http://www.blender3d.org/cms/Ramp_Shaders.348.0.html
Material color and specular now can be defined by a Colorband. The actual
color then is defined during shading based on:
- shade value (like dotproduct)
- energy value (dot product plus light)
- normal
- result of all shading (useful for adding stuff in the end)
Special request from [A]ndy! :)
New is that objects can have a force field, and Meshes can even deflect
(collide) particles. This is in a new sub-menu in Object buttons F7
The full instructions where on the web, Leon mailed it me and I will put
it in CMS tomorrow. For those who like to play with it now, here are demo
files:
http://download.blender.org/demo/test/
Quite some changes where in the integration though... so previous created
particle deflectors will not work. Changes to mention now are:
- gravity is renamed to 'force field'
- force field and deflector options are in Object now, not in Mesh
- the options also have its own struct, doesnt add to Object by default
- force fields are possible for all object types, but only work on center.
So empty objects are typical for it.
Work to do:
- add draw method in 3d win to denote forcefield objects
- check on the UI (panel with different size?)
- add 'recalc' button in deflector panel
This for all current NKEY menus by default. Can be standard for each hotkey
controlled Panel from now on; use toggle_blockhandler() for it.
Another popular request: hotkey enabled Panels now optionally reopen on
the previous location, instead of under mouse. This option "Pinned" is a
user option now. Optional for later; have it as per-panel option... dunno!
The last request, close on mouse-exit, won't be implemented, this intrudes
with Panel consistancy, and is pretty OK solved with NKEY-NKEY now.
this consists of 22 different ways to sweep from 1 strip to another. For you windows lovers: it's like "Blinds" in Powerpoint :)
- in the NKEY menu you can choose which type you want perform, vertical, horizontal, in/out etc. it's too much to decribe.
Credits for this go to Kent 'Sirdude" Mein who coded the sequence plugin I stole the code from.
To allow certain sequence effects to have settings, I also added a "varstr" void pointer to the Sequence DNA, that can point to a special struct for each effect. This is similar to how plugins are handles.
more neat effects to come....
- tiny updates for better behavior, unix line endings, cvs Id tags;
- Updated DX7 exporter (thanks to author Ben Omari who's also working on a DX8 one);
- added sysinfo script;
Interface (scripts):
- changed behavior for which win is chosen for script guis:
Now there's a smarter order, guis will use either:
- Scripts win
- Buttons win (if not a script from groups Wizards or Utils)
- Text win
- Closest bigger area
- Added a button to the scripts header so that it's faster to return to the buttons win (this can be made general), if that was the previous win used.
* Added the axis constraints (and fixed a bug) in the newly
added View3D transform menus, and in doing so removed
some duplicated code from toolbox.c
* Cleaned up text labelling
Hint:
Remember to use Title Case for menu labels, and only use
an ellipsis (...) when the menu opens up another new
dialog like a panel or a pupmenu(). The ellipsis indicates
"there is something more to come" and that no action,
mode-change, whatever will be executed immediately.
Mirror Object is assigned to Ctrl-M and I've add Ctrl-M to call Mirror Edit (on top of M alone) for practical reason. We should consider switching both to Ctrl-M for pratical reasons but I kept M for backward compatibility
Also added the menu and toolbox counterparts.
Minor addition to arithb.c: A function to print vectors to the console. Easier for debuging.
new Properties panel (was first called Transform Properties). They include the
same settings as were previously found in the window header: Anim toggle,
Start/End frame, Speed, Tiles toggle, X repeat and Y repeat.
The Tiles button used to work incorrectly in 2.25, this is now fixed too.
The drawing of the UV Vertex transform buttons in the Properties panel used to
give popup error messages when in Edit Mode (uv_tface_editing_is_allowed is not
silent). Also these buttons would still draw in Edit Mode. Both are problems
are solved now.
Added support for Panels, and converted old NKEY menu here.
Also enabled zooming in further, as for Action Window.
(note: this editor can use some work, this action stuff is underdeveloped
and mysterious!)
- UI code
Brought back fix that sets for each Panel a GL matrix for UI code thats
coming after it. This makes system more flexible, and prevents conflicts
with other uiBlocks in a window (like ipo, action).
