to save and load planar environment maps, rather than only cube. 2010-03-12 02:44:18 +00:00
69a7060678 Restored Environment maps
* Fixed up RNA and UI
* Brought back 'Save' and 'Clear' operators (in the little triangle menu in 
environment map properties)
* While I was at it, noticed that environment maps were only using 8bit 
colour, changed it to use full 32bit float instead for proper HDR colour etc,
so environment map reflections have the correct colour range
--> http://mke3.net/blender/devel/2.5/env_hdr.jpg

This fixes [#20904] Environment Map does not render; also missing panel
2010-03-11 07:43:49 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
78faeb73b8 Operation Dot-Kill finished 2010-02-11 01:11:52 +00:00
148435b70a batch remove .'s used with RNA_def_struct_ui_text 2010-02-10 21:15:44 +00:00
bb571c67cb mat/lamp/world.textures -> texture_slots
object.materials -> material_slots

since neither contain textures or materials directly.
2010-02-07 12:51:47 +00:00
83dfade37a Smoke: The well known Miika Hämäläinen (aka MiikaH) patch (http://blenderartists.org/forum/showthread.php?t=158317&page=42)
* Better (and windows enabled) OpenMP handling (> 2x-5x speed)
* More Volumetric Texture mapping options (heat, etc) <-- Matt if that's not to your liking, just revert that part, it's separate anyway
* Initial velocity taken from particle settings (no more slow starting)
* Option to select compression method (there seem to be a bug in my high compression usage, at least it's been reported to result in exploding smoke - better use low compression for the time being)

It's been tested since a while but as usual please report any (new!) bugs. ;-)
2010-01-25 15:10:14 +00:00
c7dfa96aea bugfix [#20639] BF25_SVN_25888 and below - OBJ and 3DS import fails
blender supports type changing for textures in a way that python doesnt.
add a new general function.

Example usage:
 tex = bpy.data.textures.new("Foo")
 tex.type = 'IMAGE'
 tex = tex.recast_type()

Macro to give the number of users accounting for fake user.
 ID_REAL_USERS(id)
Use this so you can remove a datablock if it has a fake users as well as apply transformations to it in the 3D view.

Move api function bpy.data.add_texture() --> bpy.data.textures.new()/remove()
2010-01-17 20:06:34 +00:00
0e8dd13c48 Fix [#20437] Impossible to load "voxel data" sequence file from
texture panel (field missing?)
2010-01-15 07:26:38 +00:00
d5e3c5482f Increased minimal value for Point Density Texture "Radius" from 0.01 to 0.001. 2010-01-05 20:30:40 +00:00
07904712e8 RNA:
* Property update functions no longer get context, instead they get only
  Main and Scene. The RNA api was intended to be as context-less as
  possible, since it doesn't really matter who is changing the property,
  everything that uses the property should be updated.
* There's still one exception case that use it now, screen operations
  still depend on context too much. It also revealed a few places using
  context where they shouldn't.
* Ideally Scene shouldn't be passed, but much of Blender still depends on
  it, should be dropped when we try to support multiple scene editing.

Change was planned for a while, but need this now to be able to call
update without a context pointer.
2009-12-08 17:23:48 +00:00
9d2293c464 2.5 Nodes:
* Wrapped Texture Nodes: "Blend", "Marble", "Wood", "Clouds", and "Distorted Noise", to use Texture RNA properties.
* Texture RNA properties used in these Nodes, now send an ND_NODE notifier, in addition to the general NC_TEXTURE.
2009-12-05 21:14:31 +00:00
5baa1d1759 * Alphabetical Order for Constraints.
* Formatting fix for last commit.
2009-11-17 16:27:53 +00:00
061675b3eb 2.5 Texture RNA:
* Alphabetical Order for Texture Types, this way it's easier to find the texture inside the drop down.
2009-11-16 20:02:58 +00:00
e9ce90c238 Fix bug #19699: point density texture doesn't save particle system.
Non-ID pointers in DNA can only point to data from own ID block, so
now instead it uses an index into the particle system list, but still
exposed as a pointer through RNA.
2009-11-04 08:44:42 +00:00
27580daf27 Added back texture filter/minimum settings to image texture properties 2009-11-02 09:31:55 +00:00
f5d62d885b Fixed [#19735] No normal map button in texture->image pane
Put it into the "Image Sampling" Panel, not sure if its the right location.
2009-10-29 14:27:56 +00:00
e61facbf85 Bugfix #19729: Color Ramps are not animatable (Part 1)
This first part of the fix makes it possible to animate ramp settings by making sure that the paths for ramps and their elements can be determined. While the code for constructing the path to the ramps is relatively simple, the code for the elements is a bit more involved :/

