Commit Graph

179 Commits

Author SHA1 Message Date
942dda3f2d * Increase Ray Depth Property Range, request by Conz. 2010-09-07 20:49:44 +00:00
0cf0f5a622 rna api
- move: material.add_texture(tex, coords, mapto) --> material.texture_slots.add()
- added material.texture_slots.create(index), material.texture_slots.clear(index)
- texture slot functions also work for lamp and world now.

Other minor changes
- allow rna functions to set FUNC_NO_SELF and FUNC_USE_SELF_ID at once.
- [#23317] Changed some operators' RNA to accept lengths, a modification I made to this patch made it not work as intended, removed this edit so unit buttons appier in the UI for certain operators.
- Sphinx doc gen, 2 columns rather then 3, didnt quite fit in some cases.
2010-09-03 14:53:54 +00:00
a51f31e9a5 Fixes for RNA Renaming in Texture Properties (Volume Material) 2010-08-31 14:54:04 +00:00
93ffe7d7f1 rna renaming (manual edits) 2010-08-21 04:51:00 +00:00
6da7684ca6 fixed [#23400] Unable to import *.3ds/*.obj files with textures
changed some rna names to be more consistant
- use_texture -> use_image, since it sets if 'image' is used.
- use_map_color_diff -> use_map_color_diffuse since diffuse is used elsewhere in the same type.
2010-08-20 08:11:26 +00:00
4f5f868a52 rna data path names which are more likely to break animations.
Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
2010-08-20 06:09:58 +00:00
097a6ca926 rna remaining that negates values 2010-08-20 02:08:43 +00:00
7da5d9faec rna renaming, still only adjusting properties that wont be animated (at least its very unlikely). 2010-08-18 07:14:10 +00:00
7a31417f50 apply UserPrefs and Theme rna naming changes. 2010-08-17 13:14:41 +00:00
e0f0a425fa rna pointer poll function, not used yet. 2010-08-03 05:14:59 +00:00
9d62acea67 some rna numbers were signed when they shouldnt be (simplify could have its subdivisions set negative) 2010-05-20 08:51:03 +00:00
96beb8330c Great patch by Harley Acheson fixing about 80 typos and spelling
mistakes in makesrna
2010-05-04 05:15:53 +00:00
d574e8b826 2.5 Preview Render:
* Converted Type Buttons (Flat, Cube, Monkey etc.) in Material Preview to RNA. 
* "Alpha" option in texture Preview Render is back!
2010-04-04 12:09:59 +00:00
26736ac0f0 remove unused rna includes 2010-03-24 09:51:32 +00:00
1e9bf0cfdb spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text) 2010-03-22 09:30:00 +00:00
273af05c80 Emmit step size was too high 2010-02-21 08:25:14 +00:00
d125f17db8 Fix #19736: GLSL viewport materials are not updated on all changes. 2010-02-13 13:49:27 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
d98603129c Added an option "Cast Approximate" to control if a material should cast
shadow when using approximate AO, separate from "Traceable".
2010-02-11 15:43:31 +00:00
78faeb73b8 Operation Dot-Kill finished 2010-02-11 01:11:52 +00:00
148435b70a batch remove .'s used with RNA_def_struct_ui_text 2010-02-10 21:15:44 +00:00
f6fe654546 Tooltip fix for "raytrace_transparency", patch by Oxben. 2010-02-10 16:16:57 +00:00
6d38010cc5 sunsky presets
* Mountain: low turbidity, well-defined sun, blue-ish (high sun energy)
* Desert: high turbidity (dust), big, diluted sun, red-ish
* Classic: average turbidity (water vapor), small, diluted sun.

also fixed a bug with saving string presets
2010-02-07 13:56:36 +00:00
bb571c67cb mat/lamp/world.textures -> texture_slots
object.materials -> material_slots

since neither contain textures or materials directly.
2010-02-07 12:51:47 +00:00
b645e56ad5 Fix for weirdness in texture map to settings - we now use negative
numbers for negative influences (as opposed to old 3-state button)
but the ui range was only set to 0,1.

