Commit Graph

3153 Commits

Author SHA1 Message Date
Ton Roosendaal
735b426344 Two fixes:
- when rendering a scene, all composite trees of other trees should get
  signalled the render output changed. This only happened with a composite
  active in render.

- the Mix node "A" option only works in Composite, as accidentally visible
  for shader trees.
2007-01-27 10:08:16 +00:00
Ton Roosendaal
18fc6ca762 Small tweak in clipping code for irregular shadow buffers 2007-01-24 16:10:37 +00:00
Ton Roosendaal
4175460d85 Bugfix #5816
Render pipeline: setting option "Single layer render" and having the active
layer disabled, crashed blender. It's a non-option anyway, so on a single
layer render, that layer is enabled by default now.
2007-01-24 09:13:40 +00:00
Nicholas Bishop
a9cd5b808c = Multires =
Fixed bug #5756, Rendering artifacts when MRM is not set to maximum

Several changes were made:
* Added function multires_level_n to get the nth level from a multires mesh
* Removed the changes I made some time ago to init_render_mesh for multires meshes. Previously it was making a full copy of the mesh object in order to be able to apply deformations to the Pin level and propagate them to the Render level.
* Added two functions to DerivedMesh.c, multires_render_pin and multires_render_final. These two functions work together in the mesh_create_derived_*_render functions to apply all modifiers to the Pin level, then create the DerivedMesh from the Render level, and lastly restore the mesh to its original (undeformed) state.
* Added a check in multires_del_lower and multires_del_higher to ensure that level indices are properly clipped to the actual range of available levels.
2007-01-21 23:46:00 +00:00
Ton Roosendaal
c3c37b2d88 Bugfix 5726
Tests with 8 threads and many parts reveiled that Blender render could
hang. Brecht found a line of code that should move up to prevent this!
2007-01-21 10:24:41 +00:00
Ton Roosendaal
66ee2962ce bugfix #5755
Render: Vector blur didn't work proper for Ztransp (accidentally was
antialising speed, which should not happen).

Also added speed-pass clearing in render, this to elimate the 'tsk tsk'
print in the Vector Blur node. :)
2007-01-21 10:04:50 +00:00
Ton Roosendaal
2022c41d6a Bugfix #5750
<sob>the 'time cursor' for bake-render has to go... it is being called
inside of a thread (even whilst thread is mutex locked), but that's not
supported in X11. It might be even instable in OSX/Windows even...

Only way to bring it back is to have the main loop (not in thread) update
the time cursor like each second. Would still mean to add a counter var...
will think it over. First want to have confirmed this is stable.
2007-01-19 13:32:43 +00:00
Ton Roosendaal
d2fd630e0a Bugfix #5748
Composite: when using multiple scene render-nodes, and one of these
scenes got re-rendered (by making scene active temporary), the composite
cache should free the used buffers.

Now, on each render, all scenes in a Blender project are being checked.
2007-01-19 12:43:02 +00:00
Ton Roosendaal
bd5c6e3a21 Bugfix:
Render: Ambient Occlusion was being triggered now with the Material flag
(Shader panel) "Shadow". Nice idea, but that was not so in 2.42a and
before, breaking how previously renders looked.

Now the "Shadow" button in Shaders panel only triggers shadow again.
(Note: the Ambient slider in material triggers AO)
2007-01-16 16:30:16 +00:00
Ton Roosendaal
a8a339b26e Bugfix #5712
UV rendering error: the third value of a UV texture coordinate should be
set to zero always, this enables 3d textures to work uniform with UV.

Also fixed: UV pass output for non_OSA is now equal to OSA, meaning only
used UV face values are in such passes.
2007-01-15 11:41:10 +00:00
Ton Roosendaal
bd0f9a59f0 Important bugfix: Image mapping "repeat" didn't support mirrored tiling
yet: http://www.blender.org/bf/rep1.jpg

Psst psst... to solve this bug I had to add the buttons for the option too!
2007-01-14 11:51:52 +00:00
Ton Roosendaal
f7708a2692 bugfix #5545
Bake Render now works for dupli-verted lamps.
Note, shift+z shaded view too!
2007-01-10 21:09:42 +00:00
Ton Roosendaal
f236541161 Bugfix #5764
Added a check and warning in renderpipe init for 'renderer' type. Unknown
render engines (like from experimental builds) can crash.
2007-01-10 11:07:25 +00:00
Ton Roosendaal
2e66b143f3 - Added panel for Bake render (tabbed now in 'anim' panel).
(Empty space will get OSA options, that I add tomorrow or so)

- Removed a lot of old unused variables in renderdata. Also meant I had
  to remove this from python API... please check if this gives valid
  scripts?

