Commit Graph

97 Commits

Author SHA1 Message Date
Martin Poirier
ff84d868a1 [#11706] Camera IPO Lag
Broken in revision 14473

Camera IPO needs a special exception to be done earlier than others, that was removed in that revision.

I added a better comment to make sure nobody removes it again, unless they really understand what's happening.
2008-05-16 10:20:30 +00:00
Campbell Barton
d00a0e56f6 fix for [#8236] Lens Change by driver won't update in 3d View
Lamps would not update either.
2008-04-19 02:19:46 +00:00
Brecht Van Lommel
03402b8419 - Removed the Save Buffers/FSA restriction that the width and height
must be divisible by the number of parts.
- OpenEXR code also has some changes to allow writing mipmapped images,
  but that is unused at the moment.
2008-02-06 13:45:07 +00:00
Brecht Van Lommel
eff09ae396 For the OpenGL render option in the 3d view, if a camera is active,
it now sets the viewport exactly the same as if rendering.
2007-12-01 19:29:50 +00:00
Brecht Van Lommel
15e79ef4c8 SSS fixes:
- Radius R, G, B sliders had too small number increase on clicking.
- Preview render now renders with higher SSS error setting to speed it up a
  bit.
- bug #6664: 3d preview render had artifacts. re->viewdx/dy wasn't set then,
  which is needed to estimate the area of each point. Have set this now, not
  in the nicest way, there is some bit duplicated code, but I don't want to
  refactor existing code with the chance of breaking it at this point.
- bug #6665: grid like artifacts with parts rendering. The two extra pixels
  around parts used for filtering were used as well, leading to double points.
2007-05-08 10:15:51 +00:00
Ton Roosendaal
6f6051d455 Preview render in 3D window used wrong clipping... 2006-12-28 11:14:08 +00:00
Ton Roosendaal
3177c4f69f Next stage of RenderPipe refactor: now everything within the pixel was
tackled.

Resulting features:
- render passes
- new pass: Object Index, for masking
- sub-sample alpha masks

Docs:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
http://www.blender3d.org/cms/Render_Passes.829.0.html
http://www.blender3d.org/cms/New_Render_features.774.0.html

Note that these changes might mean things to not render fully identical...
For the next days a lot of testing is needed!
2006-12-05 16:43:01 +00:00
Ton Roosendaal
72f620fef3 Bugfix #5207
Silly error in code initialized envmap "Render" struct wrong. It didn't
work for ortho render, so also crashed on previews in ortho 3d window.
2006-11-12 11:03:34 +00:00
Ton Roosendaal
71d7409fda Patch #4940, by Wybren van Keulen
The 2-point perspecitve Architecture Camera!
http://www.funnyfarm.tv/patch_lens_shift/patch_lens_shift.mov

Full log:
https://projects.blender.org/tracker/index.php?func=detail&aid=4940&group_id=9&atid=127
2006-11-06 15:42:38 +00:00
Ton Roosendaal
9fa438b4e9 Another shadowbuffer goodie: the "Halfway trick"
http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html

Simply said: by using the average of the nearest and 2nd nearest Z value
in Shadowbuffers you can reduce bias errors very well.
For backwards compatibility it is a new buffer type though.
2006-10-15 11:50:46 +00:00
Ton Roosendaal
e47137ff42 Bugreport #4787 mentioned subpixel render issues, especially for small
images (like used for rendering icons).

When working during Orange on new render pipeline, I've left this topic
alone for a while... subpixel precision testing is very time consuming and
needs concentration for a while. :)

This commit brings back precision as it was for 2.41. Below a short
explanation of the solved issues.

- the window matrix for rendering is kept constant during all OSA passes,
  this to ensure clipping happens for each pass identically.
- a subpixel offset is only applied on filling in the z-buffer
- this offset is inverse corrected for shadepixel code, only on 2 places

Another nasty issue is that for filtered rendering (gauss etc), the tiles
(or entire image) is temporally increased 2 pixel in size. This caused a
'dark' (or sky color) edge on the rendering. During Orange that was solved
with a hardcoded clipping offset value, which only corrected for larger
pictures (like > 500 pixels in size).
Now this clipping offset is correctly calculated, based on render size.