However, this commit only fixes the paths, but most of the ramp settings still cannot be keyframed directly from the UI buttons/widgets (i.e. from Material/Texture buttons) since the buttons still use the old layouts.
2009-10-27 10:14:02 +00:00
3f7f2b869c Bugfix #19709: Influence and Mapping param in texture not yet animatable
Coded a 'path' getter for Texture Slots. This was a bit more involved than for other paths, since texture slots used the names of the textures assigned, which would be troublesome when a texture got used twice or more.
2009-10-26 11:56:12 +00:00
d80074f18c Updated icons. Changed some icon names that weren't blank. 2009-10-15 13:47:18 +00:00
991e67ddc7 RNA:
* Enums with an _itemf callback now never get context NULL passed in,
  rather a fixed list of enum items are defined which should contain
  all items (if possible), from which the _itemf callback can then use
  a subset.
2009-10-14 19:19:43 +00:00
a3f6b0ed00 - add torus back from 2.4x as an operator
bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)

- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.

- removed OBJECT_OT_mesh_add, use the python add menu instead.

- made mesh primitive ops -  MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.

- RNA scene.active_object wrapped

- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
  ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
2009-10-10 21:23:20 +00:00
cf4f00b2fa Preview Render:
* Fixes for texture and material nodes.
* Texture node previews now work more like materials.
2009-10-07 14:48:29 +00:00
4df1e40006 Fixed [#19539] Texture > RGB Factor property doesn't appear in the UI 2009-10-05 15:59:12 +00:00
022a343223 Texture stack influences are now all separate values, and negative
mapped values now have their influence negated instead. Also a few
RNA changes for TextureSlot.

Bumped subversion for the version patch.
2009-10-01 17:15:23 +00:00
71b3088596 Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.

Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.

There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering

Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)

More revisions to come later...
2009-09-29 22:01:32 +00:00
15d07720e5 Sorry, three commits in one, became difficult to untangle..
Editors Modules

* render/ module added in editors, moved the preview render code there and
  also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
  making a single physics_ops.c for operators and keymaps. Also move all
  particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
  specificially.

Updates & Notifiers

* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
  which will go back to a callback in editors. Eventually these should
  be in the depsgraph itself, but for now this gives a unified call for
  doing updates.
* GLSL materials are now refreshed on changes. There's still various
  cases missing, 
* Preview icons now hook into this system, solving various update cases
  that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
  problem is avoided in the new system.

Icon Rendering

* On systems with support for non-power of two textures, an OpenGL texture
  is now used instead of glDrawPixels. This avoids problems with icons get
  clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
  and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
  with the default setup. The glDrawPixels implementation on Mac seems to
  have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
  you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
  be used with threads reliably.
2009-09-29 19:12:12 +00:00
f8abfce7ce Image Panels
* The image panels in the image editor and texture buttons
  should be more complete now, with working new/open,
  refreshes, and using the layout engine.
* Paint panels in image editor are now consistent with the
  ones in the 3d view toolbar.
* Curves panel also uses layout engine, and doesn't look
  squashed anymore.
2009-09-16 19:27:08 +00:00
ba5df38d66 use static functions where possible for some local functions. 2009-09-14 16:52:06 +00:00
733b20f695 *Changed texture blend property Flip XY to a proper enum.
*Minor adjustments to lamp UI

