Commit Graph

1455 Commits

Author SHA1 Message Date
f9917af00b Fix #20914: non-normalized AO baking was not working anymore. 2010-02-07 15:24:10 +00:00
7d2c4384e2 Fix #20147: AO + onlyshadow wasn't being done right, also updated this
code to work with new ao/env separation.
2010-02-07 11:17:19 +00:00
65d05fca0d Fix #20488: fields render was crashing. 2010-02-07 10:42:45 +00:00
de90619a46 Fix #20452: motion blur buttons were missing. Motion blur samples
are now also decoupled from antialiasing samples. Implemented by
Matt, I'm just committing the patch.
2010-02-06 20:25:17 +00:00
1f3e277121 bugfix [#20709] Strange rendering artifacts in raytraced refraction 2010-02-03 13:54:09 +00:00
f80617ab37 render simplify option to disable triangulation.
- triangulating non planer quads is needed to resolve some artifacts however this also ends up triangulating most faces in - Suzzane subsurf level 4 for eg.
this check could be tuned for better performance but for now skipping it is useful for test renders.
2010-02-02 15:51:44 +00:00
da41eb178b Fix #20830: only rendering Z pass did not give correct Z values. 2010-01-31 23:27:40 +00:00
02c6d160d7 Fix [#20901] OPENEXR: Incorrect gamma from colour management
Was working correctly on float render buffers, but not 8bpc render buffers 
(only generated from sequence editor)
2010-01-31 20:53:04 +00:00
f749d0361f - hash characters in the path would confuse the output file name and not add numbers to it (when rendering animations).
- added an option to BLI_convertstringframe and BLI_convertstringframe_range to add digits if not found.
- removed BLI_convertstringframe where its obviously not needed - such as loading movies and sounds.
2010-01-30 22:33:47 +00:00
147e782979 Fix #20662: normal map rendering with negative factor didn't flip
the direction correctly.
2010-01-30 14:41:51 +00:00
72cb4548a7 Fix #20223: texture stencil does not work on normal. 2010-01-28 11:40:38 +00:00
5445dda295 Ambient Occlusion split up into:
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.
2010-01-27 21:40:08 +00:00
f268ab1eba Attempt to fix strand + new bump crash (they can't work together). 2010-01-27 10:30:10 +00:00
641774436f am learning bad spelling from blender. grr 2010-01-26 14:00:13 +00:00
83dfade37a Smoke: The well known Miika Hämäläinen (aka MiikaH) patch (http://blenderartists.org/forum/showthread.php?t=158317&page=42)
* Better (and windows enabled) OpenMP handling (> 2x-5x speed)
* More Volumetric Texture mapping options (heat, etc) <-- Matt if that's not to your liking, just revert that part, it's separate anyway
* Initial velocity taken from particle settings (no more slow starting)
* Option to select compression method (there seem to be a bug in my high compression usage, at least it's been reported to result in exploding smoke - better use low compression for the time being)

It's been tested since a while but as usual please report any (new!) bugs. ;-)
2010-01-25 15:10:14 +00:00
22ca6f69ca Fix for own bug, voxel data texture was freeing smoke data when it shouldn't
have been.
2010-01-20 09:57:47 +00:00
abb5214a8f removed 3D view listener for changing the background image frame.
do this on drawing instead since SCREEN_OT_animation_step isnt calling the notifier (assume this is to be more efficient?). this isnt slow so is ok to do on drawing.

rename BKE_image_user_calc_imanr to BKE_image_user_calc_frame
2010-01-19 14:04:33 +00:00
ffd035db62 Fix [#20702] Problems with Colormanagement
Own bug in previous fix here..
2010-01-18 02:10:55 +00:00
61d4ff5890 Fix for saved animation image sequence renders being too dark
(caused by my recent color management commit)
2010-01-14 00:03:58 +00:00
54bb90bc7e Fix rendering of normal maps, was broken by new bump mapping. 2010-01-13 11:37:08 +00:00
0e39609468 Fix [#20557] animated node values haven't effect while render animatión
Was only updating the animation system for the render process - if scene render was skipped
(as is the case for comp trees without renderlayer nodes) then the animation system wouldn't
update.

