Commit Graph

3420 Commits

Author SHA1 Message Date
Brecht Van Lommel
ed385dd5ce Fix for mistake in last commit, using wrong flag. 2008-02-22 15:09:24 +00:00
Campbell Barton
0e935e397b * Displacement baking wasnt working with negative distances.
* Added Normalize option for diplacement so everything in the 'Dist' range is mapped 0-1
* Increased the maximum Dist and Bias to1000.0 (was 10.0)
* Added python utility function in BPyRender.py - bakeToPlane(...), to automate heightmap, normalmap generation for Crystalspace.
2008-02-22 14:27:46 +00:00
Brecht Van Lommel
d7088ce825 Bugfix: objects in groups with texture mapping Object now get texture
coordinates from the object as if they were in their original position,
untransformed by dupligroups or dupliverts. Otherwise the textures of
such objects would change depending on their position.
2008-02-22 13:21:42 +00:00
Brecht Van Lommel
ac5caa8536 Fix for bug #8326: SSS + fields crashed. 2008-02-22 10:43:40 +00:00
Campbell Barton
71ca81019d autoThread was inverted at rendertime (forgot to change), added tooltips 2008-02-21 21:28:54 +00:00
Brecht Van Lommel
b163a416c4 Fix for bug #8214: halo didn't render correct with FSA. 2008-02-21 20:58:22 +00:00
Brecht Van Lommel
70befde9e9 Fix for bug #8014: in some cases text objects would not render without
being shown in the 3d view first.
2008-02-21 15:09:12 +00:00
Campbell Barton
7c7a931fed made auto threads default (noob's get faster renders in their dual core CPU's)
changed env variable check order $TMP, $TMPDIR - aparently $TMP is more common.
2008-02-21 08:43:13 +00:00
Brecht Van Lommel
1695c8fe5d Fix for bug #6897: radiosity or autosmooth + displace gave different results
than regular displace.
2008-02-20 20:37:20 +00:00
Campbell Barton
4c0b33ef80 Python Bugfix
A new file could have its Blender.Get("filename") return "<memory>" after undo'ing on an open file.
Fix for own error with python sys.path, messed up game engine.
2008-02-20 18:56:07 +00:00
Brecht Van Lommel
79a354172a Negative zmask rendering: now there is a setting to render everything
behind the zmask instead of in front. Might need tweaks, and doesn't
work with halo yet.
2008-02-20 14:17:53 +00:00
Brecht Van Lommel
0e1ae457ec Bugfix for duplivert render instancing with certain dupligroup setups. 2008-02-20 14:10:41 +00:00
Campbell Barton
82d769c79f automatic threads, next to the Threads button, so you can set threads to use whatever the system has, useful in the studio with 2,4,8 core systems when sharing files. 2008-02-19 22:23:21 +00:00
Brecht Van Lommel
b08b5a934f Fix for bug #6911: radiosity pass can no be excluded. 2008-02-19 19:26:49 +00:00
Brecht Van Lommel
2463e7a32e Fix for bug #8299: baking from selected to active with ray transparency
gave wrong results. Problem was the view vector was setup strange. While
it is really not well defined, it is now set as the negation of the normal,
so it is looking right at the surface, gives more predictable.
2008-02-19 17:51:58 +00:00
Brecht Van Lommel
6ea0adb462 Added an option to bake AO normalized, without material settings taken
into account. The normalized result can often be easier to integrate
into different materials, e.g. for games.
2008-02-19 16:16:16 +00:00
Brecht Van Lommel
4100861f24 Bugfix: vector blur blending of different times wasn't correct, didn't
show up much for characters on isolated layers but can make a big
difference on a full scene:

http://users.pandora.be/blendix/vblur_before.jpg
http://users.pandora.be/blendix/vblur_after.jpg
2008-02-19 15:30:33 +00:00
Brecht Van Lommel
f5e89b3f47 Bugfix: this adds some epsilons (FLT_EPSILON, so quite small) to the
raytracing intersection code, to avoid rays slipping through between
triangles, this would mostly show up with sceen aligned quads and
baking of height maps for example. Epsilon's are not pretty, but I
haven't found a reliable way around them.
2008-02-19 12:13:35 +00:00
Brecht Van Lommel
e0dfe62d8c Bug #8234: sky texture for approximate AO doesn't work, as mentioned
in the commit log. Couldn't get this to work well, probably this would
work a lot better with the IBL spherical harmonics feature, so I've just
disabled the option in the interface for now.
2008-02-19 11:07:09 +00:00
Joseph Eagar
ccac67d3ea Further work on the premul option for ton. This option
(which basically tells the renderer and compositor to expect a
key image) is now done at the image user level.

