Commit Graph

11497 Commits

Author SHA1 Message Date
dc14259c83 own error moving macro to function, double checked and its correct now. 2008-10-07 08:19:48 +00:00
d16a8649ff merge runk 16887:16950 2008-10-06 17:37:03 +00:00
25ece3ba2f * New point density update: Turbulence
This addition allows you to perturb the point density with noise, to give 
the impression of more resolution. It's a quick way to add detail, without 
having to use large, complex, and slower to render particle systems.

Rather than just overlaying noise, like you might do by adding a secondary 
clouds texture, it uses noise to perturb the actual coordinate looked up 
in the density evaluation. This gives a much better looking result, as it 
actually alters the original density.

Comparison of the particle cloud render without, and with added turbulence 
(the render with turbulence only renders slightly more slowly):
http://mke3.net/blender/devel/rendering/volumetrics/pd_turbulence.jpg

Using the same constant noise function/spatial coordinates will give a 
static appearance. This is fine (and quicker) if the particles aren't 
moving, but on animated particle systems, it looks bad, as if the 
particles are moving through a static noise field. To overcome this, there 
are additional options for particle systems, to influence the turbulence 
with the particles' average velocity, or average angular velocity. This 
information is only available for particle systems at the present.

Here you can see the (dramatic) difference between no turbulence, static 
turbulence, and turbulence influenced by particle velocity:
http://mke3.net/blender/devel/rendering/volumetrics/turbu_compare.mov
2008-10-06 12:25:22 +00:00
16f199bda3 one-liner fix for id property duplication bug 2008-10-06 10:24:32 +00:00
6c2738ef48 fix for own bugs in curves.
- the number of segments was always 1 too many on cyclic curves.
- [#17739] - normals were not being calculated when rendering curves.

Replaced macro DL_SURFINDEX with a function. it that assumes variable names and could break from the loop that called it.
2008-10-06 06:10:14 +00:00
34399546b7 == FFMPEG ==
Added optional OGG / theora / vorbis support.
(OGG-format encoding is currently disabled, since the bundled ffmpeg version
is broken here)

Fixed a bug with PTS-encoding, to make theora work.

You have to explicitly enable it and currently only scons is supported.

Otherwise: enjoy! :)
2008-10-05 17:31:33 +00:00
1695b07bac Fix for [#17758] Particle Caching Problem
-A line initializing particles from pre-cache days was still in place causing the wrong behavior.
2008-10-05 09:44:46 +00:00
2ad7aa100d Fix for bug #17762: id property double type did not get copied correct. 2008-10-05 01:15:58 +00:00
639a4ff436 Fix for part of bug #17759: point cache clearing did too much, also
clearing other physics systems on the same object.
2008-10-04 21:26:48 +00:00
f8d7da21b1 Bugfix #17746
Curve deform did not work yet on Text and Curve objects, this because it
was not providing the entire array of vertices, for a proper detection of
min/max bounds of the full input.
2008-10-04 12:31:54 +00:00
5574655dad Fix for part of bug #17464, though not the original issue yet. A GLSL
shadow drawing fix also affected 3d view opengl render, hiding armatures,
now there's separate flags for it.
2008-10-03 19:34:49 +00:00
59dbf08253 Bugfix for fluidsim UI inconsistencies, please check your settings in old files 2008-10-03 13:02:34 +00:00
df00a4b878 interpreted request from Carsten - make message sensor work.
object message actuators needed the prefix OB when sending a message to a specific object.--This line, and those below, will be ignored--

M    source/gameengine/Converter/KX_ConvertActuators.cpp
M    source/blender/blenkernel/BKE_blender.h
M    source/blender/src/buttons_logic.c
M    source/blender/blenloader/intern/readfile.c
2008-10-03 09:51:43 +00:00
60e32f69b9 Fix for bug #17735: vertex color render layer got invalid value
when switching to weight paint mode.
2008-10-02 22:55:25 +00:00
c35a2d6ea9 merge trunk 16118 -> 116886 2008-10-02 20:39:57 +00:00
0fcd017031 missing ; in last commit
radius was not being calculated on curves that had a bevel object
2008-10-02 17:11:49 +00:00
e114d194ae * Re-coded the point density range checking to be a bit cleaner, and
not necessary to modify the BVH functions.
2008-10-02 01:38:12 +00:00
76658ef1a8 svn merge -r 16741:16866 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-01 16:22:28 +00:00
8622cbca35 * Point Density texture
Replaced the previous KD-tree (for caching points) with a 
BVH-tree (thanks to Andre 'jaguarandi' Pinto for help here!).

The bvh is quite a bit faster and doesn't suffer some of the
artifacts that were apparent with the kd-tree.