Last issue: the view border in 3d window was calculated using integers,
giving small errors in display too. Now it uses float, so visually the
view border is more close to what a render shows.
2006-08-12 11:27:00 +00:00
Ton Roosendaal
d2f8f51556 Removed leftover SDL include from render module. 2006-07-19 15:39:36 +00:00
Ton Roosendaal
ec9b952582 Bugfix #4683
Render non-osa, with mblur, did not jitter the zbuffering, so it did not
result in basic AA for non moving parts.

Note to self: this now works on < 2.42 level again: it doesn't use
the correct subsampling, which can cause slight errors in rendering image
textures.
2006-07-13 14:02:27 +00:00
Ton Roosendaal
d22e4059e5 Random missed a seed per frame render. 2006-07-04 16:14:39 +00:00
Ton Roosendaal
2e901061d9 More render pipeline finishing up;
- Shaded drawmode is back (shift+z).
  Note it still only uses orco texture; but lighting/shading is using
  the internal render module entirely.

- "Make Sticky" option back.
  (Also fix in sticky texture render, was wrong scaled)
2006-05-28 11:49:22 +00:00
Ton Roosendaal
e5b39b69d1 So! Finally time to work on finishing render pipeline project.
This commit brings back:

- Field Render
- MBlur Render (old style)
- Border render with or without cropping

Note: Field Render is not supported in Compositor yet. Blurring or filter
will destroy field information.
Both MotionBlur as Field render are done before Compositing happens.

Fixes:

- The "Save Buffers" option only worked on single frame renders, not for
  Anim render.
- Found an un-initalized variable in Render initialize... this might have
  caused the unknown random crashes with render.

Code restructure:

Cleaned up names and calls throughout the pipeline, more clearly telling
what goes on in functions.
This is visible in the updated first image of the Wiki doc:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
2006-05-27 13:35:03 +00:00
Ton Roosendaal
cf0408a4f6 More environment map stuff:
- added a zoom factor for Planar Environment Map, allowing to zoom in or
  out on the reflected object. The zoom is corrected when rendering, so it
  just gives control over the resolution.
- Planar maps don't cycle anymore, but only render the front plane, using
  standard image texture extend mode.
- threaded rendering is back in envmap render
2006-03-19 17:50:53 +00:00
Ton Roosendaal
f68b0ddb2a Recoded Panorama rendering.
The old implementation was added quite hackish (talking about 10 yr ago).
You also had to make a small image slice, which was extended Xparts in
size. That also required to adjust the camera angle. Very clumsy.

Now; when enabling the Panorama option, it will automatically apply the
panorama effect on the vertically aligned tiles. You can just enable or
disable the "Pano" button, to get a subtle lens effect like this:

(without pano)
http://www.blender.org/bf/rt.jpg
(with pano)
http://www.blender.org/bf/rt1.jpg

For Panorama render, the minimum slice size has been hardcoded to be 8
pixels. The XParts button goes up to 512 to allow that. In practice,
rendering 64 slices will already give very good images for a wide angle
lens of 90 degrees, the curvature of straight lines then is equal to
a circle of 256 points.
Rendering a full 360 degree panorama you do by creating an extreme wide
angle camera. The theory says camera-lens 5 should do 360 degrees, but
for some reason my tests reveil it's 5.1... there's a rounding error
somewhere, maybe related to the clipping plane start? Will look at that
later. :)

Also note that for each Xpart slice, the entire database needs to be
rotated around camera to correct for panorama, on huge scenes that might
give some overhead.

Threaded render goes fine for Panorama too, but it can only render the
vertically aligned parts in parallel. For the next panorama slice it has
to wait for all threads of the current slice to be ready.