- Cleaned up bad formatted code for FFMPG buttons (spaces instead of tabs)
2007-01-09 11:10:12 +00:00
Ton Roosendaal
fb17663988 Bugfix #5548
New option to use "Tangent Space normalmap" normals now works for node
materials.
2007-01-08 20:53:43 +00:00
Ton Roosendaal
ad9b1c58f5 Bugfix #5611
Lamp halo render with option "Layer" crashed.
2007-01-06 11:13:07 +00:00
Ton Roosendaal
6f6051d455 Preview render in 3D window used wrong clipping... 2006-12-28 11:14:08 +00:00
Brecht Van Lommel
d24597c8a3 Fix for bug #5523:
A crash on rendering with multiple UV layers, layer names weren't always
getting copied correct.
2006-12-27 10:20:29 +00:00
Campbell Barton
bef18061ec Select Grouped editdata- minor fix in the menu.
Updated Python Mesh API to support UV and Color layers with names.
Similar to vertex group's

renamed a function in customdata.c CustomData_free_layers -> CustomData_free_layers_active and made CustomData_free_layers accept an index, this is needed so python could free layers that arnt active.
2006-12-23 17:07:02 +00:00
Ton Roosendaal
2933f6b9e6 Bugfix #5444
Additions in passrendering broke Baking a bit; what did not work was having
a full render + AO. Was missing a new flag initialize...
2006-12-23 12:58:25 +00:00
Ton Roosendaal
e2ab16fae7 Bugfix #5481
After an ESC or render error, the render buffers in compositor were not
tagged to be released. Causing crashers.
2006-12-23 09:50:07 +00:00
Ton Roosendaal
080ecf33c1 Bugfix #5491
Ztransp Mask issue: now I did all this work to solve the exceptions, but
forgot the most simple case: regular alpha-over :)

This solves for example AA issues in ztransp-hair over solid faces.
2006-12-22 12:43:40 +00:00
Ton Roosendaal
e7d916b6e6 Bugfix #5489
Variable "osatex" was hanging in cases, giving weird noisy results
in cases (like when you use extreme high frequency image texture).
2006-12-22 08:30:19 +00:00
Ton Roosendaal
ac37a15675 "Save Buffers" fix: when you ESC from rendering, it now saves empty
tiles in the file, that read back fast as black. This also solves
crashes on partial written files, when trying to read them.
2006-12-21 19:37:53 +00:00
Ton Roosendaal
e61dec0767 Defocus Composite Node, by Alfredo de Greef
Log:
http://www.blender3d.org/cms/Composite__Defocus.836.0.html

An incredible quality composite effect, might be slow but worth waiting
for!
2006-12-21 18:11:07 +00:00
Ton Roosendaal
af60771eca Fix for threads usage. This solves the hanging 'render baking', cauused
by yesterdays commit.

Now a designater LOCK_IMAGE is used for all image write/read.
2006-12-21 15:44:46 +00:00
Brecht Van Lommel
47bc3d1208 Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
2006-12-21 13:47:27 +00:00
Ton Roosendaal
b12927ecb8 MultiLayer images: added support for choosing compression type.
Without setting anything, it uses ZIP now as default, which gives the best
lossless compression and works nice fast.
2006-12-21 10:41:43 +00:00
Ton Roosendaal
5ffa4dd55a Warning fixes for previous Image commit, also fixed verse_image.c 2006-12-20 18:29:23 +00:00
Ton Roosendaal
253432bfc7 The Big Image refactor!
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html

Or in short:

- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images

Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
2006-12-20 17:57:56 +00:00
Brecht Van Lommel
80ee52e444 Multiple UV and vertex color layers: (still work in progress)
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.

Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers

Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-12 21:29:09 +00:00
Ton Roosendaal
12c0fb9312 Bugfix: Object "restrict render" option was missing in vectorblur
Plumiferos request: Made individual duplicated group objects still check on
the restriction flag, *after* the group-duplicator itself was checked for.
So it works both. (Matt; was urgent feature, hope you're OK? These options
showed in outliner for groups anyway :).
2006-12-12 16:47:18 +00:00
Ton Roosendaal
4595bef2b4 Three-fixes-in-one:
#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
       value inputs, ignoring color or vector. (Caused by commit to do
       automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
       saving it over, and read back in current Blender, the window type
       should be reset to EMPTY, because all its data got lost.
2006-12-12 11:13:43 +00:00
Ton Roosendaal
b597093994 Bugfix #5406
If Material has "Shadow" off, it didn't skip AO correctly. Effect was it
showed AO colors from other materials on same scanline.
2006-12-11 19:20:10 +00:00
Ton Roosendaal
a919981d60 Bugfix #5401
Material Nodes still have undefined output to the passes. Currently only
the active Material node gives pass info. Bug was that check for active
was wrong, giving stripes because of hanging variables.
I'll work soon on providing all pass options in the Material nodes. This
fix at least correctly provides passes for active material, and clears
memory of pass info in advance.

