Changelog:
- enable refraction with button "Ray Transp" in Material buttons.
- set "Angular Index" value for amount of refraction.
- use the "Alpha" value to define transparency.
- remember to set a higher "Depth" too... glass can bounce quite some
more than expected.
- for correct refraction, 3D models MUST have normals pointing in the
right direction (consistently pointing outside).
- refraction 'sees' the thickness of glass based on what you model. So
make for realistic glass both sides of a surface.
- I needed to do some rewriting for correct mirroring/refraction,
especially to prevent specularity being blended away.
Solved this with localizing shading results in the rendercore.c.
Now specularity correctly is added, and reduces the 'mirror' value.
- Localizing more parts of the render code is being planned. The old
render heavily relies on struct Render and struct Osa to store globals.
For scanline render no problem, but recursive raytracing dislikes that.
- done test with gamma-corrected summation of colors during tracing, is
commented out still. But this will give more balanced reflections. Now
dark reflections that are reflected in a bright surface seem incorrect.
- Introduced 'Fresnel' effect for Mirror and Transparency. This
influences the amount of mirror/transparency based at viewing angle.
Next to a new Fresnel slider, also a 'falloff' button has been added to
define the way it spreads.
- Fresnel also works for Ztransp rendering
- created new Panel for Raytrace options
I have to evaluate still where it all should be logically located.
- material preview shows fake reflection and fake refraction as well.
I took a look at how other BPY_* functions were working in blenkernel/
and got to bad level calls (ah, so this is what that is for...).
As a test, I added BPY_clear_script to the "stubs", argh. If this works,
I'm curious: are these bad level calls needed only by some targets (irix)
because of peculiarities in compiler linkage?
Thanks again, Chris, if this doesn't work, I'll move or copy the function to
script.c, probably, also adding Python.h to it.
This commit moves the 2 undefined references to BPY_interface.c and
changes things a little, hopefully fixing the problem. I had to add a new dir,
source/blender/include/ to auto*'s Makefile.am in source/blender/python/.
Thanks Chris for the report, and Jiri, for adding a missing declaration.
when an object has an Ipo, the timing for each duplicated Object is
corrected for the lifetime of particle. Looks great!
Remark: this won't work for object location (is at particle) or for
particle type 'Vect' which gives a rotation already. But now you can
scale an object small, and let it grow over time.
The interesting part:
Bevelling functions for meshes.
Accessible through the Wkey menu.
You then have to enter the recursivity level (Warning, don't use 3 on a big mesh) and interactivly set the bevel width by moving the mouse. It draws the new faces in yellow. Ctrl constraint to 0.1 multiples, Shift switches to low gear, Space to type a value directly.
Support for selective bevelling isn't really working yet, so be sure to select all the vertices beforehand.
The less interesting part:
Code done by intrr (logical stuff, how the algorithm works) and me (math stuff and the interactive bevel width code).
The splitting and bevelling algorithm is not yet fully optimized, and the face shrinking math still doesn't like too big bevel width values. So this will have to be cleaned too.
Selective bevel is on the list next.
If you have any questions about how the code works, send the questions regarding the logic of the method to intrr and math questions to me.
This is very much testing code (or should I say teasing code), so please don't flood me with bug reports. (This excludes OFFICIAL Blender developpers who were there at the meeting and pretty much know what the limitations of the code is and what it should do.)
- add a new space: Space Script
- add a new dna struct: Script
- add these two properly everywhere they are meant to
It's not a tiny commit, but most of it is ground work for what is still to be done.
Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window
Some files are added, so some build systems (not autotools) will need updates
(bzero seems to be old, not supported anymore, also not for windows)
- think I fixed the error compiling in Irix, for a correct cast now
(added parentheses around the subject for cast)
- changed call to ray_mirror, now included in the shading loop, just
before the addition happens for specular. That way specular is added
over mirroring. This changes the appearance quite some!
by Ztonzy. Error happened when:
- ray intersects in first node of traversal
- next ray should intersect in same first node as well
- no other nodes were accessed inbetween
It's a bit hard to explain! But the reason is in the optimize code
in top of ocread() function, where binary XOR magic speeds up. Here
some static variables needed a reset.
