Commit Graph

9619 Commits

Author SHA1 Message Date
019817d95c New feature: Zmask rendering
It's quite a complex feature for simple log, so here's the log as
it should be, with images:

http://www.blender.org/development/current-projects/changes-since-244/rendering-features/
2008-01-25 15:31:43 +00:00
bd4cf4bc66 Feature: we're using "non linear lighting" now, using exposure/range in
world. That allows more extreme lamps (areas too). 

To make it work more intuitive, the preview renders in buttons now use
the settings for exposure too.
2008-01-25 15:06:35 +00:00
bd321b8afe Two bugfixes:
* Buttons to change position of constraints in constraint stack are now totally hidden if they don't do anything valid. It'll have to be this way until we get grey-able buttons.

* Duplicating keyframes in Action Editor now sets correct undo-string
2008-01-25 11:27:38 +00:00
264c8d94f9 == Limit Distance Constraint ==
Added a new constraint, "Limit Distance". This constraint defines a 'virtual sphere' around the target which the owner can be made to stay inside, outside, or on the surface of it. 

This constraint is best used when applied using the Ctrl-Alt-C hotkey, as the radius is set correctly that way. 
One usage, is to prevent the target of an IK-chain from straying away from the chain. Care should be taken to not use a member of the IK-chain as the target though.

Description of Variables:
* 'Dist' - Radius of virtual sphere
* 'R' - Click on this to recalculate the 'Dist' value (note: like the 'R' button in the StretchTo constraint, this is currently buggy)
' Mode' - This menu gives different options for how the limiting sphere should act. The mode names are self explanatory.
* 'Soft' and 'SoftDistance' - currently not functional (so settings are hidden). These are used to define a smaller radius around the sphere of influence where a non-linear relationship between input and resulting locations occurs to prevent the owner 'crashing' into the sphere.
2008-01-25 11:23:36 +00:00
ee19d9a24e === Mirror Tool ===
Fix call order mix up.

That's what I get for doing "cleanup" before a commit.

Tested as working ok with this.
2008-01-25 04:38:08 +00:00
7d157e2cd0 == Sculpt ==
Cleaned up some old parts of sculpt. Got rid of the old EditData struct in favor of two new "brush action" structures, which split the symmetry data out from everything else. Cleaned up various names and such as well. There should be no user-visible changes.
2008-01-25 04:17:38 +00:00
0252ad5d26 made correct physics visible on solver panel
i did not like the accusation blenders soft body module is too bad coded to not respect law of energy conservation.  
well .. animators most of the times don't care if there was a theoretical physics law .. they want to get things done 
hum i think 
on the other hand it is for sure raising confidence to the soft body module when simple physical rules can be verified
so i won't 'turn a hand' on either approach
IMHO the inaccurate soft approach serves best to animators 
anyhow 
you have both so you can decide devil or Beelzebub
have fun BM
2008-01-24 23:27:16 +00:00
f289bb8d91 added a function to the outliner for groups - "Link Group Objects to Scene"
in some cases 
removed some globals from the
2008-01-24 23:23:34 +00:00
64109d8a0d Select linked particles (Shift+L) 2008-01-24 21:32:36 +00:00
450b3664e1 === Mirror Tool ===
Making the mirror tool axis selection interactive instead of using a popmenu.

Mirror is now just a constant -1 scaling transform, which enables you to choose the mirror axis through hotkeys (x,y,z) and with MMB. It also means it's easier to select the correct axis if you're not sure which is which and gives access to all the orientation supported in transform (including custom user orientations).

Mesh and Object header menus still have the individual axis as options but have an added "Interactive Mirror" which just enters transform and lets user pick the axis there. Ctrl-M enters "Interactive Mirror" too.

In a nutshell, this changes adds more possible mirroring axis and unifies the mirror axis selection process with transform constraint axis selection.
2008-01-24 20:11:54 +00:00
9c02ca37d6 Fixes for SSS with render layers. Now in the preprocessing pass
it uses flags from all render layers added together, not fully
correct yet, but it's not so easy to separate passes cleanly with
SSS.
2008-01-24 15:41:21 +00:00
5219b56e92 Phase one of better masking support while rendering.
Problem: artist wants character to walk in grass, but still have all rendered
in seperate render-layers, for postpro effects and vblur. How to efficiently
create a mask image you can put *over* the character for the grass?

Solution has two parts; this commits allows any layer inside of the renderlayers
to become a Z-mask (Z values for solid gets filled in, but not rendered).

