This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.
WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
in previous versions (a few angle properties would use radians values as degrees...).
Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
(using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.
- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.
- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.
- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.
Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt
Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!
Differential Revision: http://developer.blender.org/D59
Summary:
Curve ORCO was not calculating properly for cyclic 2D curves.
- Needed to split vertices for blender internal renderer.
Otherwise it's not possible to map last face to a proper
texture location.
- Needed to tweak curve->mesh conversion to respect cyclic
flag along U direction.
- Removed check for orcodm in curve.c:add_orco_dm since
this code is only called if there're enabled constructive
modifiers on the curve.
Reviewers: brecht
Maniphest Tasks: T37225
Differential Revision: http://developer.blender.org/D45
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
Skip byte->float conversion if output file format
supports high bit depths but configured to only
output 8 bits per channel.
Gives around 30% speedup when re-exporting movie file
to PNG image sequence here on laptop.
Possible further optimization:
- Skip color space conversion in imbuf_for_write
function if we've got already have buffer in
that space.
This doesn't seem to happen often after tweak
to render result to imbuf.
- Skip black alpha-under if original image is
opaque,
This is a bit tricky to detect.
* Remove Stars feature. This was a quite minimalistic feature and there are
better alternatives with more control (particles for example).
Removal discussed during BCon13 developer meeting and already years before, time to do it..
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D17
* Remove "Edge" post processing effect and the corresponding render layer.
Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again).
Reviewed By: brecht, ton
Differential Revision: http://developer.blender.org/D14
Revert "Code cleanup: remove unused block from multire baker"
This reverts commit 63b01f6bee.
Multires displacement baker in fact uses level 0 for the
original subdivided mesh. Missed this when was making an
original commit.
For materials using AO pass, this makes the material preview and the GLSL
preview more accurate, but shouldn't affect final rendering in most cases
because we usually enable AO when using the AO pass in node tree.
Thanks to Brecht for code review.
Issue was caused by Blender Internal changing LIB_DOIT flag
for scene when it gets updated for new frame. This leads into
conflict with flag used for tagging scenes fr render,
For now made it so nodes are being tagged instead of scene.
Only none node from those who're sharing the scene will be
tagged. And rendering scenes for node tree now checks for
node flag instead of scene's datablock one.
Ideally this tag would be replaced with scenes stored in an
array, but then it's not so clear how to check which node
to update.
Update tagging was happening only after full triangle was handled.
Now made it so images are updating once in 0.5sec, progress bar
will still update only after the whole triangle is done.
Code was rather confusing, get_object_orco was only
checking for orco in cache for some objects and was
actually allocating orco for other objects.
Now made it so get_object_orco always only checks
the cache and only call set_object_orco if there's
no orco for it yet.
Replaces ThreadedWorker and is gonna to be used
for threaded object update in the future and
some more upcoming changes.
But in general, it's to be used for any task
based subsystem in Blender.
Originally written by Brecht, with some fixes
and tweaks by self.
It allows effects such as baking vertex dirt maps to textures.
Also vertex based painting painting may be faster in the future,
so this is useful to have.
Thanks to Sergey for the review!
With mblur the render function was setting scene frame for each blur sample and calling DAG update, but not after the last sample is finished, leaving the scene in the wrong frame.
Added support for derivative map baking, which
is accessable as a dedicated baker type. Works
pretty much the same as displacement map baker,
but gives you derivative map.
In fact, inernally this baker is just a filter
which applies on the result of displacement map.
Both regular and multires baking are supported.
Patch by Morten Mikkelsen and self.
This makes more sense to have no displacement if baking
non-normalized displacement map or have mid-level displacement
(which is likely be close to no displacement as well) when
baking normalized displacement.
In any way it's better than using default black color.
rendering, in case some script wants to set it in the render_pre callback. In
case of decoupled 3d view layers or local view it will still override this
though.
here is not efficient for such cases, a ray depth can give up to 2^depth rays due
to the ray splitting in two at each depth. A proper solution requires a better
algorithm, for now I've ensured that you can at least cancel such renders. The
overhead from the extra test_break is negligible.
Lattice deformation used to store some runtime data
inside of lattice datablock itself. It's something
which is REALLY bad. Ideally DNA shouldn't contain
and runtime data.
For now solved it in a way that initialization of
lattice deform will create a structure which contains
lattice object for which deformation is calculating
and that runtime data which used to be stored in
lattice datablock itself.
It works really fine for mesh deform modifier, but
there's still runtime data stored in particle system
DNA, It didn't look something easy to be solved, so
leaving this as-is for now.
--
svn merge -r58277:58278 -r58795:58796 ^/branches/soc-2013-depsgraph_mt