This is a revision of the old NeoGeo raytracer, dusted off, improved quite
a lot, and nicely integrated in the rest of rendering pipeline.
Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the
Material a "RayMirror" value.
It has been added for 2 reasons:
- get feedback on validity... I need artists to play around with it if it's
actually useful. It still *is* raytracing, meaning complex scenes will
easily become slow.
- for educational purposes. All raytracing happens in ray.c, which can be
quite easily adjusted for other effects.
When too many disasters pop up with this, I'll make it a compile #ifdef.
But so far, it seems to do a decent job.
Demo files: http://www.blender.org/docs/ray_test.tgz
An article (tech) about how it works, and about the new octree invention
will be posted soon. :)
Note: it doesn't work with unified render yet.
When joining 2 unconnected control points in Curve/Surface (FKEY) Blender
crashed.
Was just assuming in this code that a knots vector array was there...
simple fix!
BTW: I think Theeth discovered here the oldest Blender ever, I could
track it back to old Traces code from 1992. :)
- MetaBalls/MetaElems with too small stiffness are not polygonized, but still can influence others MetaBalls/MetaElems
- better behavior of negative MetaBalls/MetaElems
Code from Peter O'Gorman <ogorman@users.sourceforge.net which has
been credited in the source.
Basically the dlopen() and dlerror() calls have been recreated wrapping
the standard OSX methods.
Names used are osxdlopen() and osxdlerror(). So no naming conflict will
occur.
he got from Nicolas Zinovieff, to solve the struct ID conflict with
AIFF. By including a #define __AIFF__ in the top of the files, the
blender includes won't get frustrated by an already defined struct ID.
should still be tested for 10.3 and other OSX installs!
* Big code cleanup and re-organisation, cleaner drawing
* Button alignment now enabled for default theme
* Sliders tweaked and improved
* Tooltip shadow cleaned up
Todo: Alignment looks pretty, but at this stage, what it *means* is not clear or consistent. Need to work out some UI guidelines for when to and when not to use the alignment code.
Summary: standardized imageformat functions(make function names similar, and
parameters in same order where relavant), small code cleanups, and
added a description of how to add an image format to blender.
Kent
Specifics:
merged png_decode.c and png_encode.c to png.c and cleaned function calls.
fixed some spacing in IMB_imbuf_types.h
casting cleanups:
intern/amiga.c
intern/ham.c
intern/iris.c
Modified switch statements to have a default type to insure values are set:
intern/antialias.c
Initalization of some vars and make types similar.
intern/bitplanes.c
cleaned function calls, and changed if else to if's with return:
intern/jpeg.c
added {}'s in multidemensional arrays.
intern/matrix.h
Made a little cleaner to read, and matched above changes.
intern/readimage.c
intern/writeimage.c
somehow this was mixed up, or forgotten to fix when endian issues were
solved in the past (1998)...
To check: red color should be 30% grey, blue 10%. This was switched,
making B&W images look unnatural.
error... Jesterking report helped me finding the mistake! We found out
that pressing F12 while rendering is in progress, crashes...
Hi Yamyam,
I beg you to forgive me! Totally misread the report... the error was only
in pressing F12 *during* rendering, it even restarts a render then. This
happens always, no matter what is being rendered.
I found the code for renderwindow doesn't use queues to store events, like
in the rest of Blender, but immediately executes incoming events. This
means you can even press ZKEY (zoom) or F11 (hide) while rendering.
In CVS I've committed a patch that checks if Blender renders, before
allowing to execute the F12 event. Also now blocked is F3 (!) during render.
The other options (zoom, push window) still work.
-Ton-