Second part of commit is render option "Only render stuff that's in front of
a zbuffer value that was filled in (saves render time)
2008-01-24 15:03:34 +00:00
fcff2e0c5f Added an "effector" vertex group for hair, that defines how much
influence effectors have.
2008-01-24 14:16:52 +00:00
8a00089ae3 Composite fix: the RenderLayer node option "rerender only this layer" did
not invoke a re-composite signal to the right window. Looked like as if the
re-render had no effect.
2008-01-24 13:43:12 +00:00
02145966a8 Fix for strand render + simplification + vector blur. With the number
of strands changing between frames, vector blur couldn't work. Now
speed vectors are interpolated from the surface. This also means
child particles don't have to be computed in the previous and next
frames, so saves time too.
2008-01-24 13:11:15 +00:00
18ab78c867 Particle instance modifier works again in path mode. There's still some work to do with rotations and twisting though. 2008-01-24 10:44:21 +00:00
5d07d22b8d part 2 of n in the process
to make the soft body UI consistent/understandable
that is ->
split material properties from solver settings 
this part deals with solver settings
2008-01-24 00:51:48 +00:00
0d3c8ad238 * Made the "mini axis" draw with lines proportional to it's size. Currently, the thick lines are a bit too thick at larger sizes, but it's better than having slower viewports.
* Fixed bug with IPO-transform. When "Switch Mouse Buttons" is on, click-drag transforms of keys didn't work.
2008-01-24 00:03:16 +00:00
f1fcbd8f14 Changed the way falloff for fields works, was hard to control well.
Specifically with maxdist set, the falloff is now from 1.0 to 0.0 at
the maxdist, so that there isn't a sudden discontinuity.
2008-01-23 22:46:09 +00:00
4a913e0010 Bugfix to filter strands with solid correctly. 2008-01-23 20:54:44 +00:00
0adafe923a Fixed small typo... This is [#8138] Tiny typo
Kent
2008-01-23 15:51:25 +00:00
14d79c5ce7 Tiny fix in UI for editing actions/ipos:
Each Ipo block (actions, objects, etc) stores the last view
of the ipo window. Nice for selecting objects/bones and then getting
the previous view back.

When you use option "Lock time to other windows", this option is very
annoying; the action window then shifts all channels around, almost as
if this is a bug.
2008-01-23 15:06:44 +00:00
3e81d4723c Bugfix for strand pass adding with non-box filter, same bug as
existed in ztransp.
2008-01-23 14:30:55 +00:00
c089564faf openexr, touch and noOverwrite setting access from py api 2008-01-23 14:15:34 +00:00
52404cd114 Minor render memory usage optimization, removed layer and
radface from VlakRen, saves about 100mb for 10 million faces.
2008-01-23 13:35:51 +00:00
d4ae72c7c9 Bugfix in render instancing for missing leaves. 2008-01-23 11:51:18 +00:00
9b8d1cda34 Constraints GUI:
Up/Down buttons which are disabled are now always drawn, but those that are disabled (cannot be done) now have their 'button backgrounds' not drawn. Also, they won't do anything when clicked.
2008-01-23 10:54:10 +00:00
9cd27e908b == "Custom Bone Colors" ==
This commit introduces the ability to give groups of bones different colour-sets, which enables them to be more easily identified in the 3d-view. Currently, custom bone colours have been implemented as a way to visualise bone-group membership (after all, colours and groups are both just ways of managing bones).

Usage Notes:
* Each theme currently has 20 Color-Sets available for Bones. 
These can be accessed from the "Bone Color Sets" option under the Theme buttons. (Note: currently, I haven't defined any default colour-sets. Donations welcome on this ;-) ) As such, colour sets are not saved per file! You will need to save the theme to preserve the color set for the next session.
* Each Bone-Group can use any one of these 20 sets, or just use the default colour-set. 
Use the "GroupCol" button to set this. When a set has been chosen, three little rectangles are drawn beside the button to preview the colours the set provides.
* A bone must belong to a Bone-Group to get that group's colours.
* "Colors" toggle on "Armature" panel must be enabled for these custom-colours to be shown for all bones that can have them. 
This toggle is off by default, but is there to allow rigs to be debugged (by colours) for example.
* The "Use 'Constraint' Colouring" option (per Colour Set), determines whether the colours denoting presences of constraints, ik, or keyframes are drawn in conjunction with the custom colours. It is off by default, as in many combinations, they look quite ugly when used in conjunction with custom colours.
* Custom colours are only shown in PoseMode

