Commit Graph

1389 Commits

Author SHA1 Message Date
590f3a43bf Enabled the missing features (not tested)
bug-reports are welcome
2009-06-14 10:56:29 +00:00
76cd7046bb coverity issue CID: 44
Checker: FORWARD_NULL (help)
File: base/src/source/blender/render/intern/source/texture.c
Function: do_lamp_tex
Description: Variable "co" tracked as NULL was dereferenced.

co was set to NULL at the beginning of the function and it could
possibly slip through all the logic above so lets test it before
we use it blindly.

Kent
2009-06-13 15:54:39 +00:00
eed13b43b1 merged from trunk 20741:20848
* Missing changes to release/windows/installer
* Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5
* brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
2009-06-13 11:09:13 +00:00
1c9c278fa9 svn merge -r 20651:20822 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-06-12 02:29:38 +00:00
d198480db8 *ray<->bb hit optimization... just to make it "slightly" faster :P
Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe
[http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9]

*for now it breaks shrinkwrap or other stuff that relies on sphere-raycast of BLI_kdopbvh.
2009-06-11 18:25:29 +00:00
49479ef910 *Instance support at dupliverts/faces
*Octree works nicely on hierarchic trees
	*the old code was quite destructive at the Isect variable
	 changing isec->start, end, vec..now it only changes isec->labda (and hit results)

Currently rendering a BVH of all objects, where each object has it own octree.
2009-06-11 16:44:01 +00:00
e917b1043e Fix for bug #18860: particle hair strands missed first segment
when rendering as regular geometry (not strand render).
2009-06-09 18:25:57 +00:00
20eaa1466d Fix for bug #18881 and #18866: Surface option for Fields crashed
on non-mesh objects, so hide it if not applicable. Also made it
support surf, curve, font objects.
2009-06-09 13:03:00 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
ca6a8a233b 2.5
Preview renders:

- Added proper button type (BUT_EXTRA) for preview buttons, to
  handle drawing better. It now first draws an alpha mask, to 
  ensure the preview is correctly fitting inside the widget style.
  It then draws the outline.
- Added protection for executing preview renders while regular
  rendering, that's not going to work...
2009-06-08 10:00:14 +00:00
c1135d489b 2.5
Preview renders now re-use a rendered buffer when size is same.
Looks nicer while sliding, and no memory free/allocating.
2009-06-07 13:16:31 +00:00
a2f9ca3b3f 2.5
Nice goodie: Preview renders!

- Added new preview.blend, allowing super wide cinemascope previews
- Draws nicely blended inside widget type, rounded corners
- Preview now renders using all available cpus/cores.
- Uses - hopefully rock stable - method, which doesn't copy or 
  allocate anything for previews, but just uses render API calls.
- Multiple previews are possible! But, added provision in Jobs
  manager to only render one preview job at a time. If you start
  more preview jobs, they're suspended until it's their turn.

Bugfix: new buttons context code crashed when going full-window.

Tweaks are still needed for notifiers. I have to figure out still
how to retrieve SpaceButs button view types...
2009-06-07 11:12:35 +00:00
880c43ad5a First new particle code:
-Many things not yet working properly :)
-Experimental new (hopefully more logical) categorization of buttons, feedback on this is very welcome.
-Separate render & draw types, for example now there is actually a render option "halo" instead of all the different point draw types.
-Particles get recalculated only from buttons that actually change something that has to be recalculated, for example changing visualization doesn't reset particles any more.
-Boid physics buttons are still missing as I'm currently redoing the whole boids code.
-Point caching is still very wip, so baking is not possible for example, but I added a few cache baking flags for rna that were/will be needed for particle buttons logic.
2009-06-05 23:59:33 +00:00
f9ee042afb svn merge -r 20486:20651 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-06-05 15:19:13 +00:00
1dcab2c875 Fixed reflections on bvh tree
(its kinda of a hackish-fix.. must be improved later)
2009-06-05 14:44:54 +00:00
2fad922924 *enabled mirror rays again
*octree is fine
	*bvh tree gives bad results
2009-06-03 23:56:04 +00:00
2e89796438 RayObject to support instances..
its not still plugged in the renderer, as so, it hasn't been tested yet
2009-06-03 14:42:28 +00:00
7c4fccd684 2.5
Cleanup commit:

- Yafray removed. Also did cmake/scons files, but didn't compile with it,
  so test would be appreciated :)
- Removed old crap from Windows release dir, should be checked on
  further by windows release builder later.
2009-06-01 12:10:30 +00:00
011d91624e AO render error, caused by bugfix after RC3 :(
My bug fix to support AO with "Amb" texture channel changed code too that calls
AO as a pre-shade process, when texture isn't calculated yet. This caused very
first pixel in a tile to show wrong AO.

Especially myself deserves a kick in butt for not testing the regression files 
for release binaries again! Error shows clearly... in the cornelius_passes 
.blend file.
2009-05-31 11:22:11 +00:00
4b50590945 *Some debug
*Some more integration with bli bvh (just testing stuff)
2009-05-31 02:35:58 +00:00
92811f0f67 Linked bvhkdop with raytrace api 2009-05-29 22:55:06 +00:00
aab6dfd724 Fixed black dot bug! (it does work for the test case I had)
But I still wonder about its correction because it looks the
oposite of whats documented and of what was used before :S

I also took a long time to find it because I tought blender was feeding the raytrace structure
with quads and triangles but it looks the quads get triangulated before reaching makeraytree (on rayshade.c).
2009-05-29 21:32:52 +00:00
7e12e4e811 svn merge -r 20133:20486 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
2.5 trunk has a nice bug fix for rendering
2009-05-29 00:54:52 +00:00
33304d022d Bugfix #18801
Third transparent shadow bug... this time it's a Material Node, which
has mirror + transp-shadow on, and when it traces its own material it 
enters an eternal loop...

Raytracing + shading + materialnode combo really needs work!
2009-05-26 13:46:08 +00:00
a47c673b55 2.5 Material:
* Added material "type" property, with Surface/Volume/Halo
  options, compatible with sim_physics, as requested for
  material buttons layout. Obviously the Volume setting
  does nothing currently.
* Deprecated MA_HALO flag in favor of this.
2009-05-20 13:34:04 +00:00
ac0766c64b Fix for [#18785] Crash rendering hair particle system 2009-05-20 12:13:37 +00:00
d4116adf11 Bugfix #18676
Texture "map to" Ambient did work now (previous fix) but not for
ambient occlusion yet.
2009-05-17 10:30:13 +00:00
ffbd75e571 * Fix for simple bug in voxel data texture 2009-05-16 13:17:21 +00:00
34f99fa4b9 Bugfix #18743
Render: raytracing materials with transp-shadow + SSS crashed
2009-05-14 11:36:52 +00:00
d2cff7307d [#18685] dark pixels created when during texture "full baking"
fix/workaround - offset by a 500th of a pixel to avoid baking missing pixels that are between 2 faces, its still possible pixels could be between faces but much less likely then it is currently with pixel aligned UVs.
2009-05-14 02:21:50 +00:00
02ca0c6f75 I think this fix the black dots problem
(ZanQdo machine is just faster than mine.. so he will test :) )
2009-05-13 02:01:04 +00:00
da0c45e7eb Renamed exported functions from render to have the RE_ prefix
RayObject_* => RE_rayobject_*
2009-05-13 01:56:03 +00:00
f5566daa89 Added neighbour test on detected ray hit 2009-05-11 13:56:45 +00:00
a5ede43320 *new generic raytrace API
*Adapted octree to a more generic raytrace API
*ray shadow works (other untested stuff disabled atm)

On the scene tested the user-cpu time got from 1:24 to 1:19/20
probably because of removed callbacks or sligtly diferente memory usage
2009-05-10 21:02:58 +00:00
03a0770df5 Bugfix #17929
Old bug (2.42): when using node material, transparent shadow did not work.
It was missing to set the proper 'pass flag'.

