Commit Graph

687 Commits

Author SHA1 Message Date
a7066480da Bugfix #6044
OnlyShadow material: was giving shadow on backfacing faces... should not.
Do note that on boundary cases ("terminator") this isn't well defined.
This feature was meant for simple flat shadow planes, comprende?! :)
2007-02-14 14:36:39 +00:00
f95f812b2c Horrible raytrace bug!
Flipping the facenormal into direction of ray accidentally did not work
anymore, the normal was initialized again in nice new code. This made
objects in mirror appear shaded wrongly.
2007-02-12 13:16:30 +00:00
e04f5bda31 Bugfix #5962
New Image texture option for "Repeat Mirror" didnt work when the texture
"Map input" had a translation.
2007-02-09 10:35:04 +00:00
0806d5df29 Bugfix #5949
Ambient Occlusion: with option "Sky color" a material "Only Shadow" did not
render correct; it should use in that case AO type "Plain".
2007-02-09 09:23:50 +00:00
7d3e392cbf Bugfix #5919
Baking error: dupligrouped objects were not included in database for
bake. That should be, it can be used as shadow casters or AO casters.
2007-02-06 15:35:06 +00:00
4bd42ca280 Bugfix #5912
Bugfix #5912

Fix for Angmap and Spheremap (sky render).

This is a rewind of bugfix #4999 (sept 18). That bug appeared to be a
user error... the option "real" for sky had to be set.
2007-02-04 17:11:18 +00:00
c82574e04a Bugfix
Environment map type "load" which was not used for material, but on sky,
crashed when the envmap file could not be found.
2007-01-31 11:49:30 +00:00
9eb240282b Bugfix, report from studio Manos;
This tweaks the dependency rules for Scenes/Objects a bit. Here is the
rule:

- Each Scene has own dependency graph, and only solves dependencies for
  objects in the scene

- However, when using multiple linked Scene-sets, the *current* scene is
  allowed to have dependencies to objects in a 'set'.
  This works by first calculating the sets, then the current scene.

Example: the current scene can have lights with a track/location
constraint to a character in a set.
2007-01-31 10:59:39 +00:00
735b426344 Two fixes:
- when rendering a scene, all composite trees of other trees should get
  signalled the render output changed. This only happened with a composite
  active in render.

- the Mix node "A" option only works in Composite, as accidentally visible
  for shader trees.
2007-01-27 10:08:16 +00:00
18fc6ca762 Small tweak in clipping code for irregular shadow buffers 2007-01-24 16:10:37 +00:00
4175460d85 Bugfix #5816
Render pipeline: setting option "Single layer render" and having the active
layer disabled, crashed blender. It's a non-option anyway, so on a single
layer render, that layer is enabled by default now.
2007-01-24 09:13:40 +00:00
a9cd5b808c = Multires =
Fixed bug #5756, Rendering artifacts when MRM is not set to maximum

Several changes were made:
* Added function multires_level_n to get the nth level from a multires mesh
* Removed the changes I made some time ago to init_render_mesh for multires meshes. Previously it was making a full copy of the mesh object in order to be able to apply deformations to the Pin level and propagate them to the Render level.
* Added two functions to DerivedMesh.c, multires_render_pin and multires_render_final. These two functions work together in the mesh_create_derived_*_render functions to apply all modifiers to the Pin level, then create the DerivedMesh from the Render level, and lastly restore the mesh to its original (undeformed) state.
* Added a check in multires_del_lower and multires_del_higher to ensure that level indices are properly clipped to the actual range of available levels.
2007-01-21 23:46:00 +00:00
c3c37b2d88 Bugfix 5726
Tests with 8 threads and many parts reveiled that Blender render could
hang. Brecht found a line of code that should move up to prevent this!
2007-01-21 10:24:41 +00:00
66ee2962ce bugfix #5755
Render: Vector blur didn't work proper for Ztransp (accidentally was
antialising speed, which should not happen).

Also added speed-pass clearing in render, this to elimate the 'tsk tsk'
print in the Vector Blur node. :)
2007-01-21 10:04:50 +00:00
2022c41d6a Bugfix #5750
<sob>the 'time cursor' for bake-render has to go... it is being called
inside of a thread (even whilst thread is mutex locked), but that's not
supported in X11. It might be even instable in OSX/Windows even...