*Fixed issue #19319 (missing notifier)
2009-09-14 13:31:58 +00:00
dac27004b8 committing patch #19252-Soft/Linear Light blend modes+Darken mode bug fix 2009-09-10 03:00:50 +00:00
62dd488ad1 * New and improved voxel interpolation methods, from Alfredo.
Now there is (in order of speed):
* Nearest neighbour (very rough quality)
* Linear (medium quality)
* Quadratic (good quality)
* Cubic Catmull-rom (very good quality, crisp)
* Cubic B-spline (very good quality, smooth)

Thanks!
2009-09-04 06:55:01 +00:00
8b18843b98 remove "_amount" from rna names, its not helpful. 2009-08-31 16:36:02 +00:00
9c1cf53e9a 2.5 Volumetric:
* Wrapped some missing Point Density RNA and added the options to the UI.
* Some UI changes (greying out...)

Matt: Please check. :)
2009-08-27 18:24:12 +00:00
f5711909a6 svn merge -r 22628:22714 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-23 03:33:33 +00:00
f6dcd9376b 2.5 Texture RNA:
Distorted Noise: "Distortion" Flag was swapped with "Basis".
Reported by schuh in IRC. Thanks.
2009-08-20 17:59:37 +00:00
315229ea5f texture enum was crashing when generating docs, removed radiosity from makefiles. 2009-08-19 14:04:21 +00:00
132277f098 svn merge -r 22450:22627 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-19 11:18:52 +00:00
184ac26dd0 2.5: Headers
* Fix header menu spacing bug, and make it consistent for all headers.
* For consistency, always put menus first in the header, then any enums
  to switch the type of data displayed.
* Node editor header ported to python layout. Still quite a few
  operators missing to make the menus complete.
* RNA wrapped node editor, and added use_nodes property to material
  and scene.
2009-08-19 00:55:30 +00:00
c9795eae45 Fixed the texture preview to work with multi-output node-based textures. 2009-08-18 19:58:27 +00:00
6412fe4b92 * Point density texture works again 2009-08-17 22:09:36 +00:00
55b6230464 Made texture nodes accessible in the interface.
* Exposed Tex.use_nodes, Tex.nodetree, MTex.which_output in RNA
* Added node controls to texture buttons (Use Nodes and Use Output)
* Made new texture outputs have unique names by default, though unique names still aren't required.

Note: The preview window in the texture buttons only takes which_output into account when in "material" mode, and in the material half of "both" mode; the plain texture display ignores the user's output choice.

This is because ED_preview_draw draws a Tex* and not an MTex* -- still some work to do here.
2009-08-17 18:37:58 +00:00
fe984a6e6c volume material
* 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
2009-08-16 06:10:31 +00:00
34dc95f7ee svn merge -r 22423:22450 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-15 07:40:22 +00:00
972224b9e1 2.5/Sculpt:
* Moved the brush texture settings to MTex/TextureSlot. The mapping settings now show up in the texture panel, pretty much like they do for textures used with materials.

TODO:
* Tiled mode should not show Z size setting
* Add a locked mode so that texture size can be changed uniformly like in 2.4x
2009-08-13 20:05:36 +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
f6682ab773 RNA: subtypes and units
* Reviewed subtypes, making them more specific and adding new ones.
* Subtypes now have an associated type of units (length, area, volume,
  mass, rotation, time, velocity, acceleration). These are not used
  yet anywhere.
* Centralized code that decides the name of array items based on
  subtype (XYZ, RGB), was copied in 3 places.
* RNA_def_float etc functions still need to be update, will do this
  later together with another change.
2009-08-10 21:31:05 +00:00
e213d4078b Improved layout of voronoi texture. There was some strange empty space. 2009-08-08 14:17:55 +00:00
9ae77b0eff UI tweaks
-Removed shadows from most UI items. The shadow settings are unfortunately not really useful, because you can't set them for individual items. There was a lot of black text with black shadows, which really only makes the text look fuzzy. For shadows to improve clarity, they should be the opposite color of the text label, not the same color.

-Tweaked material layout, with clearer grouping in Ray Mirror and Ray Transparency panels.

-Added icons in the texture type menu to signify which textures are procedural and which ones are images, and plugins.
2009-08-03 10:54:02 +00:00