On reading old files, I convert the settings to match as closely as
possible the new situation.
Since I cannot bump up the version #, the code detects for old panorama
by checking for the image size. If image width is smaller than height, it
assumes it's an old file (only if Panoroma option was set).
2006-02-27 12:39:36 +00:00
Ton Roosendaal
9c003086fe Potential thread render bug/crashing:
Discovered I forget to re-enable the 'imbuf load' and 'envmap' mutexes.
2006-02-09 19:58:32 +00:00
Ton Roosendaal
6ac2c83016 Redoing the blur filters for composit;
http://www.blender.org/bf/filters/

I found out current blur actually doesn't do gauss, but more did regular
quadratic. Now you can choose common filter types, but more specifically;

- set gamma on, to emphasize bright parts in blur more than darker parts
- use the bokeh option for (current circlular only) blur based on true
  area filters (meaning, for each pixel it samples the entire surrounding).
  This enables more effects, but is also much slower. Have to check on
  optimization for this still... use with care!
2006-02-03 20:39:36 +00:00
Ton Roosendaal
6dd3fd2a26 Two issues solved in render recode;
- the sub-pixel masks for applying correct filters (gauss and friends)
  accidentally were y-flipped, causing bad looking results.

- zbuffer was clipping extremely narrow, causing border pixels to miss
  samples, and reveiling alpha that way (was in old render a prob too)
2006-01-29 23:01:33 +00:00
Ton Roosendaal
9da8961513 Orange: new pipeline separated calculus for window matrix from converting
data to renderdata. However, if a camera has a lens-ipo, this has to be
calculated correctly each time.

Actually, render system suffers like Blender itself from a weak time
system... which still is polluted by confusing globals. Should all work
now, but definitely needs attention later.
2006-01-25 15:09:17 +00:00
Johnny Matthews
3909f1d4a3 Prevent a mod by 0, should fix preview render crashes 2006-01-24 17:17:44 +00:00
Ton Roosendaal
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
Ton Roosendaal
d4f48f43ef Orange: Ortho camera now gives correct z values for buffers too. 2006-01-11 23:15:48 +00:00
Ton Roosendaal
0665f0d647 Orange;
Until now, the zbuffer was written straight from the internal zbuffer,
which has values that are inverse-proportional (like 1.0/z) which makes
it very hard to use it for postprocess, like zblur or other composit effects
that require Z.

Based on info from ILM, the values stored for Z in exr files is the
actual distance from a camera. I think that's about time to migrate to that
convention!

By default now, after render, the z values are converted to floats. This
saves in exr files now, but not in the Iris Z files. That latter was a
blender-only anyway, so might be not a real hassle to drop. :)

You can see the difference in the image window, but notice the range now
is linear mapped from camera clipstart to clipend.

Note; I just discover that ortho Z values need a different correction...
2006-01-11 22:36:31 +00:00
Ton Roosendaal
014aa7261e Orange branch: OpenEXR finally in Blender!
Credits go to Gernot Ziegler, who originally coded EXR support, and to
Austin  Benesh for bringing it further. Kent Mein provided a lot of code
for integrating float buffers in Blender imbuf and ImBuf API cleanup,
and provided Make and Scons and static linking.

At this moment; the EXR libraries are a *dependency*, so you cannot get
the Orange branch compiled without having OpenEXR installed. Get the
(precompiled or sources) stuff from www.openexr.com. Current default is
that the headers and lib resides in /user/local/

Several changes/additions/fixes were added:

- EXR code only supported 'half' format (16 bits per channel). I've added
  float writing, but for reading it I need tomorrow. :)
- Quite some clumsy copying of data happened in EXR code.
- cleaned up the api calls already a bit, preparing for more advanced
  support
- Zbuffers were saved 16 bits, now 32 bits
- automatic adding of .exr extensions went wrong

Imbuf:

