Basically this provides three new things:
1. Choice of a list of noise-base functions, which can be used by the
current Clouds, Marble, Wood textures as well.
2. Three new texture types: Musgrave, Voronoi and DistortedNoise
3. Python access to noise functions (not for render!)
All of this together makes Blender's builtin procedural textures a LOT
more powerful. Here again, a full webpage should be made to show off all
possibilities, and explain some of the more scientific names for settings.
A good read on Musgrave textures can be found here:
http://www.ypoart.com/Downloads/Musgrave.htm
About Voronoi:
http://www.ypoart.com/Downloads/Worley.htm
I can't find official DistortedNoise docs easily... maybe its something
Eeshlo created himself.
I've spent some time to change the patch Eeshlo provided. Worth noting:
- created main texture "Musgrave" with 5 sub choices (instead of 5 new
main textures)
- added for all new textures the option to scale (zoom in out)
- added patch in do_versions to initialize variables
I hope the Python team will check on the Noise.c API. And include in docs!
reason is that raytrace code doesnt like shadow on backfacing faces
at all. the hemi light is omni-directional, and would need a shadow
calculation to mimic this as well. the new 'Ambient Occlusion' patch
will make that possible.
different objects shouldn't share flags this way (still sharing of
other mesh flags in renderer... ickity pickity, but I'm not fixing now)
- removed some unnecessary uses of DNA_mesh_types.h
render solid now (no alpha).
- This gives nicer previews, but also makes envmaps look better, since
environment maps are rendered without raytracing
- I decided not to raytrace envmaps mainly because of speed... if you use
environment maps you want something quick... otherwise just use ray_mir
material here!
alpha>1.0, the 'threshold' calculation in vanillaRenderPipe.c then works
wrong... not sure if this should be fixed there.
- for now, the spothalo render function itself clips.
- again; thanks to horrible intrr test scene! :P
some tests where moved around, causing specularity being calculared when
light actually shines behind a face.
Thanks inttr for the (horrible!) test scene that showed it. :)
this was an error as reported more, with horizontal lines in raytraced
renderings. It appeared to be an Osa struct being not reset to zero
for normals... only happens when using bumpmapping.
- Lamp only shadow (use 'energy' to control amount that gets subtracted)
- Material only shadow (remember, is an alpha trick)
- demo files for this have been included in testing suite, will be
upgraded soon.
control how the intensity channel affects displacement. Nor
slider still controls how Nor channel affects displacement.
- Scaled Nor displacement to make Nor slider more usable.
- Removed Data scale from displacement routines. Made
sliders unusable for objects scaled in editmode. Displacement
now relative to unit sized object. Displace still tracks
with object scale, so scale out of editmode if you want a
large object with deep displacement.
(1 lamp, shadow). The 'coherence' check gets reset now for each new
pixel rendered, which remains efficient for oversampling.
- small cleanups in code, prototype added, less globals.
it is related to the fix for 2.31, wich disabled hackish feature of
inserting the previous render outside border. i forgot the unified has
this code entirely duplicated, something to get rid of one day...
rendered itself. this happened when transparent shadow ray hit a face
with same material as where ray started.
is this understandable? i guess not! :P
the actual fix is just a few lines, to store material locally before
going to trace transp shadow.
currently only for preview render and displaylist. It then uses the
provided texture coordinate itself...
Solution is not perfect... disadvantage of not having globals! then
you have to fix all mess! :)
Marble, wood, clouds. Instead of the retarded (but faster :) old method
it now derives the normal based on displacement of a 'nabla' vector;
sampling the texture additionally with three little offsets in x, y and z.
Code provided by Eeshlo, and gratefully accepted!
- when quads get split before render, the vertexcolors and texture face
(UV) info has to be corrected as well. This happens runtime during
render, no new data is created. The code was in previous versions, but
with raytrace and other new features it needed a rewrite
- this now also should work for the new smart split code from robert!
- cubemap relied on pointer to MFace, which is only available for Mesh
when directly converted to renderfaces.
It then checked the 'puno' flag where also bits were set to indicate
the optimal projection for a face (XY, XZ or YZ).
