scale and rotation in mapping node, there would be shearing, and the only way
to avoid that was to add 2 mapping nodes. This is because to transform the
texture, the inverse transform needs to be done on the texture coordinate
Now the mapping node has Texture/Point/Vector/Normal types to transform the
vector for a particular purpose. Point is the existing behavior, Texture is
the new default that behaves more like you might expect.
when running viewport operations with exec() rather then invoke(), perform the action immediately rather then using smoothview.
makes viewport operations usable from python scripts.
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
Adding a new node in Node Editor failed for "High DPI" (Only Mac retina now).
- Py script for adding nodes was doing dpi magic, which it shouldn't. It has
been replaced with a (temporary) API call to set the correct cursor location.
(Thanks to Lukas T for helping here)
- The SpaceNode->cursor[2] property now is *only* storing the coordinate
in "adding new node space". Use of this has been removed from the code where
possible, with as only exception the code to draw noodles while adding them.
Special coder note: Nodes should respect the DPI value, and draw larger with
larger buttons if you increase this size. The hack here is that this can only
work nice if also the node positions are scaled accordingly.
A better fix could be to check on scaling the node view itself for it. That
then would also remove this Python API call that was added in this commit.
However, that again might fight with how buttons layout code works now...
needs some careful checking.
A new operator to alter the backdrop zoom level so that it fits fully within the node editor area, and centers the image.
Shortcut alt-home, as home is used for fitting stuff into the view everywhere.
* Added a new sky model by Hosek and Wilkie: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/
Example render:
http://archive.dingto.org/2013/blender/code/new_sky_model.png
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Sky_Texture
Details:
* User can choose between the older Preetham and the new Hosek / Wilkie model via a dropdown. For older files, backwards compatibility is preserved. When we add a new Sky texture, it defaults to the new model though.
* For the new model, you can specify the ground albedo (see documentation for details).
* Turbidity now has a UI soft range between 1 and 10, higher values (up to 30) are still possible, but can result in weird colors or black.
* Removed the limitation of 1 sky texture per SVM stack. (Patch by Lukas Tönne, thanks!)
Thanks to Brecht for code review and some help!
This is part of my GSoC 2013 project, SVN merge of r59214, r59220, r59251 and r59601.
Many thanks to Brecht for the review!
* You can now drag-resize uiLists (in default or grid layouts).
** Note about "default" size: when you drag below minimal size of the uiList, it will automatically reset to automatic sizing (i.e. size between rows and maxrows, depending on the number of items to show). This often means (e.g. in Materials list with many mat slots) that the list will grow again to maxrows!
* Grid uiLists now have a customizable number of columns (previously it was a fixed value of 9), and they will respect the rows/maxrows settings as well (i.e. show a scrollbar when needed), instead of growing indefinitly!
New features:
* Bump mapping now works with SSS
* Texture Blur factor for SSS, see the documentation for details:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering
Work in progress for feedback:
Initial implementation of the "BSSRDF Importance Sampling" paper, which uses
a different importance sampling method. It gives better quality results in
many ways, with the availability of both Cubic and Gaussian falloff functions,
but also tends to be more noisy when using the progressive integrator and does
not give great results with some geometry. It works quite well for the
non-progressive integrator and is often less noisy there.
This code may still change a lot, so unless you're testing it may be best to
stick to the Compatible falloff function.
Skin test render and file that takes advantage of the gaussian falloff:
http://www.pasteall.org/pic/show.php?id=57661http://www.pasteall.org/pic/show.php?id=57662http://www.pasteall.org/blend/23501
* Replaced the Preetham model with the newer Hosek / Wilkie model:
"An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/
* We use the sample code data, which comes with the paper, but removed some unnecessary parts, we only need the xyz version.
* New "Albedo" UI paraemeter, to control the ground albedo (between 0 and 1).
* Works with SVM only atm (CPU and CUDA).
Example render:
http://www.pasteall.org/pic/show.php?id=57635
ToDo / Open Questions:
* OSL still uses the old model, will be done later. In the meantime it's useful to compare the two models this way.
* The new model needs a much weaker Strength value (0.01), otherwise it's white. Can this be fixed?
* Code cleanup.
