Commit Graph

637 Commits

Author SHA1 Message Date
7cb76f4bf9 Render Baking candy: while baking, the UV Image window shows the progress
in rendered images, once per second. Also switches to other images.

This happens threaded, so might need a good test :)
2006-11-22 18:45:34 +00:00
967869fecd Bugfix #5277
Bake-render:
Quad faces still didn't get handled properly, error visible for vertex
color or UV textures.

Also: added error meny when a Bake cannot work because there are no Images
or no Images with buffers
2006-11-21 18:09:32 +00:00
20e6dc7f57 Bugfix, own collection:
Random seeding is still not perfect in render, especially lack of good
thread support still.

- VectorBlur node was calling seed for each exec, causing other nodes to
  get fixed random too.
- added seed in non-OSA main loop for render
- use BLI_srandom, is better than BLI_srand
2006-11-21 15:52:45 +00:00
e75a2773fa Bugfix #5265
3D window, preview panel, didn't give correct specular for Ortho.
The view-vector was flipped negative then, so more view-depending
code (like tracing) would go wrong then.
2006-11-21 12:41:07 +00:00
c57d5bca73 Step one in migrating to use glArray calls in Blender
- Curve/Nurbs/Font/MBall now all draw arrays.
- had to flip abgr to rgba in shaded drawing
- Mesh drawing can't be easily done; the indices for faces are not in
  in one chunk. Also need a way to gether trias/quads, per material.

Speedup results are mixed. Something between 2-4 times. Especially for
text it seems to help.
2006-11-20 21:25:02 +00:00
5428f2eb6c * Object level restrictions in outliner
This adds the ability to restrict an individual object from:
- being visible in the 3D View
- being selectable in the 3D View
- being renderable
with 3 columns of buttons in the outliner.

These restrictions are further down the hierarchy than layers, so for example if an object is in an invisible layer, it will be invisible regardless of whether the object's own visibility setting is on or off. This works on a different conceptual level than layers, being better for more quick interaction (like temporarily making a mesh unselectable while you're posing its armature), rather than so much for scene organisation.

The 3 columns of icons can be turned off in the Outliner View menu.

Along with this is some small cleaning up in interface_icons.c and outliner.c.
2006-11-20 05:12:58 +00:00
e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
4ebf5223ba Render Baking:
- Bugfix: vertex normals were still flipped around, to match viewpoint
  rendering.
- New: option to bake a texture+material only
2006-11-19 18:44:54 +00:00
c47fa4d0ec Long waited feature: Render Baking
Here's the full release log with example file.
http://www.blender3d.org/cms/Render_Baking.827.0.html

For people who don't read docs; just press ALT+CTRL+B on a Mesh
with texture faces!

Todos:
- maybe some filter options extra?
- Make normal maps in Tangent space
2006-11-19 14:12:56 +00:00
28769382d2 Fix for use of an unitialised variable, added this myself some time ago
changing to threaded MEM_malloc.
2006-11-17 18:17:56 +00:00
4d1f0f0e5c CMake: More fixes was needed to get Quicktime working. CMakeCache.txt was fooling me. 2006-11-17 13:07:44 +00:00
24f4440d05 CMake lists initial submission. Documentationand further verification for different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on. 2006-11-17 02:27:12 +00:00
206f2cab67 Group duplicator fix: the invisible group objects didn't draw, but were
still visible in render.
2006-11-15 08:20:53 +00:00
d43ca75b8a Bugfix 5182
Mist option and "Ray Transp" didn't work together yet. Transparency
during tracing should not be influenced with mist though (as is for
Ztransp), so for this case an extra color blending after raytrace is
added. Still pretty primitive... mostly because mist isn't volumetric
in Blender at all... just an alpha trick.
2006-11-13 14:33:36 +00:00
8e487f3e29 Ooops, previous commit of mine forgot to commit the .h file. 2006-11-12 16:24:59 +00:00
a56b95c049 Bugfix #5107
Autosmooth didn't copy additional texture coordinates such as sticky
correctly. This was part of the vertex struct in 2.41 and older, but it
became dynamic in 2.42.
2006-11-12 11:41:43 +00:00
72f620fef3 Bugfix #5207
Silly error in code initialized envmap "Render" struct wrong. It didn't
work for ortho render, so also crashed on previews in ortho 3d window.
2006-11-12 11:03:34 +00:00
2a0ef5454d Bugfix #5199
Irregular shadow buffer, for solid OSA case, suffered aliasing. This caused
by optimized storage of shadow factors in 1 pixel (averaged for all sub
samples). That didn't work well really...

