is in a screen in location above outliner.
Was a missing BIF_SetScale()... this is confusing, we now have three
font systems mixed, which each own peculiarities and settings. Should be
cleaned!
- translate+scale : arrow at end of axis
- translate+rotate: draws axis lines now
- while translate: draws the axis line too
And: GCC was nagging about Martin's precious code!
transform_constraints.c:745: warning: suggest parentheses around comparison
in operand of &
Apparently the if(a & b == c) is undefined? Whatever!
transform stuff. All transformation menu items are now in the
'Transform' sub-menu. Added To Sphere and Push/Pull, and items
like Shear, Warp, etc. have been moved to there from the
top-level Mesh/Curve/etc menus, since they are now available in
object mode too.
New AA font drawing (using texture) didn't get initialized on startup,
only when button was pressed. Confusing code... we need to remove all
#ifdefs here once.
tuho work gets merged.
- Manipulators on (already was though)
- Grid/floor size 60 parts (was 32)
- Audio window replaced with TimeLine, added TimeLine in Sequencer
- Editmode draw edge/faces option on
- Turntable view rotate (under protest! :)
- 2nd theme is the dark/orange theme by Andy
- added 5th screen for python (textwindow, script buttons)
- OSA, Ray on
- Render resol 800x600
- higher default octree level
- added outliner in Animation screen
- renamed default Cube to be "Cube" (not sphere)
- default lamp has 'ray' on.
- when you turn default lamp to shadowbuf-spot, clipstart is OK
It starts with the 'modeling' screen, single window.
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.
This was enforced in a commit 5 months ago, for proper redraws while
working in sequencer itself (with scene strips)
Found by Ztonzy, explained by Jesterking. Thanks! :)
Aye... OpenGL cannot draw concave (C shaped) polygons... that screws up the
Lasso tool, when it uses backbuffer selection.
Examined for little while the GLU Tesselation library, but apart from its
nightmarish structure, it's even stupid (no builtin clock/counterclock).
So, instead coded a DispList based function using Blender's edgefill.
Works like a charm! :)
Darn #$%#$# code cleanup in NaN days screwed up recursive feature of
linking dynamically data among Blender files. It now only supported 1
'deep'.
Now you can link data from file1 via file2 into a file3, etc. Nasty code,
but supposed to work :)
Typo in bspline interpolation code... a '1' should be '2', causing the
fourth key of interpolation always be equal to third.
Only shows error with larger key steps, like 5 frames or more. Nice it
was found before release!
openEXR testing only. It broke sequence plugins...
Note: adding variables in end of Imbuf struct at least doesn't crash old
sequence plugins immediately. :)
the edge of an image. It should not be clipped, but comparisions with
floats then can go wrong... here the FLT_EPSILON is to the rescue.
/* smallest such that 1.0+FLT_EPSILON != 1.0 */
#define FLT_EPSILON 1.19209290e-07F
(Bug fix#2610)
of course...)
Not quite complete, but due to lack of time as good as it will get for now.
From the previous commit, forgot to report that basic fog is supported as well. Though because I had not much time to complete the code, it is sort of unfinished, and you will have
to tweak parameters specifically for yafray again. It uses only the world horizon color, and
only uses the Blender mist distance setting.
Textures now support checker clip mode.
Fixed possibly all 'duplilist non-empty' errors, though it could hide the real cause of the
error.
AA is no longer enabled automatically for certain GI quality settings, I thought it best to
leave it to the user to decide.
SkyDome GI mode now supports cache as well. There is a new option in the GI quality menu 'Use
Blender AO settings', which will as it says use the most important AO settings for the
skydome parameters. The only AO parameters used are 'Samples', 'Dist' and the random sampling
switch, which unlike in Blender you might want to use more often, since the QMC sampling used
in yafray can result in visible patterns or a dithering type look. 'Random' is not completely
random in yafray however, it is actually jittered (stratified) sampling.
Using an occlusion cache, doesn't necessarily mean that you will always get much shorter
render times. As with 'full' GI and cache, one problem is bumpmaps, when using bump (or
normal) maps, the sampling will be much more dense, using lots more rendertime.
As a temporary fix there is a button 'NoBump', but this also has the side effect that in
areas of total indirect light (or when used with SkyDome cache) no bumpmapping will be
visible. It is therefor best used with some direct light as well.
For SkyDome with cache, and strong bumpmapping it might actually not make much difference,
since for low distance values you can usually get away with low sample values as well.
The entire material panel is now replaced by another panel to show only the parameters
important to yafray and add some new ones as well.
Since lots of users (especially yafray beginners) have had problems getting certain material
aspects right, there is now a material preset menu available to hopefully solve some of the
most common "How do I do this? It doesn't work!" questions seen in various forums.
Choosing an option from this menu will set the required parameters to default
values for yafray, and you can work your way from there to tweak it something you want.
Most buttons are copies of the same Blender parameters, with some variations. Just like
Blender 'Ray Mirror' enables reflection, 'Ray Transp' enables refraction. You can use
'ZTransp' for materials that have texture maps with alpha channels.
Again, same as Blender 'rayMir' sets the amount of reflection. Next button 'frsOfs' however
controls fresnel offset, meaning that when this is set to 1, you will get no fresnel effect
and when set to 5, reflection is totally determined by fresnel, which is important for
realistic glass/metals/etc.
IOR is self-explanatory (...), same as Blender.
When you have 'Ray Transp' enabled, the blender 'filter' button will appear next to the IOR
button. This has the same effect as in Blender.
Below that there are some new parameters, 'Ext.Color' sets the extinction color for
transparent materials. Usually, in real transparent materials, light loses some of it's
energy the further it has to travel through the object. This effect can be simulated with
this parameter. Thing to look out for is that it specifies the color which will be
REMOVED after traveling through the object. What this means is that say you have a clear
white glass sphere, and set the extinction color to a strong blue, the result will be a
very yellow object when rendered.
Next to the color sliders, there is another set of three parameters, with which you can
enable color dispersion for transparent objects. 'Pwr' sets the amount of dispersion,
the higher, the more dispersion (the more colorful the result).
(For real world materials, this number can be found or derived from data in various glass catalogues)
The 'Samples' button below that sets the number of samples used, minimum values are around
7-10, and for very strong dispersion you might need a lot more.
As usual, this also means an increase in render time of course, but to simulate
realistic materials, you shouldn't really need more than 25 samples.
In addition to that, when using low sample numbers, but to still get a good spread of colors,
you can enable the jitter button, but this will also add noise.
Point/soft(point with shadowbuffer) or sphere lights (light with radius), have a new option
to add a simple glow effect, so that lights can be made visible.
NOTE: just like spotlight halo's, glow is not visible against the background, there must be
another object behind it. Simplest solution is to use a large black shadeless plane behind
your scene.
The glow intensity can be set with the 'GlowInt' parameter (use very low values around 0.01
even lower), and you can choose from two different types with the 'GlowType' button (which
don't look much different, but type 1 is probably better, type 0 faster).
And that's it, with apologies for the still missing features and
full support in general, but this will have to do for now.