Changed the defaults to -1,1 and added a shortcut - pressing minus 
key while the mouse is over a number field or slider will make it negative.
2010-01-29 01:20:57 +00:00
e9b0956b55 Adjust material strand size ui range to show some more precision,
these values need to be very small for blender units.
2010-01-21 12:07:15 +00:00
f02dde5de7 Patch from Raul Fernandez Hernandez - volume render multiple scattering fixes
Also: Changed 'Spread' value to be proportional to the light cache voxel grid 
(i.e. 0.5 spreads half the width of the grid), so that it's independent of light 
cache resolution. This means that results should be similar as you increase/
decrease resolution.
2010-01-03 23:45:13 +00:00
07904712e8 RNA:
* Property update functions no longer get context, instead they get only
  Main and Scene. The RNA api was intended to be as context-less as
  possible, since it doesn't really matter who is changing the property,
  everything that uses the property should be updated.
* There's still one exception case that use it now, screen operations
  still depend on context too much. It also revealed a few places using
  context where they shouldn't.
* Ideally Scene shouldn't be passed, but much of Blender still depends on
  it, should be dropped when we try to support multiple scene editing.

Change was planned for a while, but need this now to be able to call
update without a context pointer.
2009-12-08 17:23:48 +00:00
b89138564e Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color 
management works internally. While the previous method worked well for 
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult 
for other areas such as compositing.

This implementation now considers all color data (with only a couple of 
exceptions such as brush colors) to be stored in linear RGB color space, 
rather than sRGB as previously. This brings it in line with Nuke, which also 
operates this way, quite successfully. Color swatches, pickers, color ramp 
display are now gamma corrected to display gamma so you can see what 
you're doing, but the numbers themselves are considered linear. This 
makes understanding blending modes more clear (a 0.5 value on overlay 
will not change the result now) as well as making color swatches act more 
predictably in the compositor, however bringing over color values from 
applications like photoshop or gimp, that operate in a gamma space, 
will give identical results.

This commit will convert over existing files saved by earlier 2.5 versions to 
work generally the same, though there may be some slight differences with 
things like textures. Now that we're set on changing other areas of shading, 
this won't be too disruptive overall.

I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png

and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
Dalai Felinto
d594388a28 rna bge fix: using dynamode instead of mode for Dynamic Material option: Align to Normal (it was using Material->Shadow Receive) 2009-11-21 17:50:08 +00:00
91352006c4 arbitrary property and function support for rna properties (arrays and collections), this means functions can be easily added.
eg.
 scene.objects.link()
 object.constraints.new()
 mesh.verts.transform(...)
 mesh.faces.active

PropertyRNA stores an StructRNA pointer where these can be defined.
2009-11-13 16:08:03 +00:00
55beacfa47 *Small tooltip fix for strand start/end. 2009-11-08 17:58:06 +00:00
da6081f266 Fix for bug [#19668] Blender freezes if step size 0 is used for a volumetric material -- limit the minimum step size 2009-11-02 10:30:51 +00:00
dd96bf6168 - added xmirror to the weightpaint options
- made texture_slot return the texture slot for the node texture
2009-10-19 14:03:02 +00:00
51f11abe45 Fix #19605: material hardness was wrapped as float while it is an int,
which made number buttons not increase the value on clicking the arrows.
2009-10-19 13:41:02 +00:00
61a88bb597 Bugfix: z-offset for materials was not added back yet. 2009-10-16 10:03:39 +00:00
991e67ddc7 RNA:
* Enums with an _itemf callback now never get context NULL passed in,
  rather a fixed list of enum items are defined which should contain
  all items (if possible), from which the _itemf callback can then use
  a subset.
2009-10-14 19:19:43 +00:00
10198e99ff Deep Shadow Buffer
Since the deep shadow buffer summer of code project is not actively under
development anymore, I decided to build my own DSM implementation from
scratch, based on reusing as much existing shadow buffer code as possible.
It's not very advanced, but implements the basic algorithm. Just enough so
we can do shading tests with it, optimizations and other improvements can
be done later.

Supported:
* Classical shadow buffer options: filter, soft, bias, ..
* Multiple sample buffers, merged into one.
* Halfway trick to support lower bias.
* Compression with user defined threshold.
* Non-textured alpha transparency, using Casting Alpha value.
* Strand render.

Not Supported:
* Tiling disk cache, so can use a lot of memory.
* Per part rendering for lower memory usage during creation.
* Colored shadow.
* Textured color/alpha shadow.
* Mipmaps for faster filtering.
* Volume shadows.