This will give a tinsy bit more load for moving mouse around... please
report back if this causes troubles.
fixes, including:
- Panel in action window (disabled it, since there's no need for it)
- fix: when action was added to mesh with vertex keys, the action couldn't
be deleted, nor did action window draw key names
- mouse on RVK (key) in Action window: Nkey menu pops as well.
This is not a good candidate to put in Panel, no selection possible here.
- when you change name of RVK in action window, it shows in IpoWindow too
it for the UV Image window (as Nkey replacement). Blendix can take
this further now.
Other little improvement: vertices in UV window now draw unselected
first, and then selected over it. Less confusing!
Next spaces: Action and Nla.
http://projects.blender.org/tracker/index.php?func=detail&aid=1145&group_id=9&atid=125
I changed the fbutton function to give the possibility to control the a1 and a2 parameters of the button.
This commit also fixes two things in the bevel function:
- The numbut didn't do anything because it wasn't recalculating the proper variable
- The display wasn't recalculated when pressing Ctrl or Shift (it's now done by recalculating after every keyboard event. I've done it this way since the event loops seems to skip CTRL and SHIFT events)
multiple functions and partially recoded. Because now all the uv mapping
settings are accessible throught the panel, no popus will be shown when
pressing 'U' to unwrap faces in face select mode. Also From Window to Cylinder
and From Window to Shpere became obsolete, as you can set this in the new
panel.
The panel contains buttons for all the existing uv mapping modes, and the
following settings:
- Cube size: For Cubical unwrapping.
- Radius: Radius for Cylindrical unwrapping.
- View Aligns Face, View Aligns Top, Align to Object: For Cylinder and Shpere.
Respectively means you are in front of the Cylinder/Sphere, look through the
Cylinder, or use the object rotation to determine how the cylinder is
positioned (old Cylindrical unwrapping).
- Polar XZ, Polar XY: With 'View Aligns Top' enabled, defines at which polar
you are looking.
- No Edges, Draw Edges, All Edges: Draw no edges, draw edges z-buffered on top,
draw all edges, without depth test.
All credits for this part (and also at least half of the other UV editor
improvements) go to Jens Ole Wund aka "bjornmose".
Sticky UVs: Ctrl+C
Local Stikcy UVs: Shift+C
Active Face Select: C
Constrained Scaling / Grabbing in the UV editor. Press XKEY or YKEY to scale
or move only in X or Y direction. XKEY and YKEY previously did mirroring while
scaling. Now mirroring can be done using the MKEY.
Grab, Rotate, Scale, Weld / Align and Mirror were added to a new Transform
sub-menu of the UVs menu.
The png file containing the icons, 'blenderbuttons', was updated to contain
these new icons. It now also contains the icons from the 2.30 ui makeover.
The file had not been updated since then.
- Added vertex_loop_select to bif_editmesh.h (gave a warning)
- Re-added "Get Same Uv" feature. this selects all faces that have the same uv-texture as the active face. it's placed in the Select headermenu while in faceselect mode.
- Draw Faces in the UV editor
- Draw Faces, selected in the UV editor, in the 3D view
- Draw Shadow Mesh in the UV editor (for faces unselected in the 3D view)
- Select Linked UVs (LKEY)
- Unlink Selection (Alt+LKEY)
- Stick (Local) UVs to Mesh Vertex on selection
- Active Face Select
- Reload Image
- Show / Hide Faces in the UV editor (H, Shift+H, Alt+H)
- Proportional Editing (O, Shift+O)
- Stitch, Limit Stitch UVs (snap by mesh vertex)
- Weld / Align UVs (WKEY)
- UVs Snap to Pixels on/off switch
- RMB in Texture Paint or Vertex Paint mode picks color
- Select Inverse in Faceselect mode
I hope these are all the features that were commited. The new UV Mapping
panel (and code) will follow later.
binary subformats, and writes the binary subformat. Read is done with
usual F1, write is done in the menu 'File->Export Selected->STL'. Writes
meshes only, writing the 'displistmesh' if subsurf is on. The 'magic'
to determine whether it is reading the binary or ASCII subformat
could use a little work, but makes the correct choice most of the time.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them
That was about it.
There are a few things that needs double checking:
* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
- added mesh_set_smooth_flag, mesh_delete_material_index function
- isolated some globals
- got rid of reliance on meshdata in buttons_editing.c and material.c
This commit: selection code, loop cursor and menu option for 3d header committed.