I've also added a choice of falloff types: Standard, Smooth, and 
Sharp. Standard gives a harder edge, easier to see individual 
particles, and when used with a larger radius, Smooth and Sharp 
falloffs make a much cloudier appearance possible. See the image 
below (note the settings and render times too)

http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_bvh.jpg
2008-10-01 03:35:53 +00:00
66d51d461e Fix for bug #17691: edgesplit was crashing on windows on large meshes
due to stack overflow.
2008-09-30 17:06:41 +00:00
80a4bbf473 Bugfix:
Keyframing from Buttons Window was broken for Materials/Lamps/Worlds due to a mixup regarding the correct adrcodes for texture-slots.
2008-09-30 11:52:59 +00:00
a667fc61d4 * Removed the volume 'layer depth' control' (was used to
limit ray intersections like as for ray transparency). It 
remains to be seen if it's even that useful, and was 
preventing refracting materials behind volumes from 
working easily.
2008-09-30 10:41:47 +00:00
8c4744c4d6 Fix for bug #17302: subsurf + particle size vertex groups did not
work correct, also refactored some code here to make it more clear.
2008-09-30 06:12:47 +00:00
13c8e189f6 WITH_ELBEEM diabled wasnt working with cmake 2008-09-30 05:05:50 +00:00
16b425b9c0 * free bullet-softbody was using free softbody function.
* mistake from own changes to curves, new curves were being added with too low resolution.
* removed warnings I added recently
2008-09-29 23:46:01 +00:00
a32d4280c9 Fix for part of bug #17521: incorrect uv coordinates for particle
density controlled by a texture.
2008-09-29 23:33:27 +00:00
4aff02006b Add 2 items to CTL-A menu: Scale to ObData and Rotation to ObData. These options allows to apply separately the scale and the rotation to the object data. Usefull to physics compound objects that do not support scaling. 2008-09-29 20:13:40 +00:00
2a331067cc resolve some compiler warnings with intel c/c++ compiler
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
2008-09-29 17:08:11 +00:00
7ebeceb399 Updated color calculus for sunsky
- removed ugly clamping function (it was dividing XYZ based on max of
  one of the values)
- added option to use Exposure, this only works for brightness (Y).
  results look very pleasant, foggy and hazy results are possible.
  with exposre==0, no exposure happens for HDR extreme range skies,
  this is how yafray rendered it.
- added menu for choosing color spaces (CIE = modern lcds)

Please review! (and yes i know it's still not in World :)
2008-09-29 17:03:24 +00:00
3996b82b50 [#17707] Slow Cloth Baking 2008-09-29 14:20:27 +00:00
a8e97fe1ed Bugfix #17708: layer IPOs doesn't return the correct layer anymore
When doing IPO-cleanup, added two break statements to hopefully optimise the evaluation process a teeny-weeny bit. However, that caused more problems than it was worth!
2008-09-29 11:39:58 +00:00
bab94c46e0 Point Density texture
The Point Density texture now has some additional options for how 
the point locations are cached. Previously it was all relative to 
worldspace, but there are now some other options that make things 
a lot more convenient for mapping the texture to Local (or Orco). 
Thanks to theeth for helping with the space conversions!

The new Object space options allow this sort of thing to be possible
 - a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov

It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.


The new particle cache options are:

* Emit Object space
This caches the particles relative to the emitter object's 
coordinate space (i.e. relative to the emitter's object center). 
This makes it possible to map the Texture to Local or Orco 
easily, so you can easily move, rotate or scale the rendering 
object that has the Point Density texture. It's relative to the 
emitter's location, rotation and scale, so if the object you're 
rendering the texture on is aligned differently to the emitter, 
the results will be rotated etc.

* Emit Object Location
This offsets the particles to the emitter object's location in 3D 
space. It's similar to Emit Object Space, however the emitter 
object's rotation and scale are ignored. This is probably the 
easiest to use, since you don't need to worry about the rotation 
and scale of the emitter object (just the rendered object), so 
it's the default.

* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
32b733dafb Patch #17500: fixes: multiple IK's on bone + targetless IK
Submitted by: Teppo Kansala (teppoka)

See patch report for details of fixes.
https://projects.blender.org/tracker/index.php?func=detail&aid=17500&group_id=9&atid=127

Note: the patch submitter's test files were quite nice, and would be good to have in our regression suite.
2008-09-29 04:00:42 +00:00
cf683729f6 Second try at committing IPO code cleanups... 2008-09-28 23:17:44 +00:00
Maxime Curioni
efd969dc61 soc-2008-mxcurioni: merged changes to revision 16795 (repaired) 2008-09-28 20:15:52 +00:00
d1ce4fbaff A previous commit by me (16701) broke keyed- and none-physics particles or at least made them do funny things. 2008-09-28 19:53:37 +00:00
Maxime Curioni
bb8477ec57 soc-2008-mxcurioni: FRS_glBlendEquation files 2008-09-28 18:43:51 +00:00
Maxime Curioni
26709ce90c soc-2008-mxcurioni: merged changes to revision 16789 2008-09-28 17:07:08 +00:00
1e62b58bcc reverting revision 16784 that broke compilation. Aligorith, please fix and recommit 2008-09-28 15:37:37 +00:00
21640badf7 IPO System - Code Cleanup and Commenting:
Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
2008-09-28 12:01:41 +00:00
8056705ae9 * Volumetrics
Removed all the old particle rendering code and options I had in there 
before, in order to make way for...

A new procedural texture: 'Point Density'

Point Density is a 3d texture that find the density of a group of 'points' 
in space and returns that in the texture as an intensity value. Right now, 
its at an early stage and it's only enabled for particles, but it would be 
cool to extend it later for things like object vertices, or point cache 
files from disk - i.e. to import point cloud data into Blender for 
rendering volumetrically.

Currently there are just options for an Object and its particle system 
number, this is the particle system that will get cached before rendering, 
and then used for the texture's density estimation.

It works totally consistent with as any other procedural texture, so 
previously where I've mapped a clouds texture to volume density to make 
some of those test renders, now I just map a point density texture to 
volume density.

Here's a version of the same particle smoke test file from before, updated 
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend

There are a few cool things about implementing this as a texture:

- The one texture (and cache) can be instanced across many different 
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png

This means you can calculate and bake one particle system, but render it 
multiple times across the scene, with different material settings, at no 
extra memory cost.

Right now, the particles are cached in world space, so you have to map it 
globally, and if you want it offset, you have to do it in the material (as 
in the file above). I plan to add an option to bake in local space, so you 
can just map the texture to local and it just works.

- It also works for solid surfaces too, it just gets the density at that 
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov

- You can map it to whatever you want, not only density but the various 
emissions and colours as well. I'd like to investigate using the other 
outputs in the texture too (like the RGB or normal outputs), perhaps with 
options to colour by particle age, generating normals for making particle 
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
f8fb61f9fa enable -noaudio option, so it actually works (and doesn't get overwritten by a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.

In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!

Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
2008-09-28 03:07:13 +00:00
c723b91446 BGE patch: create new BulletSoftBody data block to store bullet soft body specific parameters.
Previously we tried to share the parameters with the
blender render soft body but there were too many differences.

MSVC project files updated.
2008-09-27 21:52:20 +00:00
5f7359a4ad Cleaned up unused variables and functions. 2008-09-27 19:57:32 +00:00
ff6d4e84cb text editor changes
* out of sync text dosnt automatically popup a menu anymore since it was too easy to click on it without intending to, moved this to an alert button on the header.
* "_" character was acting as a delimiter, but in python its not.
* renamed "File" to "Text" (so as not to confuse with blenders file menu)
* added redraw_alltext function to remove many duplicate loops where every text display is redrawn.
2008-09-27 15:32:28 +00:00
fe5dd01595 linear ipo curves were still using their handles to calculate an extrapolated value.
It would only work when the bezier point had its handles set to auto before changing to a linear IpoCurve since the handles were being recalculated during transform.
2008-09-27 10:08:19 +00:00
98b2c0626a Lots of mingw/gcc compiler warning fixes 2008-09-27 06:49:10 +00:00
50faaccf2e Auto-Keyframing (per scene):
Now auto-keyframing can be enabled/disabled per scene (with the insertion mode also stored per scene). The flags used when insertng keyframes are still stored in the user-prefs. 

New scenes have their auto-keyframing settings initialised from the user-preferences.
2008-09-27 06:29:52 +00:00
6cc87a1047 Merge of SimpleDeform modifier from soc-2008-jaguarandi branch
http://wiki.blender.org/index.php/User:Jaguarandi/SummerOfCode2008/SimpleDeform
2008-09-26 21:21:20 +00:00
3ad55e1541 nurbs surface resolution is now per segment rather then being distributed over the whole surface.
This is what 2D do alredy and makes resolution settings more like subsurf level.

- This makes it impossible to have a lower resolution output then the nurbs cage, however this dosnt seem a very useful feature.
- Using the do-versions from recent curve interpolation fix.

Tested with these files.

http://digilander.libero.it/pafurijaz/Files/Blender/Libellula.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Martello.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Punta.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Phones.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tubo.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Pipe.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tire.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Cotton.zip
2008-09-26 19:00:49 +00:00