- added proper imbuf->flags and imbuf->mall support for float buffers, it
  was created for *each* imbuf. :)
- found bugs for float buffers in scaling and flipping. Code there will
  need more checks still
- imbuf also needs to be verified to behave properly when no 32 bits
  rect exists (for saving for example)

TODO:

- support internal float images for textures, backbuf, AO probes, and
  display in Image window

Hope this commit won't screwup syncing with bf-blender... :/
2006-01-09 00:40:35 +00:00
Ton Roosendaal
c492729b3a New feature: "Stress" texture input channel
(As usual movies disappears after while)

Face example showing stress values on a blend. White is stretch, black
is squeeze
http://www.blender.org/bf/0001_0014.avi

Quick test with softbody stretch
http://www.blender.org/bf/0001_0100.avi

Based on the difference of the "Orco" (original undeformed coordinate)
and the actual render coordinate, a stress value is computed to make
textures react to stretching or wrinking skin.

The texture coordinate is neutral (0) on relaxed state. -1 is squeezed
to zero, +1 is stretched to infinity.
Note that scaling (object itself or parent) also will result in
stress values.

The reason for the huge commit is a cleanup in allocating memory for
the vertices. These were growing too large with new options, so now it
allocates the optional coordinates dynamically.
Saves about 20 MB memory per 1M vertices already. But best of all is that
I now can add much more fun... so tangents, here we come!
2005-12-08 22:05:42 +00:00
Ton Roosendaal
d024452ebf Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.

Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
  groups.
- In Object buttons, a new (should become first) Panel was added, showing
  not only Object "ID button" and Parent, but also the Groups the Object
  Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
  temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group

But, the real power of groups is in the following features:

-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).

-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).

-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)

-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).

-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!

In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
Ton Roosendaal
aa939b8599 Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)

- New Panel "Layers" in Material buttons, allows to add unlimited amount
  of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
  (including texture), and then added on top of previous layer with an
  operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
  layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
  used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually

Notes:

- at this moment, the full shading pass happens for each layer, including
  shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
  normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
Ton Roosendaal
622f914776 New stuff & fixes in Blender OSA filtering.
While investigating alternative filters (Mitchell), I found two small
errors in the Gauss code, it clipped wrong and multiplied wrong, causing
settings other than filter size 1.0 to not work properly.

Took the last-minute liberty to add more filter types in Blender too.
Also wrote an extensive log about how sampling & filtering in Blender
works.

http://www.blender3d.org/cms/Samples_and_Filtering.723.0.html
2005-11-23 15:20:45 +00:00
Ton Roosendaal
2439c1df7c Bug #3298
Unified render does not return a zbuffer, but when gauss render was used
in combination with motion-blur, a buffer was accidentally created, one
pixel to small even!
2005-11-03 20:35:49 +00:00
Alfredo de Greef
d21d255389 fix for bug #3193, winmat was not calculated properly because of
some previously uninitialized parameters.
2005-10-25 09:30:54 +00:00
Ton Roosendaal
45edb9cecb IpoWindow, Action curve update.
When no Ipo existed yet for an Action Channel (Bone), you could not add
curves with CTRL+click or Drivers. This was due to antique action code
state... it's still messy, no time for big cleanup here yet. At least
this works now. :)

(Also: removed test prints of previous commit)
2005-10-03 13:03:25 +00:00
Ton Roosendaal
1c72a19fd8 Bugfix #3133
- Rendering an image with Border didn't check for sizes smaller than 1
  pixel yet.

Related to this code I found 2 other fixes:

- Themecolor set for drawing in Render Window was not restored correctly,
  sometimes causing into wrong Panel (transparency) drawing.