Still to come will be activation code (perhaps shift-B rotation) after more discussion.
new features:
- after choosing a loop to cut you go into a second mode that lets you choose where exactly on the edge you want to cut.
the placement is in percentages, so 0% is one side of the edge, and 100% is the other side.
- holding CTRL snaps the placement to whole percentages. 1.00 instead of the standard 0.01 of a percentage.
- Pressing S while you place the cut turns on Smooth-subdivide for the cut (or as I like to call it: Loopcutsubdividesmooth :)
- the percentages and the ON/OFF for smooth cut can be seen in the view3D header.
fixes:
- loop takes into account hidden vertices, this solves bug #895.
- Cutpreviews are drawn correctly for triangular faces.
- renamed the function from loop -> loopoperations. I'm sure someone has a problem with the new name too, but BLAH! :D
- the parameters for the function are defines. loopoperations(LOOP_CUT) cuts, and loopoperation(LOOP_SELECT) selects (duh). this is changes in all the places the function gets called.
if people find new bugs, feel free to yell! :)
Roel
-- removed struct Script (DNA_script_types.h) from makesdna to blender/include/BPI_script.h
(BPI meaning Blender Python-related external Include file).
Had agreed with Ton that makesdna was not the proper place for it.
-- fixed two small warnings in Ipo.c (variables might be used uninitialized)
-- fixed a bug reported on blender.org's python forum by Wim Van Hoydonck (aka tuinbels):
Blender would hang if a script failed. My fault, accidentally put a node=node->next type call outside the while loop check, so it never ended.
With makesdna/DNA_script_types.h removed and include/BPI_script.h added, msvc projectfiles will need to be updated. Sorry to do it now, but I promissed I'd fix this before next release.
Hard to describe other than by saying:
* Updates, re-thought organisation, etc based on testing
and feedback from 2.30 -> 2.31
* A *lot* of missing entries added
* Toolbox expanded, tidied and more consistent with
pulldown menus
* A lot of functionality hidden behind secondary pupmenu()s is now exposed through arguments, so that
they can be more easily explored from the pulldowns and
toolbox.
This is the reason for the many changed files in this
commit - had to clean up editing functions. Mixing
interface code in the middle of editing functionality is not
good for menus and toolboxes. Please don't do it!
At this stage, the menu and toolbox system (at least for most window spaces) should be just about 'stable' and 'complete'. It's now up to people to keep them up to date :)
- change object draw flag buttons to use new functions (just an example)
While I probably wouldn't recommend patching other buttons to use the new
functions a week before release, it is a good (simple but tedious) project
to complete. Note that some code actually defined the constants for the
bit index, when such code is fixed the _BIT constant should be removed from
the headers.
Example:
DNA_constraint_types.h:
#define CONSTRAINT_DISABLE 0x00000004
#define CONSTRAINT_DISABLE_BIT 2
buttons_object.c:
uiDefIconButS(block, ICONTOG|BIT|CONSTRAINT_EXPAND_BIT, ...);
The button definition should change to:
uiDefIconButBitS(block, ICONTOG, CONSTRAINT_EXPAND, ...);
(whats that, the more correct way uses less typing, GOOD GOD!)
and the CONSTRAINT_DISABLE_BIT define should be removed.
for it. Now win32 users should have less problems.
I added export of the "no shadow" flag (traceable) And changed the reflection
export scheme so now blender's RayMir is used as yafray's min_refle and the
amount of reflection is controled by the mir color. This seems more intuitive.
And now IOR is exported also for reflection only, wich is needed for fresnel.
code. Now all the cpp code is in intern under yafray and the api include
file is just plain C
Also changed old include in initrender.c and updated Makefiles.am and configure.ac
so the new dirs are taken into account.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
* A patch to make sure that constraints on bones that point to
external objects are evaluated correctly (and that the bones that
depend on these bones are evaluated correctly, etc, ad nauseum).
This addresses some of intrr's issues (the blender-related ones,
that is).
* Make sure that deformed displists are updated when the user
manipulates any of the constraint buttons.
* Added a nice little function, ik_chain_looper(), that executes a
callback for every bone in an IK chain.
Description:
Mesh editmode header/toolbox: Select -> Random...
Randomly selects a user-set percentage of vertices, adding to the current selection.
