Commit Graph

1237 Commits

Author SHA1 Message Date
Joseph Eagar
de7f08cc41 merge with 2.5 at r22793 2009-08-26 10:27:04 +00:00
Joshua Leung
4893cdc338 2.5 - Warning cleanups (for mingw+scons)
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
2009-08-26 00:38:43 +00:00
Diego Borghetti
cfcd355c27 Update Makefile and missing include on voxeldata.c
Note that With libsndfile also need libflac and libogg here (Linux), right
now I just add this two librarys to the NAN_SNDFILELIBS, but maybe
it's better split this ? (NAN_FLAC/NAN_OGG)
2009-08-25 21:25:41 +00:00
Matt Ebb
1441f337fb Small error detected by valgrind, thanks cam 2009-08-25 08:11:37 +00:00
Matt Ebb
a81b458dbd * Volume Rendering
Finally in 2.5 branch :)

Still things to do, but will continue working in here. I won't bother
repeating the commit messages from the last year or so, however I've 
written up some technical docs to help Ton/Brecht/etc review and find 
their way around the code:
http://wiki.blender.org/index.php/User:Broken/VolumeRenderingDev

That above page has some known issues and todos listed, but I'm still 
interested in bug reports.

Credits for this code:
* Matt Ebb 
(with thanks to Red Cartel/ProMotion Studios)
* Raul Fernandez Hernandez (Farsthary) for patches:
  o Light cache based multiple scattering approximation
  o Initial voxeldata texture code
  o Depth Cutoff threshold 
* Andre Susano Pinto for BVH range lookup addition
* Trilinear interpolation adapted from pbrt
* Tricubic interpolation from libtricubic
2009-08-25 06:30:09 +00:00
Matt Ebb
90895fce8c * Fix for camera+internal surface object inside ztransp volume 2009-08-24 08:13:09 +00:00
Matt Ebb
6ddcb47746 * Fix for volume materials + AAO 2009-08-23 22:19:45 +00:00
Matt Ebb
c1edc2f313 * Fix for rendering wire materials 2009-08-23 22:11:19 +00:00
Matt Ebb
971435f2a1 * Compile fix after merge - disabled high-res smoke rendering in voxeldata texture. Will re-enable when the modifier situation has been worked out. 2009-08-23 13:15:10 +00:00
Matt Ebb
f5711909a6 svn merge -r 22628:22714 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-23 03:33:33 +00:00
Matt Ebb
46aac7b4fc * Volume rendering - z transparency
This solves one of the last remaining hurdles for 
volume rendering. Previously it always used ray 
tracing to shade other objects inside or behind the 
volume. This meant that said objects would look 
aliased, unless you used Full OSA on the volume 
(which is slow!). As well as this, it meant that you didn't 
get a good alpha channel out of the volume to use for 
compositing, similar to ray refracting materials.

This commit enables z transparency for volume 
materials. Although it can be potentially less 
physically correct, in most situations there's no 
difference, and you get the benefit of nice sampling for 
other objects and an alpha channel for compositing too.
2009-08-23 02:54:30 +00:00
Matt Ebb
8df1d6d13a * cleaning and simplification 2009-08-20 13:45:04 +00:00
Matt Ebb
d8cd7a22e8 * a few more small cleanups 2009-08-20 08:18:54 +00:00
Matt Ebb
fa5838c7be * volume rendering cleanups and optimisations 2009-08-19 21:48:09 +00:00
Robin Allen
792d526489 More texnode preview fixes. Previews now have correct aspect ratio and are drawn by the renderer. 2009-08-19 15:45:16 +00:00
Campbell Barton
315229ea5f texture enum was crashing when generating docs, removed radiosity from makefiles. 2009-08-19 14:04:21 +00:00
Matt Ebb
132277f098 svn merge -r 22450:22627 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-19 11:18:52 +00:00
Matt Ebb
8480ea2b0a *small volume render code cleanups 2009-08-19 05:54:53 +00:00
Matt Ebb
6412fe4b92 * Point density texture works again 2009-08-17 22:09:36 +00:00
Robin Allen
f9ceeeede6 Slight refactor of texture nodes.
Delegates now receive a TexParams* instead of float *coords. This gives texture nodes access to dxt, dyt, cfra as well as coords. This fixes the time node and allows nice sampling to be implemented.
2009-08-17 20:30:11 +00:00
Brecht Van Lommel
d35a42d3e6 2.5: Render Api
* Add RenderResult.load_from_file to load whole multilayer exr's at once.
* Removed x/y offset from RenderLayer.load_from_file, better to encourage
  using offset in begin_result() to minimize memory usage.
* Added WITH_OPENEXR in some screen/file/image module for scons/make, exr
  was not working in some places there.
2009-08-16 22:53:15 +00:00
Matt Ebb
fe984a6e6c volume material
* 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
2009-08-16 06:10:31 +00:00
Brecht Van Lommel
3da40611d9 2.5: Material buttons
* 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.
2009-08-15 19:35:03 +00:00
Matt Ebb
5a21bc578c * First commit merging 2.4-based sim_physics in to volume25 branch.
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983