Assorted Notes:
* I've tested this thoroughly, and there shouldn't be any problems caused by this. 
* In the process, I found a bug with envelope bone drawmode. In wire-frame mode, all bones got scaled up by several types.
* I've cleaned up the armature drawing code a bit (mostly fixing messy white-space usage), but also creating a centralised method of setting colours for bones (currently only used for bones in PoseMode).
2008-01-23 10:14:45 +00:00
93f3585f8b soft body stuff
got really tired of users asking "why this on the XXX panel'
so i did try sort it out 
looks like UI is not my friend 
tsk
2008-01-23 00:04:59 +00:00
b398248b8e Bugfix:
Grouping ungrouped channels in the Action Editor was broken by the previous commit to prevent hidden channels from showing.
2008-01-22 23:24:55 +00:00
b2f3c6ffe2 fix for bug where that caused vector blur to crash but could also cause problems elsewhere. 2008-01-22 22:01:49 +00:00
a90c84c58e Bugfix for crazyspace correction of childof constraint on bones. 2008-01-22 20:59:45 +00:00
0ea3c91a78 Fixed bug #8128, Sculpt Mode crash with Smooth Stroke
Disabled smooth stroke when the grab brush is active
2008-01-22 19:46:47 +00:00
ff714ce654 Bugfix for approximate AO to deal better with degenerate geometry. 2008-01-22 14:01:50 +00:00
82b0ee69e5 Bugfix for another issue with last render instancing commit,
objects could get created multiple times.
2008-01-22 12:10:59 +00:00
d11cd3108b * Fix for bilateral blur node
The 'Determinator' input didn't work at all - there was some quite weird code in there. I think the patch review process could have been quite a bit better on this one.
2008-01-22 06:27:27 +00:00
Ken Hughes
b778daed81 Python API
----------
Correct error in LibData module documentation.
2008-01-22 05:45:09 +00:00
Chris Want
659316e4f4 Fixes for CMake. 2008-01-22 05:34:53 +00:00
Chris Want
c4929f84f7 CMake isn't fully working yet, just correcting a simple typo.
I see BINRELOC is set as a configurable option -- does this mean
that it is optional on linux? (I thought it was required.)
2008-01-22 04:27:23 +00:00
d2d6719586 * Menus for Bone-Groups
* Added missing #include in poseobject.c
2008-01-22 03:35:14 +00:00
d23bcd8b7f == Action/Bone Groups - Ctrl-G Hotkey + Bugfixes ==
New Stuff:
* When in PoseMode, the Ctrl-G hotkey now presents a menu with options for manipulating Bone Groups. There are options to add/remove all selected bones from a certain group. 
 TODO - add appropriate entries to menus

Bugfixes:
* Renaming Bone-Groups in the buttons panel could cause segfaults or memory corruption. Wrong maximum-length for button used here (it's far too easy to miss).

* In the Action Editor, (re)grouping channels didn't take into account whether a group was expanded or not. This meant that selected channels from inside a collapsed group got added to the new group too.
2008-01-22 03:16:48 +00:00
be95e6b0ca * Fix button alignment in vecblur node after the excellent recent commit. Also gave it a proper button instead of just 'C'. 2008-01-22 01:54:23 +00:00
9f441976a2 outliner messed up shift+clicking on linked objects - would display their library path rather then selecting them. displaying library path could be useful but should add elsewhere. 2008-01-22 00:56:35 +00:00
ec04c09365 Fix for error in approximate AO in last commit, made it really slow.
Also, duplis are now taking into account, the proper way to exclude
them is to set the material to be not traceable.

Removed an unnecessary pointer from the VlakRen struct to save some
memory, not really that significant, but still, saves 70 mb for 10
million faces.
2008-01-21 23:17:19 +00:00
Chris Want
9f3f546a6f Needed to add another instance of openNL/SuperLU to the link line
so that the softbody code in blenlib could see it.
2008-01-21 23:09:23 +00:00
0b2a6e38e4 Added view2d_getscale function for getting the opengl x/y scale for 2d windows.
Display/Edit TimeOffset accounting for its added parent offset.
removed Extension button by mistake.
2008-01-21 23:06:23 +00:00
643e29c736 added function BLI_filepathsize - so you dont have to open the file to get its size.
made render Touch function remove the touched file if the animation is canceled.
2008-01-21 22:10:20 +00:00
9dd1bcfdfb Render instancing can now also handle the same object in multiple,
non-animated dupligroups.
2008-01-21 22:10:14 +00:00
9f5a0deca9 Added object mode select random (use for changing the group instances of many objects to vary them without selecting manually - leaves/sticks etc) 2008-01-21 18:09:05 +00:00
1357f1b09f Vector Blur now has option to be curved!
Especially for fast moving objects (as we have here in Peach) the
art department demanded nice curved vector blur. This formula uses
a quadratic bezier function, which is not giving perfect circles, but
certainly useful results.

Also on todo: get this blur code to do nicer accumulation...
2008-01-21 18:08:57 +00:00