Added in an update here, Aligorith, maybe you'd like to doublecheck.
2010-01-13 03:21:55 +00:00
6a0308aad3 Raytrace: only print debug info when running with -d option. 2010-01-12 19:45:01 +00:00
a868e8623c - RNA support for returning copied strings from functions, flagging strings as PROP_THICK_WRAP does this.
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
2010-01-08 13:52:38 +00:00
0cc7b5800c Renderer: Change default test_break function to check G.afbreek to work correctly in background mode correctly. 2010-01-06 20:16:01 +00:00
06e6011ae9 Restored Compositor 're-render single layer' functionality (buttons on renderlayer comp nodes).
This works with operator properties - if you pass the name of a scene and renderlayer to 
the screen.render operator, it will render that layer as a single layer re-render.
2010-01-06 00:09:07 +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
1286a16ea4 [#20450] Crash before creating a volumetric material.
- volumetric material must be traceable
2010-01-03 05:40:33 +00:00
a93e2d3603 [#20455] Spotlight halo with deep buffers: render crashes 2010-01-03 03:18:48 +00:00
053093fb7a displacement was crashing because of the improved bumpmap. now its skipped when the ShaderInput's verts are not set. 2010-01-01 13:56:30 +00:00
26de5e5f2b fix crash on baking from selected to active, however need to validate this against 2.4x to make sure displacement for eg gives the same results 2009-12-30 22:35:22 +00:00
57cd505d3f bake is now modal like render and updates the image view while baking.
it also has an exec function which doesnt update (like render too)
2009-12-30 14:37:25 +00:00
d5592fe254 fixes for errors/warnings found with cppcheck 2009-12-26 20:23:13 +00:00
d653192751 Reports: writing movies now uses the reports mechanism to throw errors.
Also fixes bug #19463: screencast to xvid ffmpeg crash.
2009-12-22 12:01:32 +00:00
fcaad00bda Some fixes to get blender compiling on solaris.
Kent
2009-12-17 17:42:26 +00:00
88d72e796a remove warnings. Sequencer selection for fcurve view didnt work in metastrips.
- added RNA_property_string_set to the RNA_access.h
- include BKE_animsys.h in pipeline.c for sequencer update, hope these are ok.
2009-12-17 11:16:28 +00:00
c3401eb5cb camera switching via markers
Currently access by selecting a marking and binding with the active camera from the view menu.

Note:
after long discussion we decieded there is no nice way to do this.. animate pointers? animate multiple camera visibility?, use sequencer? use NLA?.... have a kind of event system (like framechange scriptlinks)... etc
so this is ifdef'd with DURIAN_CAMERA_SWITCH
2009-12-16 19:49:33 +00:00
df8c1f5b91 animation system wasnt being updated when rendering with the sequencer 2009-12-15 10:35:50 +00:00
35cda1f940 Fix #20076: SSS renders incorrectly when used by objects in a particle system. 2009-12-14 18:27:38 +00:00
91791da368 Fix #20364 and #20357: AAO crashes for certain combinations of settings. 2009-12-14 15:05:09 +00:00
87a5ce06f3 Fix #20372: crash when strand render enabled with child hairs. 2009-12-14 13:11:22 +00:00
abe8c09b8a * renamed BKE_sequence.h and sequence.c --> sequencer
* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
2009-12-13 14:56:45 +00:00
3a9dcf1fea Sculpt Branch:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
2009-12-11 14:38:02 +00:00
664f2d834a Fix #20305: overlay blending mode for specular intensity does not work. 2009-12-09 19:41:27 +00:00
82ddfbf99f Sculpt Branch:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
2009-12-07 19:22:48 +00:00
Nathan Letwory
c2b71607d2 * provide SCons support to enabling jaguarandi SIMD raytracer optimizations for real :)
Until now only SSE switches were defined, but to really enjoy the SIMD structures, the
  __SSE__ define needs to be given. This can now be done with setting in your user-config.py

          WITH_BF_RAYOPTIMIZATION=True

  (or WITH_BF_RAYOPTIMIZATION=1 on command-line)
2009-12-05 00:26:20 +00:00
8c313fa931 Fix for color management not working with AVI output, patch by Damien Plisson, thanks! 2009-12-03 09:51:02 +00:00
927b976a88 AAO Indirect Diffuse
Don't use passes anymore for indirect lighting, people were using this
probably thinking it would do bounces, but that's not the intention of
this feature, it is to reduce problems with light bleeding. I want to
remove this option for AO as well, but will leave it in for now until
there is a better alternative.

Added bounces option for indirect, could be implemented much better,
but perhaps useful for testing now. Existing files need to set this to
1 to get the same results again.
2009-12-02 11:54:48 +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
5d4b45e2d9 * Fix for earlier fix, only check for basis metaball if the object's actually a metaball 2009-12-01 23:55:33 +00:00
afe475b55b Approximate AO: Diffuse Bounce Hack
This brings back the single bounce indirect diffuse lighting for AAO,
it's not integrated well but that will be tackled later as part of
shading system refactor and subdivision changes. The caveats are the
same as AAO, with one extra thing, the diffuse lighting is sampled once
per face, so it will not be accurate unless faces are subdivided.

I'm committing this now so we can start testing it for Durian, and
since changes need to make it work properly are planned.
2009-11-30 18:42:13 +00:00