- New channel for "Map to" added, "Warp"
- Use the slider next to the option to set amount of influence the texture
will have on the coordinates of the next texture.
- Warp uses for this the same values as for Normal or Displacement mapping
- Warp remains active for all channels, until replaced (or zeroed).
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
Objects being vertex-parented to a mesh, which in turn was being deformed
by a curve or lattice, were never update correctly.
Whilst this is a typical issue for our beloved new Dependency Graph, I
consider it worth at least solving for now. An issue since Blender 1.0
you know. :)
Solution is only working for this specific case; vertex-parent to deformed
object.
causing weird results on camera moves or object rotations.
Added: support for "normal maps". See for example:
http://members.shaw.ca/jimht03/normal.html
The Image panel in Texture buttons has new option "Normal Map" for it.
When this is used, normals are read straight from RGB values, and blended
with the current normal.
channels to link texture to.
The amount of code changes seems large, but is mostly getting rind of
hardcoded values (6 and 8) for channels, replacing it with MAX_MTEX.
Further did some fixes;
- Ipo for Lamp showed too many mapping channels
- Texture MapTo buttons for lamp missed the slider to blend texture color
- Lamp texture mapping "View" only worked for Spot, now it uses lamp-
view vector for all types. (Nice for projections!)
Another tweak in the convex formula, replaced a ">" with ">=" for detecting
optimal projection of face in 2d. Solves issue reveiled in Bevel tool,
where it could happen that a face wasn't created.
When rotating camera itself in camera view, and choose local axis rotate,
the camera flipped around. Was due to using viewmat[][] while it changes...
Solved in the simplest elegant way; hope Martin will cope with this in new
transform!
thanks for that!
- static particles that are being deformed (curve/lattice/armature) now
display correct in 3d window. Only updates when particle system updates
normally though
- static particles without "animate" set didn't deform even
- static particles used as duplicators had errors with extreme low "life"
value for particles. Also, still cases could happen with unrotated duplis
at the end of a static particle line (with Vect option)
- Added tooltip for "Step" option in particles
Editmode Mesh, edge selectmode, not zbuffer on. Selecting edges didnt give
a small disadvantage to the already selected one, making it hard to select
edges that are extreme close or on top of each other.
Unified render added sky with alpha=1. Found the way how to fix it, didnt
dare that yesterday. :)
Now sky is rendered with alpha=0, like normal render.
Thanks to the recent reports, a lot of old issues with unified render have
been solved. This is going to be pretty OK!
When using a backbuffer with alpha, but alpha is not premulled, you can
get weird rendering results with halos or lens flare. This was caused by
optimize rule in alpha routine that assumed alpha==0 means color is zero.
Removed for the the halo case.
With material slider "Ray Mir" set non zero, but with toggle "Ray Mirror"
off, Blender accidentally entered a part of raytracing code, screwing up
the alpha value of the result.
#define B_UNLINKIMA 1358
Since it was undefined and causing things not to compile. Whoever added it
might want to move it but hey its working again for now. ;)
Kent
In renderwindow, press AKEY to see the alpha in B&W. Another AKEY shows
normal RGB again. This uses glColorMask, an opengl 1.0 function.
Really needed it for debugging alpha in rendering. :)
Halos with Flare option didn't render correct in Unified render, they were
added twice!
Also noticed errors in applying alpha for 'Premul' alpha in Unified. Fixed.
Combining panorama scene and Sequencer effect on scene (like glow) crashed.
Found two other issues;
- on click in sequencer, the image output window didn't redraw correct, but
only when a render window was opened. Caused by missing 'activate' call
- added a pause in dragging-frame loop to make it idle friendly
In unified render, halos can give black/colored overflows. Found it this
happens with halos that are behind the camera clipping range. Halo clip
just had some weird code for panorama corrections...
In the provided .blend of report found 3 more glitches;
- after render particle system with Material Ipo, values for material were
not restored correctly
- Meshes with particles didn't draw axis (draw extra) on correct location
- Same as above, axis didn't draw in selected color.
Using header view3d pulldown for "align active camera to view" didn't clear
the abused modifier value correctly. Learn from this:
incorrect: G.qual &= ~LR_CTRLKEY|LR_ALTKEY;
correct: G.qual &= ~(LR_CTRLKEY|LR_ALTKEY);
- Mesh editmode; SHIFT+F fill didnt set default vertex color
- Parented spotlight had wrong (black) dashed line to parent when selected
- Constraint line draw while transform wasn't reset, causing sometimes to
draw when using the (ugly) G.moving flag...
With mouse cursor over a screen-edge (between windows) none of the hotkeys
worked. Now it checks for the global list of keys, including screen-switch,
quit, frame change, Fkeys, load/save, undo/redo, etc.