Also: outliner view "current scene" did not show render layers.
ALso: outliner click on renderlayer now activates it (for UI)
Also: zbuffer for transparent was not initialized to 'infinity' correctly
2006-12-11 11:33:03 +00:00
Ton Roosendaal
089e87ccea Composite & Pass render goodies:
- New Passes: UV and Rad(iosity)
- New Nodes: UV Map and Index Mask
- Z-combine now is antialiased

As usual, please check the log. Has nice pics!
http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html

For devs: the antialias code from Vector Blur is now exported in compo
too. Works pretty good. Even fixed a bug in antialias, so vectorblur
will be better.

Also: found out that OpenGL display list speedup accidentally was still
triggered with the rt button... so it did not work by default.
2006-12-10 20:30:15 +00:00
Ton Roosendaal
6451c2b156 Bugfix #5399
Irregular Shadow Buffer: doesn't support wire shadow, but also should not
crash then!
Note that ISB works with real face coverage, not zbuffering faces at all.
For wires to work in this method, we have to introduce a wire thickness,
but that will give endpoint condition troubles.
2006-12-10 13:20:57 +00:00
Ton Roosendaal
877688129a Bugfix #5383
Raytraced transparent: silly error in commit of dec 5, forgot one multiply
in the code, which made transparency look very much different.
2006-12-09 15:21:00 +00:00
Ton Roosendaal
2edcd75f9c Crash fix in adding lightgroups: previewrender.c sets ob->data to NULl for
a lamp it uses for preview... something I never thought of could get
rendered!
2006-12-08 22:00:44 +00:00
Ton Roosendaal
4cdf96ae19 Lightgroups!
Functionality was a bit limited still; now added the option to bind
a group of Lamps entirely to a Material, excluding them from any other
Material. Note that Lamp visibility layer options still work as for
Lamps usually.

In preview.blend: made a lightgroup for all lamps, and set them to be
the "RenderLayer override". That way it will ignore local material
lightgroups for previews.
2006-12-08 18:37:55 +00:00
Ton Roosendaal
c9686f9562 Only-shadow AO was inversed... and it didn't use the material ambient or
the AO strength factor.
2006-12-08 15:07:50 +00:00
Ton Roosendaal
45128f458d Another crasher: shadow in a ray-mirror crashed, unitialized vars again...
Gotta review how raytracing code uses memory once :)
2006-12-08 14:40:33 +00:00
Ton Roosendaal
9e634957e0 Two bugfixes:
#5387: transparent shadow crashed, caused by passes recode
irc report: buffer shadow for tangent shaders didn't work. (2.42 bug)
2006-12-08 11:51:31 +00:00
Ton Roosendaal
902a69a7d3 Numerous fixes in Render code:
- Bug: material emit was ignored (showed in preview render backdrop)
- Bug: world exposure was ignored
- Bug: lamp halo was ignoring 'render layer light override'.

Further reshuffled the way shadows are being pre-calculated, this to enable
more advanced (and faster) usage of Material lightgroups. Now shadows are
being cached in lamps, using a per-sample counter to check if a recalc is
needed. Will also work (later) for Raytracing node shaders.

- New: Material LightGroup option "Always", which always shades the lights
  in the group, independent of visibility layer. (so it allows to move such
  lights to hidden layer, not influencing anything).
2006-12-08 09:40:44 +00:00
Ton Roosendaal
fb261464b0 Bug, caused by render recode for passes: raytraced transparency didn't
clear osa vectors for UV, causing textures to not show correct when
traced.
2006-12-07 21:48:31 +00:00
Ton Roosendaal
aae544e9f4 Pass render errors (thanks to irc review, thanks ZanQdo!)
- Color for refraction was added wrong (was using 3 x r, instead of rgb)
- Refraction was added on top of specular in Combined, should not.
2006-12-07 17:54:15 +00:00
Kent Mein
40c77590f9 Small plumiferos wishlist item.
Adds a button next to the threads button to disable texture processing
in a render.  If anyone doesn't like the button feel free to revert this
one, its pretty simple.

Kent
2006-12-07 16:48:15 +00:00
Ton Roosendaal
17231f83f3 Work on RenderLayer and Pass control:
Full log:
http://www.blender3d.org/cms/Render_Passes.829.0.html

In short:
- Passes now have option to be excluded from "Combined".
- RenderLayers allow to override Light (Lamp groups) or Material.
- RenderLayers and Passes are in Outliner now, (ab)using Matt's nice
  'restriction collumns'. :)
2006-12-07 14:17:38 +00:00
Ton Roosendaal
49f1375638 Another fix for pass recode: lamp shadow for lamps not in visible
render-layers or with option "only layer" was still calculated, giving
unnecessary slowdowns.
2006-12-06 15:48:40 +00:00
Ton Roosendaal
a720296999 Another 3-in-one commit:
- Unitialized variable in new shadow code caused Sun lamp shadow to not
  work.
- Ipo handle bug: when the handle was vertical it flipped around
- Loop select: unitialized variable caused it to work unpredictable in
  cases. Also found an unitialized var in collaps_edgeuvs().
2006-12-06 11:17:34 +00:00