This does have some caveats, as image users don't always work
the way I thought they would/should (for example, the same image user
structure is apparently used in the uv image editor for all images,
which is kindof odd).

The UV image editor also now smartly detects if the premul option is
set and draws the image using key alpha, instead of premul

The subversion level was upped to convert the old premul flag, which was at
the image level, to the new one, which is at the image user level.
2008-02-18 23:50:12 +00:00
Brecht Van Lommel
ca79952dc0 Fix for bug #7787: QMC AO could give bad results tracing rays from an
untraceable material, cause is that the ray start position got set
only once, but it needs to be set for each ray since it can be clipped
to the octree bounding box.
2008-02-18 19:32:57 +00:00
Brecht Van Lommel
a75e34a1df Fix for bug #7936: render baking selected to active now has a Bias
value that is an offset along the normal when looking for the nearest
face, which allows baking faces further away, e.g. an ID badge onto a
shirt.

Also fixes a bug baking to float images, for things other than
displacement it didn't work sometimes, and a memory leak in the
extend filter.
2008-02-18 18:14:19 +00:00
Brecht Van Lommel
988ffbc704 Bugfix for speed vector pass not being done when rendering a single
layer from the compositor. I've solved this by changing the behavior,
now it always renders a vector pass even if Do Composite is disabled.
I think that's more consistent because other passes get rendered too
regardless of Do Composite, the vector pass was just an exception.
2008-02-18 13:38:16 +00:00
Brecht Van Lommel
fb2e03c539 Bugfix for own mistake in recent commit, halo render could crash
with no material assigned.
2008-02-18 13:05:27 +00:00
Campbell Barton
0fe6abbfa3 texture forcefields had a bug where uninitialized values could be used.
do_texture_effector assumed multitex_ext would assign r/g/b colors which isnt true for grey textures.
Fallback to PFIELD_TEX_GRAD with grey textures, node this in tooltip also.
2008-02-17 23:53:48 +00:00
Brecht Van Lommel
10529ca743 Fix for bug #8044: vertex colors weren't supported for hair. 2008-02-17 22:42:03 +00:00
Campbell Barton
1648060132 Bugfix [#8196] sequencer crash when adding scene without camera
added checks for a camera
Also added an error ob bake if there are no active objects.
2008-02-17 20:44:07 +00:00
Brecht Van Lommel
601c7cc318 Fix for bug #8267: vector blur results in horizontal lines.
Vector blur was averaging z-values between pixels, which could give
wrong z-test results. While averaging is needed for speed vectors
to avoid holes, for z-values it is not required and not doing it
seems to avoid artifacts in specific cases.
2008-02-17 20:36:13 +00:00
Brecht Van Lommel
2c11523b39 Fix for bug #8285 and #8286: halo crashes with environment maps and
render instancing.
Fix for vector blur alpha blending bug due to my recent bugfix, as
reported on bf-committers.
2008-02-16 18:49:54 +00:00
Brecht Van Lommel
febede50f4 Bugfix: alpha blending bug in vector blur, gave too dark areas using
input image with alpha.
2008-02-15 18:21:30 +00:00
Brecht Van Lommel
5e9457b5e2 Bugfix for unnecessary missing object warnings for speed vectors,
caused by optimization that doesn't compute vectors for objects that
don't need them.
2008-02-15 15:29:43 +00:00
Ton Roosendaal
1dc7f17493 Bugfix:
In compositor, not always all scenes rendered... this was why:
When disabling 'save buffers', but keeping the 'full sample' option, the
*other* scenes in a composite didn't render.
2008-02-15 13:49:10 +00:00
Ton Roosendaal
58046762f8 1) Revert previous commit, rendering negative won't work that simple...
Needs much more attention.
2) Fix for zcombine node: 
   - it skipped execution when no image rgba out was used
   - didnt work for FSA yet
2008-02-14 18:56:14 +00:00
Ton Roosendaal
3c2adb1801 Allows negative light to result in negative diffuse and 'combined'
when you have world exposure set. (it used to clip it in 0-1, now it
mirrors the values)
2008-02-14 18:00:58 +00:00
Joseph Eagar
ac5d28a13c Added another 2 checks for if an image has the premul flag set, 1 in the image
compositor node, another in render_realtime_texture.  Note that multilayer images 
in the image compositor node do not respect the premul flag (though I did write 
commented out code for it).