- I found out the renderface also has a puno flag, so the mface pointer
in a renderface is redundant. Is removed now
- added code in texture cubemap call, which checks on a projection flag
in 'puno'. If not set, it uses the orco's to calculate one.
- this means, that cubemap now also works for other objects than meshes,
provided they have an orco block while render.
- if no orco block available, it uses the 'global' projection to find which
of the cube sides map.
I couldnt find other errors with subsurf & orco though...
re-using old one. New one = 'exp'.
- at first I used the old 'exposure' value, and just mapped it to 0. this
causes a problem with upward compatibility, old blenders then render a
black picture. is too confusing!
- warning; exposure values saved with commit of last week will get lost.
- changed code to make use of actual textures, not the hackish
'externtex', which is only for tools
- added a 'displacement' vector in ShadeInput, and moved calculation of
displacement vector to texture.c itself. So it works with stencil, but
also for options as 'add', 'mult' and 'sub'.
- for RGB textures it uses the brightness value of color for displace
- for stucci, and plugin textures returning a normal, it uses that
- Also: wrote call in end of preparing renderfaces, to split non-flat
quad faces in triangles. gives a lot fewer errors in displace textures,
but also raytracing irregular subsurfs goes better now.
- texture mapping that works for displace: orco, sticky, global, obj, normal.
UV not yet. Reflection-displace? uhh! :)
code. Now all the cpp code is in intern under yafray and the api include
file is just plain C
Also changed old include in initrender.c and updated Makefiles.am and configure.ac
so the new dirs are taken into account.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
already gave noise with area size of 0.1.
Limited buttons to minimum value of 0.01 for area light. For people
who want smaller they can scale it down in 3d, effectively reducing
the energy then as well.
- based at 1.0-exp(-color) trick in Yafray. But to guarantee backwards
compatibility, and some more control, Stefano Selleri hacked a useful
formula for it.
- We now have 2 values to set:
- "exp": the exponential correction value (0-1)
- "range": the light range that maps on color 1.0 (0-5)
- Using exp(x) (is e^x) we can much better prevent overflows from render,
which are currently hard-clipped in Blender. Setting a small 'exp' value
wil efficiently smooth out high energy and map that back to a color for
display.
- total formula:
newcol= linfac*(1.0-exp(col*logfac))
col, newcol are colors
linfac= 1.0 + 1.0/((2.0*wrld.exp +0.5)^10)
logfac= log( (linfac-1.0)/linfac )/wrld.range
wrld.exp and wrld.range are the button values
- default setting: exp=0.0 and range=1.0 give results extremely close to
previous rendering.
- graph: http://www.selleri.org/Blender/buffer/Image1.png for 'exp' setting
ranging from 0-1, and with 'range'=2
Thanks Stefano for the help!
oren-nayer was of course of not built for area-lights... so probably
Cessen will kill me for this hack. Nice challenge for him to come with
better solution. Visually it works & looks fine.
- New lamp type added "Area". This uses the radiosity formula (Stoke) to
calculate the amount of energy which is received from a plane. Result
is very nice local light, which nicely spreads out.
- Area lamps have a 'gamma' option to control the light spread
- Area lamp builtin sizes: square, rect, cube & box. Only first 2 are
implemented. Set a type, and define area size
- Button area size won't affect the amount of energy. But scaling the lamp
in 3d window will do. This is to cover the case when you scale an entire
scene, the light then will remain identical
If you just want to change area lamp size, use buttons when you dont want
to make the scene too bright or too dark
- Since area lights realistically are sensitive for distance (quadratic), the
effect it has is quickly too much, or too less. For this the "Dist" value
in Lamp can be used. Set it at Dist=10 to have reasonable light on distance
10 Blender units (assumed you didnt scale lamp object).
- I tried square sized specularity, but this looked totally weird. Not
committed
- Plan is to extend area light with 3d dimensions, boxes and cubes.
- Note that area light is one-sided, towards negative Z. I need to design
a nice drawing method for it.