- When rendering an image with Gauss, it now renders by default 1 pixel
  extra, which gets stripped. This eliminates the "ugly" darker border
  in images.
  (Yes, let's make Mr. PixelCounter Goralczyk happy! :)
2005-10-03 10:10:19 +00:00
Ton Roosendaal
8d940dfafe Random() issues with rendering...
- AO and soft shadow AreaLight tables were generated without fixed seed,
  causing animations to give unwanted amounts of noise.
- Made sure these tables now are calculated before render, with fixed seed
- Then found out the BLI_rand() has very bad seeding... it showed up as
  patterns. After some experimenting, found a nice method using noise.c
  hash tables. For compatibility with old code, named it BLI_srandom() to
  use this next to the BLI_srand(). This follows libc rand() and random()
  naming convention.
- Then of course threading should work... so made a BLI_thread_rand version
  of the calls. Now supports up to 16 threads, comments added in .h and .c

Result is stable animation render with AO and soft shadow. But, please
test and feedback!
2005-08-25 13:11:04 +00:00
Ton Roosendaal
ed8d745e0f Armatures now draw bone names over solid.
(commit of initrender.c is just an added comment)
2005-07-14 17:23:26 +00:00
Ton Roosendaal
11a8714e54 Cleaned up the old call to do_all_actions(). It only is supposed to do
a single object, but was still called outside of that scope. Caused crashes
for example when editing Ipo curves of action keys.

editaction.c and editnla.c still need to be tackled...
2005-07-11 08:04:34 +00:00
Ton Roosendaal
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
Ton Roosendaal
cc69a09969 Bug fix #2723
When a scene had "do sequence" set, the OpenGL preview render option
crashed... it shouldn't do the sequencer anyway then. Old bug.
2005-06-09 11:02:06 +00:00
Jean-Luc Peurière
f38e0686d9 new round of warning fixes. we are now down to 24 with Xcode on blender
alone with the following flags :
-Wall -Wno-char-subscripts -Wno-missing-braces.

the only one still worrying me is in rand.c line 57 :

rand.c:57: integer constant is too large for "long" type

but i have no clue about how correct cross-compiler and 32/64 bits friendly

see also my mail to commiter list for signed/unsigned issues
2005-06-04 16:22:50 +00:00
Ton Roosendaal
0493e77fa4 Using render option "Crop" with OpenGL render (button in 3d header)
caused a struct Part to be allocated and not freed.
2005-06-03 08:37:04 +00:00
Ton Roosendaal
e0bc635743 Bugfix #2648
Thread render with  using Area lights was not fully thread safe yet. I
thought I had a smart method to trick threads, but apparently it can best
(and only) be done with Mutexes...
2005-06-02 09:53:53 +00:00
Alfredo de Greef
cf8d9fbb10 Added some backward compatibility with old yafray blendershader. Because of missing
parameters the material preset menu won't be as useful. Both glass presets will look the same
because there is no 'filter' parameter in the old yafray for instance.
So using the new Blender version with an old yafray version should work a bit better,
though the other way around, using the new yafray with an old blender version, will generally
not work as well.

I added a few extra things. In 'yafray' panel re-arranged some buttons, and added a new
button 'Clamp RGB'. This button will be enabled by default and helps to improve AA on
high contrast edges in the image. When using bokeh however, it is best to switch this off,
otherwise lens shaped highlights will be quite a bit less visible.

Changed the 'extinction' parameter name to the probably more correct term 'absorption',
though mathematically it works out the same. Also changed the behaviour of this color,
it no longer specifies a color that will be removed as I wrote in the previous commit,
but instead the actual color at one (blender) unit of distance. The 'Ds' (distance scale)
button below the color sliders controls the scaling of this unit distance.
What this means is that if you take the standard blender cube, which covers two units of
distance by default, setting the distance scale button to 2.0 will make sure that the color
you specified is exactly that color at that distance (provided the base color itself is white
of course, or 'filter' is 0, otherwise it will be filtered by the base color too).
Beyond this distance the color will get darker.

The glow option for point/soft/sphere lights has a new parameter 'GloOfs', or glow offset.
Setting this to a higher value then 0 will soften the central peak of the glow.

Another unreported bug fix: For xml export, when yafray failed to render the xml file
for some unknown reason, or because of other problems, the export code would still load
the previously rendered image, this causes problems however if the image resolution is
not the same as the current Blender buffer, and so could cause memory corruption or crashes.
This is now taken into account.