* Modified some menu entries to be consistent with the guidelines doc.
* Added 'Align Active Camera to View' in 3D View menu
controversial:
* "Select non-manifold geometry" via ctrl-alt-shift-M, or through
the menu or toolbox. Great for troubleshooting weirdness on a
subsurf, or for preparing a mesh for decimation or for rapid
prototyping.
* "Select more" via ctrl-PADPLUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
unselected one gets selected too. Similar to PADPLUS in wings3d.
This is controversial because maybe it would be more useful to
select all of the verts that share a face (instead of just an
edge) with a selected vert -- what do *you* think?
* "Select less" via ctrl-PADMINUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
selected one gets unselected too. Similar to PADMINUS in wings3d.
Also, selected non-manifold geometry becomes unselected. This is
controversial because of the non-manifold stuff ... is it needed?
What do *you* think?
----------------------------
Another (major) armature speed up for bones with many constraints.
When tranform()-ing, figure out which bones need to be recalculated
beforehand and only update those bones.
---------------------------
"Delay Deform" option for armatures.
The button is under the X-ray bones button in the edit buttons.
With this armature option selected, manipulations in pose mode
will only deform children after the transformation is finished.
While hardly an optimal solution to the slow armature crisis, this
gives about 4 times speed up on some meshes (ah well, at least lets
me isolate armature vs. displist slowdowns while profiling).
--------------------------
Major speed up for armatures during times when you aren't
posing a figure.
Background: the calculation of poses generated by actions and the
calculation of displists were getting somewhat out of sync.
This was being remedied by 'clearing the constraint done flag'
of the pose channels and recalculating the displists every time
the 3d view was redrawn, making life slow and unpleasant.
Commenting out the code that was doing this, then reinserting
the 'clearing the constraint done flag' at the right times
made things a bit more perky.
- New lamp type added "Area". This uses the radiosity formula (Stoke) to
calculate the amount of energy which is received from a plane. Result
is very nice local light, which nicely spreads out.
- Area lamps have a 'gamma' option to control the light spread
- Area lamp builtin sizes: square, rect, cube & box. Only first 2 are
implemented. Set a type, and define area size
- Button area size won't affect the amount of energy. But scaling the lamp
in 3d window will do. This is to cover the case when you scale an entire
scene, the light then will remain identical
If you just want to change area lamp size, use buttons when you dont want
to make the scene too bright or too dark
- Since area lights realistically are sensitive for distance (quadratic), the
effect it has is quickly too much, or too less. For this the "Dist" value
in Lamp can be used. Set it at Dist=10 to have reasonable light on distance
10 Blender units (assumed you didnt scale lamp object).
- I tried square sized specularity, but this looked totally weird. Not
committed
- Plan is to extend area light with 3d dimensions, boxes and cubes.
- Note that area light is one-sided, towards negative Z. I need to design
a nice drawing method for it.
Area Shadow
- Since there are a lot of variables associated with soft shadow, they now
only are available for Area lights. Allowing spot & normal lamp to have
soft shadow is possible though, but will require a reorganisation of the
Lamp buttons. Is a point of research & feedback still.
- Apart from area size, you now can individually set amount of samples in
X and Y direction (for area lamp type 'Rect'). For box type area lamp,
this will become 3 dimensions
- Area shadows have four options:
"Clip circle" : only uses a circular shape of samples, gives smoother
results
"Dither" : use a 2x2 dither mask
"Jitter" : applys a pseudo-random offset to samples
"Umbra" : extra emphasis on area that's fully in shadow.
Raytrace speedup
- improved filling in faces in Octree. Large faces occupied too many nodes
- added a coherence check; rays fired sequentially that begin and end in
same octree nodes, and that don't intersect, are quickly rejected
- rendering shadow scenes benefits from this 20-40%. My statue test monkey
file now renders in 19 seconds (was 30).
Plus:
- adjusted specular max to 511, and made sure Blinn spec has again this
incredible small spec size
- for UI rounded theme: the color "button" displayed RGB color too dark
- fixed countall() function, to also include Subsurf totals
- removed setting the 'near' clipping for pressing dot-key numpad
- when you press the buttons-window icon for 'Shading Context' the context
automaticilly switches as with F5 hotkey
Please be warned that this is not a release... settings in files might not
work as it did, nor guaranteed to work when we do a release. :)