Usage Hints:
* Use sample buffers + smaller size rather than large size.
* For example 512 size x 9 sample buffers instead of 2048 x 1.
* Compression threshold 0.05 works, but is on the conservative side.
2009-10-12 19:41:40 +00:00
f1a0df22df Bugfix: texture nodes header was still showing wrong texture
when using node materials.
2009-10-12 13:12:45 +00:00
8c96e2f4d2 - added ramp diffuse & spec factor rna props
- made 3dspace camera editable
- convert in object menu
2009-10-09 14:35:54 +00:00
66634e2be4 toggle buttons for texture channels (hardcoded like UV layer buttons) 2009-10-08 15:29:43 +00:00
cf4f00b2fa Preview Render:
* Fixes for texture and material nodes.
* Texture node previews now work more like materials.
2009-10-07 14:48:29 +00:00
828395744a own warnings added last commit 2009-10-07 05:26:13 +00:00
8d54982f37 Material buttons now view the active node material shading settings.
Selecting a material in the node tree sets this as the active material and the buttons view redraws.

Added rna prop material.active_node_material

Currently its not clear what settings are used by the node material and the base material (needs some tedious research) so I made most panels use the node material with the exceptions of volumetrics, physics and halo settings.

We'll probably need to split the panels up to do this properly.
2009-10-06 15:31:25 +00:00
af522abf33 * changes/additions to volume lighting
Volumes can now receive shadows from external objects, either raytraced shadows or shadow maps.

To use external shadows, enable 'external shadows' in volume material 'lighting' panel. This an extra toggle since it causes a performance hit, but this can probably be revisited/optimised when the new raytrace accelerator is integrated. For shadow maps at least, it's still very quick.

Renamed 'scattering mode' to 'lighting mode' (a bit simpler to understand), and the options inside. Now there's:

- Shadeless
  takes light contribution, but without shadowing or self-shading (fast)
  good for fog-like volumes, such as mist, or underwater effects
  
- Shadowed (new)
  takes light contribution with shadows, but no self-shading. (medium)
  good for mist etc. with directional light sources
  eg. http://vimeo.com/6901636
  
- Shaded
  takes light contribution with internal/external shadows, and self shading (slower)
  good for thicker/textured volumes like smoke
  
- Multiple scattering etc (still doesn't work properly, on the todo).
2009-10-05 02:59:47 +00:00
022a343223 Texture stack influences are now all separate values, and negative
mapped values now have their influence negated instead. Also a few
RNA changes for TextureSlot.

Bumped subversion for the version patch.
2009-10-01 17:15:23 +00:00
1c3faa97ff Fixed a part of [#19494]. Transform Lock Options didn't updated 3D View's Transform manipulator.
* Minor Code tweak in material RNA.
2009-10-01 14:41:45 +00:00
71b3088596 Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.

Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.

There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering

Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)

More revisions to come later...
2009-09-29 22:01:32 +00:00
15d07720e5 Sorry, three commits in one, became difficult to untangle..
Editors Modules

* render/ module added in editors, moved the preview render code there and
  also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
  making a single physics_ops.c for operators and keymaps. Also move all
  particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
  specificially.

Updates & Notifiers

* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
  which will go back to a callback in editors. Eventually these should
  be in the depsgraph itself, but for now this gives a unified call for
  doing updates.
* GLSL materials are now refreshed on changes. There's still various
  cases missing, 
* Preview icons now hook into this system, solving various update cases
  that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
  problem is avoided in the new system.

Icon Rendering

* On systems with support for non-power of two textures, an OpenGL texture
  is now used instead of glDrawPixels. This avoids problems with icons get
  clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
  and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
  with the default setup. The glDrawPixels implementation on Mac seems to
  have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
  you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
  be used with threads reliably.
2009-09-29 19:12:12 +00:00
abb49829ef Manual merge of soc-2009-kazanbas branch:
* copied I/O scripts
* copied, modified rna_*_api.c and rna_*.c

I/O scripts not working yet due to slight BPY differences and RNA changes. Will fix them later.

Not merged changes:

* C unit testing integration, because it is clumsy
* scons cross-compiling, can be merged easily later
2009-09-22 16:35:07 +00:00