World image backgrounds now use the blender mapping settings as well, but only the
'AngMap', 'Sphere' and 'Tube' settings. But in yafray those last two, unlike Blender, cover
the whole view, not just the upper half, so is not really fully compatible with yafray.
So now you have to set one of these buttons too when loading a hdr lightprobe image.
btw, something I forgot to mention in previous commits is that the exposure control using
the texture brightness slider is no longer restricted to integer values. It is now a
floating point value, so you're not restricted to the 0 1 and 2 slider positions anymore,
anything in between will work too.

And finally, display updating is now more like Blender, using the mouse cursor as frame
counter for animation, etc.
2005-05-27 17:52:53 +00:00
Ton Roosendaal
7fa7826da7 The zblur plugin (aka as DoF) integrated in render. Compared to patch
submitted by Alexander, changes/improvements are:

- Moved to new Panel in Scene buttons "Post Effects". Together with other
  postprocessing options, such as Edge render. It is also not called DoF,
  this because that's a bit pretending too much then. It's a zblur still!
- Made it render Alpha as well
- Made it use and deliver float buffers
- Huge cleanup of zblur.c code, was very messy. It was alling things in render
  code without need even (win matrices, transform faces, etc)
- Fixed errors in using Z values (zbuffer is signed int)
- Removed very weird gamma corrections for front/back half
- Tweaked gaussian table, allow variable 'Sigma' to be set for gauss curve
- Didn't copy 'auto focus' yet. Use of this is very limited, and gives
  false expectations, nor works for rendering anims with deamons well.

Main issue remains: it's not a very advanced feature... I still doubt
very much if this deserves to be released. Spent 2 days on trying to get
the key issues solved, with not much results.

- gauss filter code has weird side effects on large blur size
- having unsharp (blurred) in front also blurs what's around in back.
  only blurred in back with sharp in front works a little bit
- severe aliasing errors... also due the code splitting in 2 halves
- doesnt work with unified yet
- won't work for halos, spot halos or transparant faces

Anyhoo... It was promised to be committed, so now artists can play with it.
Who knows it's useful after all, or some fixes can be implemented. :)
2005-04-23 20:49:23 +00:00
Ton Roosendaal
52b7b978e3 Bug fix #2411
(Looks like big commit, but is mostly just change of API call!)

Particle emittors now can be parented to an armature Bone, and give the
correct path for each particle. Note that this doesn't work for deform!
And, for each particle the entire armature is evaluated, all actions and
NLA strips.

It used to work a little while BTW, but the code just called ALL armatures
and made ALL deforms again. Was quite slow... thats why the API call
change: do_all_actions() now accepts Object * to only do that one. With
a NULL it now does all still. Will disapppear in recode of course...
2005-04-11 17:55:20 +00:00
Ton Roosendaal
618ac4a4e9 Bug fix #2415
Envmap rendering was using Gauss filtering, causing dark outlines in edges
of cube pictures. Now it temporally disables gauss in envmap render, which
isn't really noticable since the pics are filtered + gaussed anyway in the
end result.
2005-04-11 13:49:05 +00:00
Rob Haarsma
28064baa5c Uncommitted my last commit. 2005-04-10 08:46:47 +00:00
Rob Haarsma
9b81d8f84c Added console printout when rendering in parts, to keep track of progress.
Requested by Relic.
2005-04-09 09:18:32 +00:00
Daniel Dunbar
67eaf69f3f - added mesh_get_derived_render
- cancelled previous commit to add RE_findTFAce, instead just added
   a MemArena to render struct... free'd at end of render, can be used
   to store other data as well
 - switch rendering to using DerivedMesh API... this is slightly more
   inefficient now because it is doing some unnecessary copying. Can
   be fixed by defining a DerivedMesh function to convert the object
   into a render object (on todo list)
2005-03-28 21:49:49 +00:00