More to come, but this makes things much easier to work on for me :)
2009-08-13 05:21:25 +00:00
Janne Karhu
3757bb4a4f Mistake in previous commit. 2009-08-12 17:41:03 +00:00
Janne Karhu
bba9c797b5 Various fixes:
- Correct fix for file loading crash introduced by earlier point cache commit.
- Simulations are no longer calculated to current frame at render time automatically.
	* This has to be thought through more carefully at some point, perhaps through render profiles.
	* All simulations can be updated manually to current frame from any cache panel with the "update all to current frame" button.
- Some explanatory comments added for BKE_pointcache.h.
2009-08-12 17:39:11 +00:00
Joerg Mueller
6c5c58e057 2.5: Sound branch merge!
See mailing list for additional information.
2009-08-09 21:16:39 +00:00
Joseph Eagar
38de6d14e4 merge with 2.5 (not trunk, last merge message said that on accident) at r22252 2009-08-06 09:56:14 +00:00
Peter Schlaile
eff8e107fe == Sequencer ==
This brings back sequencer rendering, moving do_render_seq() into the
pipeline where it belongs.

Things to fix: SCENE-strip rendering and memory cleanup for
SCENE-strips.

Otherwise: enjoy :)
2009-08-02 23:02:59 +00:00
Campbell Barton
2a727083c9 fix for warnings and implicit declarations
also fixed smoke comparing a float's mem-location rather then its value.
2009-07-31 01:40:15 +00:00
Campbell Barton
eb40d8ef0f render api utility function to initialize a render layer from an image rather then loading through python.
lay = result.layers[0]
	lay.rect_from_file("somefile.png", part.x, part.y)

If the source image is bigger then the render layer x/y offsets can be used to choose the part of the image use.
2009-07-27 18:50:10 +00:00
Brecht Van Lommel
eb80ce4d7f 2.5: Materials
* Diffuse/specular ramps works again.
* Wire is now a material type next to Surface and Halo.
* Removed Volume material type option until it is actually there.
* Some button layout tweaks.
2009-07-25 21:31:17 +00:00
Campbell Barton
1b14243405 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20937:21899
missing commits from peter 20942, 21165, 21170, 21174, 21597
these files still need manual merging

source/blender/makesdna/DNA_sequence_types.h
source/blender/src/sequence.c
source/blender/src/seqeffects.c
source/blender/src/editseq.c
source/blender/include/BSE_sequence.h
2009-07-25 20:59:09 +00:00
Brecht Van Lommel
366a64959c 2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.

* Top header now has an engine menu, to choose between the blender
  render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
  only properties that work in the game engine, and similarly for
  the render engine.
* Moved panels from the logic space and game tabs to the physics,
  scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
  specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
Brecht Van Lommel
94518b6308 2.5
* Make EWA new default, rename Default to Box.
* Fix windows compile issue in texture filter code.
2009-07-22 17:20:04 +00:00
Joseph Eagar
69327f2ebd merge with trunk at r21785, and also fixed stupid ngon normals bug 2009-07-22 02:57:40 +00:00
Brecht Van Lommel
c354ea0ef1 2.5: Render
This adds a RenderEngine type to RNA, which can be subclassed
in python (c++ will follow once we support subclassing there).
It's very basic, but plugs into the pipeline nicely. Two example
scripts:

http://www.pasteall.org/6635/python
http://www.pasteall.org/6636/python

Issues:
* Render runs in a separate thread, and there is unrestricted
  access, so it's possible to crash blender with unsafe access.
* Save buffers and full sample are not supported yet.
2009-07-21 20:28:32 +00:00
Brecht Van Lommel
b8445173c4 2.5:
* Fix armature drawing crash with materials.
* Mixed texture/material preview was doing wrong gamma correction.
* Use *f math functions for AAO.
2009-07-21 18:29:37 +00:00
Brecht Van Lommel
a1407ff342 2.5:
* Windows fixes for texture filter & bump patches, thanks
  Jean-Michel Soler for noting.

* Added sqrtf/sinf/fabsf/... fallback #ifdefs in BLI_arithb.h,
  those should be safe to use now. Replacing the double for the
  float version throughout the code can be done once, but would
  need proper testing.
2009-07-21 18:23:45 +00:00
Brecht Van Lommel
b5457e8e70 RNA
* Wrapped RenderResult, RenderLayer, RenderPass.
* Update RNA_access.h with new structs.
2009-07-21 14:11:51 +00:00
Brecht Van Lommel
0b49dc77de 2.5: Bump Mapping
Patch by Alfredo de Greef. Considerably improves the quality of bump
mapping, and texture filtering for displacement and warp too. Mainly
this is achieved by getting the texture derivatives just right in
various cases, many thanks to Alfredo for figuring this one out, works
great.


This is enabled by default now, but disabled still for existing
textures to preserve backwards compatibility. Can be enabled with
the "New Bump" option in the material texture slot in the outliner.

Also, I made the range for the normal factor a bit smaller since this
gives stronger effects, but note that you can still type in larger
values than the slider allows.
2009-07-21 13:46:49 +00:00
Brecht Van Lommel
e3c6ae9b89 2.5: Texture Filtering
Patch by Alfredo de Greef with high quality image texture filters.
This adds 3 new filters:

* SAT: Summed Area Tables. This is like mipmaps, but using somewhat
  more memory avoids some artifacts.
* EWA: Ellipitical Weighted Average, anisotropic filter.
* FELINE: Fast elliptical lines for anisotropic texture mapping.

The one change I made to this was to try to fix an alpha/premul
problem, hopefully I didn't break anything, it looks compatible
with the existing filter now for me.
2009-07-21 13:20:35 +00:00
Matt Ebb
1ef7293585 Colour Management
- 1st stage: Linear Workflow

This implements automatic linear workflow in Blender's renderer. With the 
new Colour Management option on in the Render buttons, all inputs to the 
renderer and compositor are converted to linear colour space before 
rendering, and gamma corrected afterwards. In essence, this makes all 
manual gamma correction with nodes, etc unnecessary, since it's done 
automatically through the pipeline.

It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management

And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg

This also enables Colour Management in the default B.blend, and changes the 
default lamp falloff to inverse square, which is more correct, and much 
easier to use now it's all gamma corrected properly.

Next step is to look into profiles/soft proofing for the compositor.

Thanks to brecht for reviewing and fixing some oversights!
2009-07-17 02:43:15 +00:00
Joseph Eagar
0b1649b2b8 merge with 2.5 at r21568 2009-07-16 06:27:37 +00:00
Brecht Van Lommel
41fb3626f3 2.5: Render
* UI layout for scene buttons has quite some changes, I tried to
  better organize things according to the pipeline, and also showing
  important properties by default, and collapsing less important ones.

Some changes compared to 2.4x:
* Panorama is now a Camera property.
* Sequence and Compositing are now enabled by default, but will only
  do something when there is a node tree using nodes, or a strip in the
  sequence editor.
* Enabling Full Sample now automatically enables Save Buffers too.
* Stamp option to include info in file is removed, it now simply always
  does this if one of the stamp infos is enabled.
* Xvid, H.264 and Ogg Theora are now directly in the file format menu,
  but still using FFMPEG. Unfortunately Ogg is broken at the moment
  (also in 2.4x), so that's disabled. And Xvid crashes on 64bit linux,
  maybe solvable by upgrading extern/xvidcore/, using ubuntu libs makes
  it work.
* Organized file format menu by image/movie types.