This commit includes all the changes made for plane tracker
in tomato branch.
Movie clip editor changes:
- Artist might create a plane track out of multiple point
tracks which belongs to the same track (minimum amount of
point tracks is 4, maximum is not actually limited).
When new plane track is added, it's getting "tracked"
across all point tracks, which makes it stick to the same
plane point tracks belong to.
- After plane track was added, it need to be manually adjusted
in a way it covers feature one might to mask/replace.
General transform tools (G, R, S) or sliding corners with
a mouse could be sued for this. Plane corner which
corresponds to left bottom image corner has got X/Y axis
on it (red is for X axis, green for Y).
- Re-adjusting plane corners makes plane to be "re-tracked"
for the frames sequence between current frame and next
and previous keyframes.
- Kayframes might be removed from the plane, using Shit-X
(Marker Delete) operator. However, currently manual
re-adjustment or "re-track" trigger is needed.
Compositor changes:
- Added new node called Plane Track Deform.
- User selects which plane track to use (for this he need
to select movie clip datablock, object and track names).
- Node gets an image input, which need to be warped into
the plane.
- Node outputs:
* Input image warped into the plane.
* Plane, rasterized to a mask.
Masking changes:
- Mask points might be parented to a plane track, which
makes this point deforming in a way as if it belongs
to the tracked plane.
Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578
This is mine and Keir's holiday code project :)
of the scene user count. The node->id pointer for these nodes is now initialized in the respective init callbacks already. The explicit assignment and increment in the ED_node_composit_default is not
necessary and just adds an increment without checking previous values and decrementing them properly.
Note that the current system still leaves the scene with "fake" users (rlayer + composite nodes) which are actually part of the scene data itself. But that's design issue with the "local" node tree data
and doesn't do any real harm.
into the confined space of a node. However, in the side bar panel there is no reason to limit the buttons. In fact it is very helpful to have this UI available, otherwise users have to have an image
editor or (BI) texture buttons window next to the node editor to access these image details.
buffer antialiasing that was restored in 2.67 after it was missing in the new
compositor implementation.
This option tends to make results worse rather then better for Cycles renders,
but is useful for Blender internal. Their Z-buffers look quite different for
antialiasing, and I'd rather not change either.
Internally it was only invoke callback set for an
operator template. This invoke was setting such
properties as mouse_x and mouse_y and was calling
an exec function.
This meant that t seemed to be really easy to
use node.select operator from by giving a mouse
positions, but in fact it wasn't possible (because
it requires exec callback)
This commit sets operator's template exec callback,
which makes it possible using node.select from
python.
custom pynodes tree edited directly as library data would get a 0 user count on reload and subsequently not be saved. Now the node space follows the same pattern as the image space: the node tree(s) user
count gets incremented on file load and opening in the editor ensures a real user. This leads to 1 "unreal" user for the editor (dropped on reload), but seems to be the only viable solution atm.
node materials.
Area and region listener callbacks now get the screen and area pointers passed, so
they can do more fine grained checks to see if redraw is really needed, for example
depending on the 3D view drawtype.
* [#35724] Backdrop zoom can be set to a very small value, making the backdrop disapear.
There were checks in the drawnode that needed to be placed in the readfile.
The checks checked if the zoomlevel was 0.0, then it was defaulted to 1.0, but the zoomvalue had a minimum limit of 0.01, hence it did not work.
Moved the check to the readfile and checked for all values smaller then 0.02. These values are then reset to 1.0
Jeroen & Monique
- At Mind -
proposal was to add another special init hack for the viewer node->id, but rather would do it right and so moved all the special init hacks for constant ID backpointers (Scene for RenderLayer, Composite,
Defocus, FileOutput and MovieClip for MovieClip, MovieDistortion and Stabilization nodes). These are now part of the local init callbacks functions of the appropriate nodes, using the new initfunc_api
callback which takes a Context pointer, so they have access to Scene.
to be done in cycles itself to keep compatibility for bytecode too.
Also fix broken button to compile OSL from the text editors, this got broken after
recent change to disable editing of library linked nodes.
having to go to the main area for changing socket values.
This patch should be considered a temporary solution. The Active Node panel is a horrible mess and needs to be split up and cleaned. It should probably be moved to python as well.