Do note an important difference with non-node materials for 'transparent shadow'. 
If there are no nodes, it uses the color from the unshaded material. When it has 
nodes, it uses the color output from the entire node tree, which is typically 
from shaded materials. The latter is because node shaders have no support for 
shade passes yet (it only outputs rgb + a).
2009-05-03 17:48:32 +00:00
b89126dbe8 Bugfix #18676
Map a texture to Material Ambient factor didn't work. 
Probably not since 2.42 or so... :)
2009-05-03 12:06:43 +00:00
22df42cdec Fix for bug #18032: AAO pixel cache + refraction artifacts, the pixel
cache can only be used for the first hit.
2009-04-27 11:49:40 +00:00
971cabc2d6 Bugfix #18058
Ray-transparent didn't pass on thread number to shading code, giving
"blothes" in render, when using node materials.

This also rewinds Campbells commit of feb 21, which tackled the error,
but not the cause.
2009-04-22 17:06:47 +00:00
c09b1a985c bugfix #18187
Using "Key Alpha" didn't work when using MBlur render. The accumulation
code was assuming regular alpha then. Now it corrects for it.

Still it's a bit of a weak spot in Blender's render system. I will look 
in the future to make this a real post process; converting all RGBA 
buffers in the system, including for all passes, to "key alpha". 
Combined with that our compositor should become alpha type aware too. 
Everything in Blender assumes premul alpha, which still just will work 
best in general...
2009-04-22 11:54:43 +00:00
3e7cbd5388 Blender Python API
- Removed the gen_utils.c dependency from Mathutils (since gen_utils wont go into 2.5 but mathutils will), repalced with python functions.
- removed Blender.Mathutils.Point, since it was not documented, the C api never used it, none of our scripts used it (and I never saw a script that used it).
2009-04-21 09:44:29 +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
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
8a0a557294 Hopefully a working merge with trunk (could be one error left in raytrace.c - will check afterwards)
Merging 18706 - 19804
2009-04-20 00:19:16 +00:00
6b1ccddc0d bugfix #18196
Halos for objects (not particles) can get texture color, but they skipped
the alpha mapt-to channel when that was set. Actually bug from ehh 1995!
2009-04-07 07:46:58 +00:00
fe562f0dd4 Fix for: [#18482] Mixed object and halo visualization for particles needs "Emitter" to be activated. 2009-04-06 00:43:59 +00:00
e30cb79aaa Major cleanup of particle render & drawing code. No new features and hopefully no new bugs. 2009-04-03 14:50:54 +00:00
441f26a170 Clean up for the imminent migration from SVN to GIT. 2009-03-31 22:34:34 +00:00
bba2bdf41e Added attributes for Ipo Actuator settings (replacing all methods) 2009-03-26 01:42:01 +00:00
41b2a2a530 * Volume rendering / multiple scattering - normalisation
This changes the effect of the multiple scattering approximation to be more 
physically plausible (and easier to use) by making it conserve energy. 
Previously, the multiple scattering could show wildly different results 
based on the spread settings, often outputting much more light than was put 
in (via lamps), which is physically incorrect and made it difficult to use 
by requiring a lot of tweaking of the intensity value.

This fixes it to some extent with a simple normalization, where it scales 
the light energy after multiple scattering to be the same as what was
previously there in the light cache via single scattering. This means that 
using the default intensity of 1.0 should give good results by default, 
although you can still use it to tweak the effect.

Note: This will render differently if you've already set up a .blend using
multiple scattering with the old code, so you'll need to tweak older files. 
Setting the intensity back to the default 1.0 should be good though.


* Smaller thing - fixed the camera view vector stuff up a bit in light 
cache, it now gives much more similar results to non-light cache when using 
anisotropic scattering.
2009-03-18 03:52:17 +00:00
2b05a83729 Fixed a problem in how volumes were interpreting textures, and removed
associated workarounds in point density texture.
2009-03-17 05:33:05 +00:00