- set_frame() --> frame_set()
- set_context_pointer() --> context_pointer_set()
material adding works for curves and metaballs, new function to remove materials.
materials.link() didnt well fit how this is used elsewhere
- order matters
- it can be linked more than once.
- remove(material), isnt that useful since you need to manage indicies.
... use list style functions instead. materials.append(mat) / materials.pop(index)
- if a group has one or more objects in it, it gets a refcount of 1 on load (unchanged from before)
- dupli-groups, and materials no longer add/remove a reference.
- now groups are only freed when they contain no objects or when manually unlinked.
- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
Transparent strokes are rendered by means of transparent vertex colors.
To make this possible, Blender's internal renderer has been slightly
extended to allow transparent vertex colors. When Material::vcol_alpha
is non-zero, the renderer takes MCol::a into account.
Ambient occlusion: multiplied with direct lighting by default, add
is also still available and more blending methods might be added if
they are useful. This is fundamentally a non physical effect.
Environment lighting: always added as you would expect (though you can
subtract by specifying negative energy). This can be just white or take
colors or textures from the world.
Indirect lighting: only supported for AAO at the moment (and is still
too approximate), and also is always added. A factor is available to
specify how much is added, though value 1.0 is correct.
Also:
* Material ambient value now defaults to 1.0.
* Added Environment, Indirect and Emit pass.
* "Both" blending method is no longer available.
* Attenuation, sampling parameters are still shared, some could be split
up, though if they are different this would affect performance.
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.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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).
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...
#19345: can't get out of grayed out pointer field.
#19342: item_pointerR fields can't be cleared with one item.
#19341: fix hanging tooltips when manipulating regions.
#19339: context panel still allowed tabbing, but it has no header.
#19334: editing SSS settings crashed previewrender.
#19330: object mode could not be switched on from the header menu.
* data reorganisation - uses own values now instead of reusing surface material properties (i.e. an individual density value, rather than reusing alpha) Files saved with the old system won't load up the same after this.
* improved defaults and ui
* Transparency is now it's own panel, with a boolean toggle
+ enum for z/ray transparency (following mockup made by
William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.