Now the code uses same method as for transparent faces, storing results for
each sample.
2006-11-10 14:21:27 +00:00
ac14a2c2b7 Bugfix #5197
Radiosity tool or render was using an uninitialized variable, causing clip
to work incorrect. (black lines in radiosity).

Error caused by commit in august, after 2.42a release.
2006-11-10 11:54:36 +00:00
cea2b6752b Bugfix #5188
Material type OnlyShadow didn't work yet for irregular shadow buffer.
2006-11-08 18:47:38 +00:00
71d7409fda Patch #4940, by Wybren van Keulen
The 2-point perspecitve Architecture Camera!
http://www.funnyfarm.tv/patch_lens_shift/patch_lens_shift.mov

Full log:
https://projects.blender.org/tracker/index.php?func=detail&aid=4940&group_id=9&atid=127
2006-11-06 15:42:38 +00:00
8e97a2955b Merged Google Summer of Code sculptmode/multires/retopo tools.
From the tracker:
https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-11-06 01:08:26 +00:00
9d67a597bc Irregular shadow fix: the MemArena module didn't give callocs, only malloc.
Made nice crashes that way... but not in !@%@$ OSX because it seems to
clear memory unwanted. Solve dit with adding API call in MemArena to default
to callocs.

Also removed malloc() from MemArena, replaced with MEM_mallocN().
2006-10-24 15:17:14 +00:00
da12c9571b Bug provided by Plumiferos team on conference:
In some cases faces were skipped from rendering, when using multiple
RenderLayers. Was caused by a "don't render" flag hanging. Error was
introduced with the "All Z" RenderLayer option.
2006-10-24 14:14:20 +00:00
Nathan Letwory
88446eeca4 Patch 5105 by Joshua Leung (Aligorith), slightly modified by me
* Add WITH_BF_YAFRAY, which per default is 'true', so no visible changes for developers (and users).

Set WITH_BF_YAFRAY to 'false', and you'll save some major compile time :) Also handy if you're strapped for memory and compilation fails on yafray compilation due
 to this.

- this commit also has a few whitespace changes and
- made BF_NO_ELBEEM a proper BoolOption. This will be renamed to WITH_BF_ELBEEM in the near future...
2006-10-18 05:45:47 +00:00
9fa438b4e9 Another shadowbuffer goodie: the "Halfway trick"
http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html

Simply said: by using the average of the nearest and 2nd nearest Z value
in Shadowbuffers you can reduce bias errors very well.
For backwards compatibility it is a new buffer type though.
2006-10-15 11:50:46 +00:00
05ee7d9053 =translate hoek to angle=
renamed the dutch variable hoek to angle globally arithb.c changes done by Matt Plough
2006-10-14 23:27:18 +00:00
bc10cf38b9 Irregular shadow bug: mixing up zmin and zmax in optimize caused larger
faces to miss casting shadow.
2006-10-14 15:26:15 +00:00
e868f223dc New shadow feature: Irregular Shadow Buffers
Full log:
http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html

In short: this is a shadow buffer approach that always results in crispy
shadows, independent of lamp buffer size or zoom level. This shadow buffer
system also supports transparent shadow.

This is part of work on refreshing Shadow Buffers in Blender. You now can
choose of two types (Classical, Irregular). More types will follow. Also
quality issues for Classical shadow buffers are going to be reviewed,
especially to solve the lousy Biasing.