Area Shadow
- Since there are a lot of variables associated with soft shadow, they now
only are available for Area lights. Allowing spot & normal lamp to have
soft shadow is possible though, but will require a reorganisation of the
Lamp buttons. Is a point of research & feedback still.
- Apart from area size, you now can individually set amount of samples in
X and Y direction (for area lamp type 'Rect'). For box type area lamp,
this will become 3 dimensions
- Area shadows have four options:
"Clip circle" : only uses a circular shape of samples, gives smoother
results
"Dither" : use a 2x2 dither mask
"Jitter" : applys a pseudo-random offset to samples
"Umbra" : extra emphasis on area that's fully in shadow.
Raytrace speedup
- improved filling in faces in Octree. Large faces occupied too many nodes
- added a coherence check; rays fired sequentially that begin and end in
same octree nodes, and that don't intersect, are quickly rejected
- rendering shadow scenes benefits from this 20-40%. My statue test monkey
file now renders in 19 seconds (was 30).
Plus:
- adjusted specular max to 511, and made sure Blinn spec has again this
incredible small spec size
- for UI rounded theme: the color "button" displayed RGB color too dark
- fixed countall() function, to also include Subsurf totals
- removed setting the 'near' clipping for pressing dot-key numpad
- when you press the buttons-window icon for 'Shading Context' the context
automaticilly switches as with F5 hotkey
Please be warned that this is not a release... settings in files might not
work as it did, nor guaranteed to work when we do a release. :)
branches. Especially larger faces give result. Rendering times go down
with an average of 10%. My reference testfile went down from 30.4 to
27.9 seconds.
Based on feedback (thnx phase!) I found a big disadvantage of the 'real'
fresnel formula. It doesnt degrade to 0.0, causing 2-3 times too many
rays being fired compared to the previous one. So; a lot slower.
Now committed is a hybrid which allows (close to) real, and nice artistic
freedom, *and* it really goes to 0.0 and 1.0, assisting nicely in optimal
render times.
A real doc how it works (with pics) will be made before real release.
- Fixed bug in raytrace: the first renderpass didn't use fresnel for mirror.
- Fixed bug in previewrender, now it closer matches how fresnel renders
At last irc meeting, eeshlo pointed to an error in the code. It didn't
use the IOR value correctly. This has been solved. So how it works now:
- the IOR button value influences (very subtle) the fresnel effect.
Only for realism diehards.
- the Fresnel value (slider) now denotes the power in the function
rf + (1-rf) * (1-c)^5
where rf= rf = ((ior-1)/(ior+1))^2
and c the dot-product ray/normal.
- so, set the slider at '5' and you have real fresnel. Lower values
for interesting artistic effects.
- put back the forgotten code for gaussian corrected sampling during
antialising render. Normally, each sub-pixel sample in Blender counts
equally, and together make up the pixel color.
With 'Gauss' option set (F10 menu) each sub-pixel sample creates a small
weighted mask with variable size, which (can) affect neighbouring pixels
as well. The result is smoother edges, less sensitive for gamma, and
well suited to reduce motion-aliasing (when things move extreme slow).
This is result of *long* period of research in NeoGeo days, and based on
every scientific sampling/reconstructing theory we could find. Plus a
little bit of our selves. :)
- I should write once how blender constructs Jitter tables for sub-sampling.
this is a very nice method, and superior to normal block filter or random
jittering... time!
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
- added 'Mapping to" channel "RayMirror", to control mirror with texture
- fixed bug in using mirror-rgb as texture channel... this is cumbersome
because it is abused by Envmap in a not nice way. Fixing the abuse will
cause compatibility errors, which can be fixed when we up release # to
2.32.
- added "Translucency", which is nothing else than allowing another
shading pass for the backside of a face (with normal inverted). This
is interesting for all kinds of situations where you want light from
behind to 'shine through'. Also works to reduce dark areas in
unlighted parts of rendering transparent faces. Light from behind on
transparent red window should make it glowing some, right?!
- added texture channel for this as well
- Reorganized Material Panels to reveil some consistancy where buttons
can be found. Not perfect yet, but at least all options for Shaders and
options for Mirror & Transparency now are together.
This gives some space in Shader Panel for nice expansion.