Blender Git Commits

Blender Git "master" branch commits.

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October 14, 2008, 11:50 (GMT)
Bugfix for regression from 2.46 on cloth collisions reported by Daniel Salazar via IRC
October 14, 2008, 11:42 (GMT)
Bugfix on IRC report. Luckily Daniel Salazar *does* carefully check our
regression files, it showed small dark outline errors on envmap.

This commit rewinds bugfix #8437, which actually had to be fixed on
another location in code, which was done a few weeks ago. :)

October 14, 2008, 10:55 (GMT)
Bugreport in IRC: Area lamp, "Constant jitterred" had wrong alignment
code, causing the "SamplesY" button to overlap others.

October 14, 2008, 10:44 (GMT)
Bugfix #17830

Index OB pass didn't support FSA for Ztransp.
Also made buttons to set black/white for non-RGBA images hide in Image Window,
the Curves color code only supports 4 channels atm.

Revision 0196890 by Joshua Leung
October 14, 2008, 10:11 (GMT)
Action Editor - Grease Pencil Bugfix:

When Action Editor was maximised, Grease Pencil data disappeared. This was due to the screen-swapping that went on. Now, it uses the old-screen that was stored in the maximised Action Editor's screen (should be safe...)
Revision 8fa76a3 by Joshua Leung
October 14, 2008, 09:36 (GMT)
Grease Pencil Bugfixes:
* Onion-skinning with GStep > 0 was not showing enough of a noticable difference between ghosts. Improved method of calculating this.

* Clicking in a Grease-Pencil datablock channel in the Action Editor would crash
October 14, 2008, 06:14 (GMT)
bugfix: copy/paste bug merged from Bullet main repo into Blender, hope it still can make 2.48
October 14, 2008, 01:25 (GMT)
Embed point looks at last point, whether it was part of a continuous stroke or not (gives better results for poly lines)

Stroke selection (LMB and Shift-LMB).
Selected strokes drawn in red.
Eventually convert and delete will work on selection.

October 13, 2008, 23:41 (GMT)
Skeleton Sketching

- Delete Sketch button
- During continuous strokes, when moving out from and back into an embeding, interpolate depth of the stroke like is done when snapping
October 13, 2008, 10:03 (GMT)
Part two of the 2.48 release preparation!
(After this svn tag)

October 13, 2008, 10:01 (GMT)
Part one of the release 2.48 commit.

Revision 51d5199 by Matt Ebb
October 13, 2008, 06:46 (GMT)
* Added support for solid objects casting shadows within a volume.

Currently it only supports solid shadows - if it's a solid object, it will cast
100% shadow. Support for transparent shadows can potentially be added down the
track.

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_internal.jpg
Revision d6808c2 by Matt Ebb
October 13, 2008, 05:22 (GMT)
* Raytraced shadow casting for volumes

This is a first version and still has a couple of things undefined or
unimplemented, such as external objects casting shadows on or within volumes,
however volume->solid shadows are going ok.

http://mke3.net/blender/devel/rendering/volumetrics/shadows_test_02.mov
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad3.blend

As with other transparent raytraced shadows in Blender ,in order to make it work,
you must enable 'TraShad' on the material *receiving* the shadow. It would be
nice to make this a bit easier to use, since there's not much chance you want a
volume material to be casting solid shadows, but that's a bigger issue in the
renderer outside this scope.

The volume shadows are working from the same physical basis of absorption, and
support coloured absorption:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_absorption.png

They also work properly with multi-sampled (i.e. QMC) soft shadows:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_sharp.png
http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_soft.png

And by popular request the test file:
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad_clouds.blend
October 13, 2008, 03:55 (GMT)
missing calls to countall() on switching scenes in the outliner.
Revision c0ddd5f by Matt Ebb
October 13, 2008, 00:35 (GMT)
* New option for step size: Randomized

This is on by default, and trades random noise for banding. It jitters
the step size from 75% to 125% of its original amount, and since it
uses the threaded random seeds, shouldn't flicker during animation.

These two images took roughly the same time to render:
http://mke3.net/blender/devel/rendering/volumetrics/vol_stepsize_randomized.jpg
Revision a6bd448 by Matt Ebb
October 12, 2008, 23:39 (GMT)
* A few volume rendering tweaks:

- modified point density so that it returns a more consistent
density with regards to search radius. Previously larger radii
would give much higher density but this is equalised out now.

- Added a new volume material option 'density scale'. This is an
overall scale multiplier for density, allowing you to (for
example) crank down the density to a more desirable range if
you're working at a large physical scale. Volume rendering is
fundamentally scale dependant so this lets you correct to get the
right visual result.

- Also tweaked a few constants, old files won't render exactly
the same, just minor things though.
October 12, 2008, 18:32 (GMT)
Added a -noglsl option to disable GLSL from the command line.

October 12, 2008, 17:54 (GMT)
Multiply by armature inverse matrix to make sure converted bones are where they should be.
October 12, 2008, 17:33 (GMT)
First draft for converting sketches to armature.

- New Convert button in the bone sketching float panel
- Only adds straight bones between exact points (not continuous strokes) for now.
October 12, 2008, 15:35 (GMT)
hard limit in for bpy material was wrong
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