For the CVS log record; it is based on articles:
Gregory Johnson et al, University of Texas, Austin. (Regular grid method).
Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
2006-10-14 10:21:19 +00:00
dfa01a56ba Fix for bug #5044: random crashes when rendering.
This one is of my own making, removed too many locks. Thanks Malefico for reporting.
2006-09-30 21:29:47 +00:00
2662c7ae79 Bugfix #5034
When using new Shadowbuffer option "Auto clip", the clipping planes could
become so narrow that sampling code - using ints - could result in
overflows (sign flip). This especially for small shadow buffers with high
bias values.

This fix adds an extra check in shadow sampling for such overflows.
2006-09-25 09:35:04 +00:00
f6a6ad5688 New render feature:
If you define multiple RenderLayers with different view-layers, these
view-layers are rendered entirely, not looking at the faces that are
invisible. This allows layered composite, but only when geometry does
not intersect or overlap partially.

This new Renderlayer option "All Z values" will fill in the Z of not
visible faces (in the Scene view-layers) as well, which then allows
masking out as if these faces were set to Material option "Env".

Here's an example composite to show the effect:

Two cubes, in view-layers 1 and 2, and rendered in 2 RenderLayers:
http://www.blender.org/bf/all_z0.jpg

Same scene, but with both RenderLayers set to "All Z values":
http://www.blender.org/bf/all_z.jpg
2006-09-24 09:21:04 +00:00
8e7e7e209a Bugfix #4999 part 2
Sky texture mapping option "Sphere" or "Tube" map now correctly maps to
world space as well, so a camera orientation or mirroring works fine.
2006-09-18 12:53:52 +00:00
b50a32ce9d Bugfix #4999
The Sky render option "Ang Map", which should support spherical probes,
was always in local camera view space, instead of world space.

Check this report, it has cool images!
http://projects.blender.org/tracker/index.php?func=detail&aid=4999&group_id=9&atid=125
2006-09-17 15:28:32 +00:00
0a74ce2c5a Bugfix #4927
Render: Flares were not corrected yet for border render.
2006-09-10 10:35:28 +00:00
e7d6537f1c Added support for threadsafe MEM_mallocN/MEM_freeN in the guardedalloc
module itself, replacing the special MEM_mallocT/MEM_freeT functions.
Mutex locking is only enabled when threads are running.

There was no good reason to have these separate, it just led to ugly
hacks when calling functions with non-threadsafe malloc from threads.
2006-09-06 19:13:23 +00:00
c54e20a86a Fix for new orco-tangent render option: then also 'orco' texture
coordinates should be calculated... it wouldn't work unless you assign
a texture to a Material using 'orco' map.
2006-09-06 17:32:53 +00:00
6f47e5fa84 New stuff!
- Tangent vectors now can also be derived from orcos (No UV needed)
- Normalmaps now properly support tangent space as well
  (Patch provided by Alfredo de Greef)

Full log is here:
http://www.blender3d.org/cms/New_Render_features.774.0.html
2006-09-05 13:28:59 +00:00
32c51f3338 Render feature request:
Auto-clip Lamp Buffer

Setting a good range for clipping start/end for Lamp buffers is important
for good quality shadow (depth details). That can be quite a hassle, when
many lamps or animated objects are involved.

This option allows to have the clipping range calculated based on the
visible vertices in the spotbundle. For clip start and clip end it can
be set individually. Typically the clip start defines quality most.

The shadow buffer 'bias' value is corrected for this automatic clipping
too, to ensure that ranges that differ give same biasing appearance.
(If this wasn't done, you would see lighted areas become darker or
lighter, or even artefacts, when the range changes suddenly

NOTE: since it only checks for vertices, be aware that large planes can
give errors.

