Commit Graph

1055 Commits

Author SHA1 Message Date
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
6c2738ef48 fix for own bugs in curves.
- the number of segments was always 1 too many on cyclic curves.
- [#17739] - normals were not being calculated when rendering curves.

Replaced macro DL_SURFINDEX with a function. it that assumes variable names and could break from the loop that called it.
2008-10-06 06:10:14 +00:00
8c4744c4d6 Fix for bug #17302: subsurf + particle size vertex groups did not
work correct, also refactored some code here to make it more clear.
2008-09-30 06:12:47 +00:00
31acc8ba9c Fix for bug #17713: touch/no override for rendering was broken. 2008-09-29 22:31:47 +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
2a331067cc resolve some compiler warnings with intel c/c++ compiler
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
2008-09-29 17:08:11 +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
2bee679a2d Bugfix #17696
- Area lamp with 1 sample still used an offset for the first sample
- Sample buttons were not visible for area without shadow.
2008-09-29 10:26:20 +00:00
445b83e3ce Bugfix #17687
Scaled cameras get orthogonalized on render, and did not get a signal
to refresh the matrix, resulting in wrong display of camera in 3d win.
2008-09-29 09:50:16 +00:00
98b2c0626a Lots of mingw/gcc compiler warning fixes 2008-09-27 06:49:10 +00:00
eef475ac7e Fix for bug #11163: strand render without tangent shading didn't
give correct results.
2008-09-22 19:37:30 +00:00
2009ef810e Bugfix #12835
Zbuffer error in render: when you render faces clipped by 'clip end' the
z values could wrap around, resulting in errors. Code not nicely clamps,
plus should be faster even!
2008-09-22 12:18:07 +00:00
d1dedb2cef Added three XYZ color space options in code, will be activated later.
Thanks matt for the typing work :)
2008-09-22 09:09:03 +00:00
8471184dc5 Merging fluidcontrol to trunk from rev16649 fluidcontrol branch. Code provided by Nils Thuerey. 2008-09-21 18:20:02 +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
518b8fe018 svn merge -r 16593:16648 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-21 13:03:39 +00:00
92829e821f Bugfix #17656
- Changed order for applying atmosphere, it does it now before alpha-adding
  sky, giving correct transparency
- Added correction for de-premulling and premulling scatter color
2008-09-21 12:03:41 +00:00
f7a5288111 #bugfix #17337
FSA didn't work for atmosphere option.
2008-09-21 10:31:22 +00:00
2bd6e1ae82 Patch #8461, by Rob Hausauer
This unifies all usage of FTOCHAR, putting it in utildefines.h
Submitter did several interesting tests for speed, check it here:
http://projects.blender.org/tracker/?func=detail&atid=127&aid=8461&group_id=9
2008-09-20 13:02:06 +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
4f737bafa7 == Render ==
Commit patch #7788, allow to set the render step, so it's
possible make render every N frames only.

The step is change in Scene buttons (F10), below start and
end frame buttons.

Also add a command line options (-j), so it's possible to
overwrite the file step (useful for renderfarm).

[ Brecht, this work with OpenGL renders and simulated
  the skipped frames, please double check ]
2008-09-19 21:57:15 +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
fc312fae98 svn merge -r 16454:16593 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-18 14:59:44 +00:00
3ac4cffdd0 Bugfix #14033
Option for Image render "Clip" gave wrong alphas on the edge of image.
2008-09-11 16:50:34 +00:00
d5839f21ab Bugfix 12478
Border render didnt work for ANIM render.
2008-09-11 16:37:53 +00:00
190aae27ae svn merge -r 16369:16454 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-10 11:04:07 +00:00
be19db6854 Fix for bug #12132: vector blur with fast moving objects does
not give a smooth fallof. there's no correct fix possible due
to a lack of information, but this manually adds a smoother
falloff, overestimating the contribution of foregroud pixels
instead of becoming transparent.
2008-09-09 17:27:01 +00:00
160c0de87b Fix for bug #17580: crash rendering instanced objects with
halo material attach to the object instead of the mesh.

Also for bug #13489: avoid a crash rendering with invalid
active vcol layer, most likely caused by a bug that was
already fixed.
2008-09-09 14:16:54 +00:00
ad31f6a4b3 Bugfix #13675
Edge render made star render disappear. Wrong Z value comparing...
(2 year old bug!)
2008-09-09 11:40:29 +00:00
8569a78cbb bugfix 17527
Halo render: lines and rings were not using random anymore... got lost
in particle upgrade of pre-peach. Tsk!
2008-09-07 17:13:05 +00:00
a14d7c9b7d Bugfix #17497
FSA didn't support "key alpha", fixed it.
Also noticed edge-enhance didnt work for FSA, added warning for that,
fixing it is too clumsy, this option belongs in compositor.
2008-09-07 13:15:44 +00:00
d2c13039ed svn merge -r 16320:16369 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-05 00:12:01 +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
8cf385a93d svn merge -r 16222:16320 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-31 21:00:20 +00:00
0b523ac3e6 Particle System: a) Fixing visibility bug when a duplipart-system was deleted it didn't show up in during render any more, b) fixing possible crash during render 2008-08-26 01:07:18 +00:00
5dafc1a553 svn merge -r 16060:16222 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-22 09:31:32 +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
bd34ecafef svn merge -r 15973:16060 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-12 09:49:46 +00:00
04b90467c3 * Fix for a bug zanqdo reported in IRC - transparent shadows were not
getting correct alpha when cast through node materials - in fact the 
node tree wasn't being shaded at all.
2008-08-11 05:23:36 +00:00
1d87a596e4 svn merge -r 15800:15973 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-05 16:12:40 +00:00
0c9508d248 Fix for [#17366] Particle children from particles only take colour from UV-Maps
-Some old code in particle rendering hadn't been updated properly.
2008-08-04 13:57:04 +00:00
5ae7824a47 svn merge -r 15649:15800 https://svn.blender.org/svnroot/bf-blender/trunk/blender + forgot something in last commit --> e) Last simulated Frame will stay and not turn into cube/domain after last valid simulated frame. f) Fixed loading of old fluidsims (1 parameter was wrong) 2008-07-27 10:46:46 +00:00
d7fecc9e96 Fluid control: WIP commit before weekend, not working is crashing on the first 3 frames 2008-07-25 18:57:16 +00:00
89f2a63ecd Bugfix #8182
Specular render in Blender still had terminator problems... only the diffuse
part got "phong correction" applied. I didn't fix this before to not change
rendering results just before the release. Now there's time I hope?

Render results should only differ minimal, and only visible for low spec
hardness values (like 1 or 2)
2008-07-20 10:09:19 +00:00
3b8ed8910a Bug Fix #17337, now atmosphere works correctly with FSA enabled 2008-07-16 08:10:23 +00:00
0022222b05 Bugfix #17323
Ztransp OSA render did not include z values anymore in pass... this is
not good Z anyway (aliased), but at least it's back now.

Note: for composites using Z values: use FSA for superior results.
2008-07-14 09:37:06 +00:00
7971d7c9f3 Fix for bug #14665: stars not working in 3D view. 2008-07-10 16:29:42 +00:00
70d239ef7d BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.

Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.

Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 

Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.

Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.

Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.

Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  

Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.

Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.

Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
2008-07-04 08:14:50 +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
8b9503e0ec bugfix [#14796] -t <threads> command line switch doesn't work unless FIXED_THREADS has previously been turned on
Command line threads now override blendfile setting in background mode.
Command line Threads greater then 8 are now clamped.
2008-06-23 16:47:15 +00:00