Added:
* Render layers RNA wrapped, operatorized, layouted.
* FFMPEG format/codec options are now working.

Defaults changed:
* Compositing & Sequencer enabled.
* Tiles set to 8x8.
* Time/Date/Frame/Scene/Camera/Filename enabled for stamp.
2009-07-13 19:09:13 +00:00
Brecht Van Lommel
26ef6da24b 2.5
* Objects now support up to 32767 material slots. It's easy to
  increase this further, but I prefer not to increase the memory
  usage of mesh faces, it seems unlikely that someone would
  create 32767 distinct materials?
* Forward compatibility: the only thing you can potentially lose
  reading a 2.5 file in 2.4 is object linking (instead of default
  data), though usually that will go fine too. Reading files with
  > 32 material slots in 2.4 can start giving issues.

* The ob->colbits variable is deprecated by the array ob->matbits
  but I didn't remove the ob->colbits updates in very few places
  it is set.
* I hope I changed all the relevant things, various places just
  hardcoded the number 16 instead of using the MAXMAT define.

* Join Objects operator back. This is using the version from the
  animsys2 branch coded by Joshua, which means it now supports
  joining of shape keys.

* Fix for crash reading file saved during render.
2009-07-13 00:40:20 +00:00
Janne Karhu
6fb0181b50 Keyed physics refresh:
- Keyed targets in one list instead of "chaining", this opens up many more possibilities than before and is much less obscure.
- Better keyed timing possibilities (time & duration in frames).
- Looping over keyed targets list.

Other changes:
- New child setting "length" with threshold (great for guard & underfur with a single particle system)
- Modularization of path interpolation code.
- Cleared "animateable" flags from many particle settings that shouldn't be animateable.

Fixes:
- Keyed particles weren't copied properly (ancient bug).
- Hair rotations depended on global z-axis for root rotation so downward facing strands could flip rotation randomly. Now initial hair rotation is derived from face dependent hair matrix. (This caused for example ugly flipping of child strands on some cases).
- Children from faces weren't calculated straight after activating them.
- Multiple disk cache fixes:
	* Disk cache didn't work correctly with frame steps.
	* Conversion from memory cache to disk cache didn't work with cloth.
	* Disk cache crashed on some frames trying to close an already closed cache file.
	* Trails didn't work with disk cached particles.
- Child rough effects were effected by emitter object loc/rot making them next to useless with animation, why didn't anybody tell me this!!
- Lots of random code cleanup.
2009-07-12 23:38:47 +00:00
Ton Roosendaal
5e659c0b08 2.5
Monthly cleaning round to make it compile warning free.
Mostly it was const stuff (strings, Context), but also
a couple useful fixes, like wrong use of temp pointers.

Only Mathutils callback struct I left alone... design issue.
2009-07-09 15:40:04 +00:00
Janne Karhu
7055702530 Rendering animations with particle trails cached. 2009-07-04 12:09:21 +00:00
Janne Karhu
66918b3add A bunch of fun stuff now possible because of new pointcache code:
* Baked normal particles can now use the "Path" visualization.
* Path "max length" & "abs length" are now history:
	- New option to set path start & end times + random variation to length.
	- Much more flexible (and calculated better) than previous options.
	- This works with parents, children, hair & normal particles unlike old length option.
	- Only known issue for now is that children from faces don't get calculated correctly when using path start time.
* New option "trails" for "halo", "line" and "billboard" visualizations:
	- Draws user controllable number of particle instances along particles path backwards from current position.
	- Works with children too for cool/weird visualizations that weren't possible before.
* Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice.
* New particle instance modifier options:
	- "path"-option works better and has controllable (max)position along path (with random variation possible).
	- "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path.
	- "axis" option to make rotation handling better (still not perfect, but will have to do for now).

Some fixes & cleanup done along the way:
* Random path length didn't work for non-child particles.
* Cached & unborn particles weren't reset to emit locations.
* Particle numbers weren't drawn in the correct place.
* Setting proper render & draw visualizations was lost somewhere when initializing new particle settings.
* Changing child mode wasn't working correctly.
* Some cleanup & modularization of particle child effector code and particle drawing & rendering code.
* Object & group visualizations didn't work.
* Child simplification didn't work.
2009-07-04 03:50:12 +00:00