Implementation note: zbuffer values are non-linear (1/z) because that
allows linear interpolation while filling scanlines. That's the main
reason for the precision to be highest close to the eye (or lamp).
It's even a useful feature, since you want details to be precise
when they're closeby.
Since these values are also in the -1 to 1 range, using floats here
wouldn't solve problems a lot. Maybe trying a 64 bits Z once might
be an interesting coding job.
2006-08-31 10:36:45 +00:00
433f6c7043 Integration of the Google Summer of Code Modifier Stack Upgrade project. The
main features are:
* Modifiers can now be in any order in the modifier stack
* DerivedMesh now has a standard framework for custom element data to be passed
  through the stack with mesh data (being copied and interpolated as
  appropriate), so modifiers can access whatever data they need
* The modifier stack code has been refactored and a number of bugs have been
  removed
* The EdgeSplit modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier
* The DerivedMesh modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier
* The UVProject modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier

For more info, see:
http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade
(currently undergoing reorganisation)
2006-08-28 01:12:36 +00:00
582f56d9c4 Bugfix #4798
Envmap type "Load" didn't work when a new envmap was created for this
type. Seemed to be a very old issue...

Todo still: previews skip envmap...
2006-08-14 13:41:22 +00:00
e47137ff42 Bugreport #4787 mentioned subpixel render issues, especially for small
images (like used for rendering icons).

When working during Orange on new render pipeline, I've left this topic
alone for a while... subpixel precision testing is very time consuming and
needs concentration for a while. :)

This commit brings back precision as it was for 2.41. Below a short
explanation of the solved issues.

- the window matrix for rendering is kept constant during all OSA passes,
  this to ensure clipping happens for each pass identically.
- a subpixel offset is only applied on filling in the z-buffer
- this offset is inverse corrected for shadepixel code, only on 2 places

Another nasty issue is that for filtered rendering (gauss etc), the tiles
(or entire image) is temporally increased 2 pixel in size. This caused a
'dark' (or sky color) edge on the rendering. During Orange that was solved
with a hardcoded clipping offset value, which only corrected for larger
pictures (like > 500 pixels in size).
Now this clipping offset is correctly calculated, based on render size.

Last issue: the view border in 3d window was calculated using integers,
giving small errors in display too. Now it uses float, so visually the
view border is more close to what a render shows.
2006-08-12 11:27:00 +00:00
411332d953 Sequence render fix (report Johnny Matthews):
When a sequencer has mixed use of 32 bits and float images (note, Scene
strip returns float image too), the old 32 bits image should be freed,
otherwise it keeps saving that image.
2006-08-10 13:48:04 +00:00
7440aba482 Compositor: finished work on node "File Output".
- It saves a file with indicated type on each change, with number
  appended denoting the current frame (like ANIM saving).
- Output filename button supports relative paths ("//")
- Shows optional preview image too
- For now, added a print on each file save as feedback

To make this option work nicely, changed the BKE_makepicstring() function
to have less globals inside, so it is more generic. Todo: allow amount of
digits in filenames to be set (to support files like tmp_123456.jpg)
2006-08-10 10:38:50 +00:00
8cd491750e Bugfix #4830
Preview render in 3d window: when window type changes (like 3d window to
UV window), and you change the window size, and restore to 3d view, the
rendered preview had to be re-initialized.

texture.c: a return was added without value.
2006-08-09 10:49:52 +00:00
fde5381a94 Fix for Bugfix #4797
In revision 1.13 of pipeline.c a 'return' was added in middle of function,
skipping the free Imbuf.
2006-08-08 12:56:44 +00:00
e168d67b32 ImagePaint Refactoring:
- ImagePaint now uses ImBuf directly, and the rect blending functions
  were moved into the imbuf module.
- The brush spacing, timing and sampling was abstracted into brush.c, for
  later reuse in other paint modes.

Float ImagePaint support.

Textured Brushes:
- Only the first texture channel is used now.
- Options for size and offset should be added, but need to find some space
  in the panel, or add a second one ..
2006-07-31 15:53:03 +00:00
Ken Hughes
118125cff8 ===Rendering===
Bugfix #4797: when rendered image could not be saved, do_write_image_or_movie() returned without calling IMB_freeImBuf(ibuf).
2006-07-26 05:03:53 +00:00
d2f8f51556 Removed leftover SDL include from render module. 2006-07-19 15:39:36 +00:00
31870bf9a8 Bugfix #4715
After inserting border in entire image, the display update was missing.
2006-07-18 16:42:39 +00:00