Only way to bring it back is to have the main loop (not in thread) update
the time cursor like each second. Would still mean to add a counter var...
will think it over. First want to have confirmed this is stable.
2007-01-19 13:32:43 +00:00
d2fd630e0a Bugfix #5748
Composite: when using multiple scene render-nodes, and one of these
scenes got re-rendered (by making scene active temporary), the composite
cache should free the used buffers.

Now, on each render, all scenes in a Blender project are being checked.
2007-01-19 12:43:02 +00:00
bd5c6e3a21 Bugfix:
Render: Ambient Occlusion was being triggered now with the Material flag
(Shader panel) "Shadow". Nice idea, but that was not so in 2.42a and
before, breaking how previously renders looked.

Now the "Shadow" button in Shaders panel only triggers shadow again.
(Note: the Ambient slider in material triggers AO)
2007-01-16 16:30:16 +00:00
a8a339b26e Bugfix #5712
UV rendering error: the third value of a UV texture coordinate should be
set to zero always, this enables 3d textures to work uniform with UV.

Also fixed: UV pass output for non_OSA is now equal to OSA, meaning only
used UV face values are in such passes.
2007-01-15 11:41:10 +00:00
bd0f9a59f0 Important bugfix: Image mapping "repeat" didn't support mirrored tiling
yet: http://www.blender.org/bf/rep1.jpg

Psst psst... to solve this bug I had to add the buttons for the option too!
2007-01-14 11:51:52 +00:00
f7708a2692 bugfix #5545
Bake Render now works for dupli-verted lamps.
Note, shift+z shaded view too!
2007-01-10 21:09:42 +00:00
f236541161 Bugfix #5764
Added a check and warning in renderpipe init for 'renderer' type. Unknown
render engines (like from experimental builds) can crash.
2007-01-10 11:07:25 +00:00
2e66b143f3 - Added panel for Bake render (tabbed now in 'anim' panel).
(Empty space will get OSA options, that I add tomorrow or so)

- Removed a lot of old unused variables in renderdata. Also meant I had
  to remove this from python API... please check if this gives valid
  scripts?

- Cleaned up bad formatted code for FFMPG buttons (spaces instead of tabs)
2007-01-09 11:10:12 +00:00
fb17663988 Bugfix #5548
New option to use "Tangent Space normalmap" normals now works for node
materials.
2007-01-08 20:53:43 +00:00
ad9b1c58f5 Bugfix #5611
Lamp halo render with option "Layer" crashed.
2007-01-06 11:13:07 +00:00
6f6051d455 Preview render in 3D window used wrong clipping... 2006-12-28 11:14:08 +00:00
d24597c8a3 Fix for bug #5523:
A crash on rendering with multiple UV layers, layer names weren't always
getting copied correct.
2006-12-27 10:20:29 +00:00
bef18061ec Select Grouped editdata- minor fix in the menu.
Updated Python Mesh API to support UV and Color layers with names.
Similar to vertex group's

renamed a function in customdata.c CustomData_free_layers -> CustomData_free_layers_active and made CustomData_free_layers accept an index, this is needed so python could free layers that arnt active.
2006-12-23 17:07:02 +00:00
2933f6b9e6 Bugfix #5444
Additions in passrendering broke Baking a bit; what did not work was having
a full render + AO. Was missing a new flag initialize...
2006-12-23 12:58:25 +00:00
e2ab16fae7 Bugfix #5481
After an ESC or render error, the render buffers in compositor were not
tagged to be released. Causing crashers.
2006-12-23 09:50:07 +00:00
080ecf33c1 Bugfix #5491
Ztransp Mask issue: now I did all this work to solve the exceptions, but
forgot the most simple case: regular alpha-over :)

This solves for example AA issues in ztransp-hair over solid faces.
2006-12-22 12:43:40 +00:00
ac37a15675 "Save Buffers" fix: when you ESC from rendering, it now saves empty
tiles in the file, that read back fast as black. This also solves
crashes on partial written files, when trying to read them.
2006-12-21 19:37:53 +00:00
e61dec0767 Defocus Composite Node, by Alfredo de Greef
Log:
http://www.blender3d.org/cms/Composite__Defocus.836.0.html

An incredible quality composite effect, might be slow but worth waiting
for!
2006-12-21 18:11:07 +00:00
af60771eca Fix for threads usage. This solves the hanging 'render baking', cauused
by yesterdays commit.