As far as I can tell, the premul option never worked for multilayer images in the
image node, so I'm a little nervous about making it work properly there.

ton, any comments?
2008-02-14 13:36:59 +00:00
Joseph Eagar
139b612b09 The "premul" option for images had a very bad implementation. It
basically flagged the image so that on next load/reload, the image
data would be converted to premul.  This was very confusing to the
user, as it meant premul wouldn't take effect will the image was
reloaded, and it would also change the image data, which the user
might've been painting.

To fix this, I've removed this behaviour and instead made the premul
option apply at render time.  During render while evaluating an image
texture, if the image has the premul flag set then the premul operation
is done on the texture result data, thus not touching the image data
at all.

Also, I've made premul be turned on by default.
2008-02-14 12:19:37 +00:00
Brecht Van Lommel
ffa0fd2f2e - Fix for bug #8264: SSS turned off by "default" render settings button,
I also added a button to control enabling/disabling SSS for render.
- Fix for potential halo sorting crash.
- Add a newline at the end of a file to remove gcc warning.
2008-02-13 14:29:06 +00:00
Campbell Barton
bc9848f7e6 Added a global string to be used for the tempdir. since the user preference is not loaded in background mode and the user preference is not validated and has no fallback.
'btempdir' is set with BLI_where_is_temp() - This tries to use U.tempdir but falls back to $TEMP or /tmp/
2008-02-13 13:55:22 +00:00
Brecht Van Lommel
78c3692b2e Fix for bug #7863: AO made normal map baking unnecessarily slow.
Fix for bug #8226: approximate AO doesn't bake.
2008-02-13 13:25:19 +00:00
Brecht Van Lommel
b12793fb4f Render Simplification
This adds a few settings to control global render quality, for faster
renders when tweaking lighting etc. The implementation is not so great,
and this should really be part of a proper render profile and preset
system. So for now it's a hidden Peach feature, enabled by setting rt
to 1. Before the next release, I'll either remove or improve it.

Settings are:

- Maximum subsurf level
- Child particles percentage
- Maximum shadow map samples
- AO and SSS quality factor
2008-02-13 11:18:08 +00:00
Brecht Van Lommel
5c7f41118c Bugfix: approximate AO with pixel cache & osa now should have fewer
black pixels.
2008-02-13 10:44:12 +00:00
Brecht Van Lommel
fdbfd7e3a8 Bugfix: render crash with env material setting and ISB. 2008-02-11 13:04:52 +00:00
Brecht Van Lommel
c5c53b0f2d Bugfix: FSA enabled in compositing scene but disabled in other
scenes could crash, there was code to make sure osa level is
the same in all scenes, but that was set too late, after sample
tables are created.

Fix for some unitinialized vector warnings with FSA, these were
harmless, unfortunately.
2008-02-11 11:00:09 +00:00
Nicholas Bishop
727f9ff727 == Multires ==
Fixed bug #8215, Crash with shaded view + multires mesh
2008-02-09 20:50:25 +00:00
Brecht Van Lommel
2f6ff79fd9 - Bugfix: scenes with SSS materials slowed down preview render
unnecessarily.
- Small approximate AO optimization for sky colors/textures.
2008-02-09 16:30:33 +00:00
Brecht Van Lommel
611e6e79e2 Potential bugfix for an exr tile writing crash. SSS preprocessing now
doesn't write tiles to disk anymore (there is no reason to do so).
2008-02-08 22:09:47 +00:00
Brecht Van Lommel
0e98d2c441 Render optimization: approximate AO preprocessing is now partially
multithreaded.
2008-02-08 15:39:29 +00:00
Brecht Van Lommel
cd0262b635 Small render engine optimization: don't create objects in prev/next
frames if they are not part of a renderlayer that has a vector pass.
2008-02-07 16:29:08 +00:00
Ton Roosendaal
44bd390cc6 FSA: tweaked merging samples with filter to correctly map edges of the
images. Found method that doesn't require image to be rendered larger.

Note: assembling pre-rendered parts that are result of FSA renders might 
still give minor visible artefacts on edges; however, we should include 
such render methods in the render pipeline, so multiple computers can
each render parts, save all samples, and have 1 computer assembling and
compositing all. This is for another project... :)
2008-02-07 12:14:58 +00:00
Matt Ebb
f9593a4f89 * fix: "only shadow" lamps still lit materials with "shadow" turned off. Now, they have no effect. 2008-02-07 06:00:08 +00:00