Now a designater LOCK_IMAGE is used for all image write/read.
2006-12-21 15:44:46 +00:00
47bc3d1208 Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
2006-12-21 13:47:27 +00:00
b12927ecb8 MultiLayer images: added support for choosing compression type.
Without setting anything, it uses ZIP now as default, which gives the best
lossless compression and works nice fast.
2006-12-21 10:41:43 +00:00
5ffa4dd55a Warning fixes for previous Image commit, also fixed verse_image.c 2006-12-20 18:29:23 +00:00
253432bfc7 The Big Image refactor!
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html

Or in short:

- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images

Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
2006-12-20 17:57:56 +00:00
80ee52e444 Multiple UV and vertex color layers: (still work in progress)
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.

Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers

Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-12 21:29:09 +00:00
12c0fb9312 Bugfix: Object "restrict render" option was missing in vectorblur
Plumiferos request: Made individual duplicated group objects still check on
the restriction flag, *after* the group-duplicator itself was checked for.
So it works both. (Matt; was urgent feature, hope you're OK? These options
showed in outliner for groups anyway :).
2006-12-12 16:47:18 +00:00
4595bef2b4 Three-fixes-in-one:
#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
       value inputs, ignoring color or vector. (Caused by commit to do
       automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
       saving it over, and read back in current Blender, the window type
       should be reset to EMPTY, because all its data got lost.
2006-12-12 11:13:43 +00:00
b597093994 Bugfix #5406
If Material has "Shadow" off, it didn't skip AO correctly. Effect was it
showed AO colors from other materials on same scanline.
2006-12-11 19:20:10 +00:00
a919981d60 Bugfix #5401
Material Nodes still have undefined output to the passes. Currently only
the active Material node gives pass info. Bug was that check for active
was wrong, giving stripes because of hanging variables.
I'll work soon on providing all pass options in the Material nodes. This
fix at least correctly provides passes for active material, and clears
memory of pass info in advance.

Also: outliner view "current scene" did not show render layers.
ALso: outliner click on renderlayer now activates it (for UI)
Also: zbuffer for transparent was not initialized to 'infinity' correctly
2006-12-11 11:33:03 +00:00
089e87ccea Composite & Pass render goodies:
- New Passes: UV and Rad(iosity)
- New Nodes: UV Map and Index Mask
- Z-combine now is antialiased

As usual, please check the log. Has nice pics!
http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html

For devs: the antialias code from Vector Blur is now exported in compo
too. Works pretty good. Even fixed a bug in antialias, so vectorblur
will be better.

Also: found out that OpenGL display list speedup accidentally was still
triggered with the rt button... so it did not work by default.
2006-12-10 20:30:15 +00:00
6451c2b156 Bugfix #5399
Irregular Shadow Buffer: doesn't support wire shadow, but also should not
crash then!
Note that ISB works with real face coverage, not zbuffering faces at all.
For wires to work in this method, we have to introduce a wire thickness,
but that will give endpoint condition troubles.
2006-12-10 13:20:57 +00:00
877688129a Bugfix #5383
Raytraced transparent: silly error in commit of dec 5, forgot one multiply
in the code, which made transparency look very much different.
2006-12-09 15:21:00 +00:00
2edcd75f9c Crash fix in adding lightgroups: previewrender.c sets ob->data to NULl for
a lamp it uses for preview... something I never thought of could get
rendered!
2006-12-08 22:00:44 +00:00
4cdf96ae19 Lightgroups!
Functionality was a bit limited still; now added the option to bind
a group of Lamps entirely to a Material, excluding them from any other
Material. Note that Lamp visibility layer options still work as for
Lamps usually.

In preview.blend: made a lightgroup for all lamps, and set them to be
the "RenderLayer override". That way it will ignore local material
lightgroups for previews.
2006-12-08 18:37:55 +00:00
c9686f9562 Only-shadow AO was inversed... and it didn't use the material ambient or
the AO strength factor.
2006-12-08 15:07:50 +00:00
45128f458d Another crasher: shadow in a ray-mirror crashed, unitialized vars again...
Gotta review how raytracing code uses memory once :)
2006-12-08 14:40:33 +00:00
9e634957e0 Two bugfixes:
#5387: transparent shadow crashed, caused by passes recode
irc report: buffer shadow for tangent shaders didn't work. (2.42 bug)
2006-12-08 11:51:31 +00:00