Blender Git Commits

Blender Git "master" branch commits.

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January 27, 2006, 14:55 (GMT)
Fixed a stupid bug when exporting meshes with empty material slots.
January 27, 2006, 13:37 (GMT)
Minor optimization- mainly lists and dicts - use iterkeys instead of keys try/except rather then has_key()/else (1 less dict lookup)
Also discovered a bug in meshtools... not sure how relevent this is with the new api on the horizon.
January 26, 2006, 22:47 (GMT)
A little utility script I have been using for a long time but was recently able to improve with 2.41's features.
Edits the current image in an external application, esp usefull when dealing with projects that have lots of images.
Basicaly-- a quck way to have the image in the gimp (using gimp-remote) without rooting around in your project tree.
Added registry variable to save the external application... and some OS context for what app to run- could somebody test on macosx+win32.

How about a python slot in the Image Menu?
Revision e8afec9 by Unknown
January 26, 2006, 22:47 (GMT)
This commit was manufactured by cvs2svn to create branch 'orange'.
January 26, 2006, 22:18 (GMT)
Orange; more render & compo stuff!

-> Rendering in RenderLayers

It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.

Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)

Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.

Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.

-> New Blur options

The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.

Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg

BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
January 26, 2006, 22:05 (GMT)
doing MSCV6 project woodoo ( preparing orange --> bf migration )
NOTE to Ton and Hos
PLEASE do not try to merge any ot the MSVC6 project files (*.dsw ,*dsp)
I have a plan to get it done with a minimum of pain
thanks
ole
Revision 517048e by Matt Ebb
January 26, 2006, 21:18 (GMT)
* Put the Add->Group menu in the top info header too.
Revision fa54435 by Matt Ebb
January 26, 2006, 17:35 (GMT)
== Interface/Nodes ==
Modification to allow adding a point in a curve button by LMB clicking/dragging directly on the curve, as in GIMP/Photoshop/etc.
January 26, 2006, 15:39 (GMT)
Speedup by a factor of about 20%
Revision 0ebc907 by Matt Ebb
January 26, 2006, 15:09 (GMT)
* Never added the hotkeys for rendering and playing back animation to the menus. woops!
January 25, 2006, 16:47 (GMT)
Orange:

- Missing free in AVI writing
- time counter for animation render wasn't reset to zero on successive
renders.
January 25, 2006, 15:09 (GMT)
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.
January 25, 2006, 12:25 (GMT)
Forgot to pass on current frame number to compositor, when render anims!
January 25, 2006, 10:39 (GMT)
Orange; fresh morning feature:

Image Node now supports animations as well. Press the 'Sequence' Icon in
the node to see the options:

- Frs: the amount of images involved in the sequence
- SFra: start frame, the Blender frame number
- First: the number in the name of the first image in the sequence
- Cycl: make the sequence go cyclic

The images are refreshed on each call to execute the node tree, but not
on advancing frames in Blender... I suspect that might make it to slow now,
will first have to code nice threaded/optimized updates in compositor.
January 25, 2006, 06:28 (GMT)
a touch neater and some comments.
January 25, 2006, 05:14 (GMT)
Dont draw blocks what are outside the the view. - massive speedup with complex sequence's
Revision dc103bc by Ken Hughes
January 25, 2006, 02:18 (GMT)


==bugfix==
Access to G.vd without an active 3D window from sequences during Alt-A
playback caused segfault; check and return if it's NULL, and print an error
to stderr. (Someone should check why viewmove() is being called).
January 24, 2006, 23:02 (GMT)
Orange fix: jitter mask for OSA was off with half a pixel...
There seems to be a wrong offset for non-osa too, will look into that now.
January 24, 2006, 22:07 (GMT)
Made numbuts use non linear rate of change when dragging.
The further you drag the bigger the number gets (like gimp/photoshop brush size slider)
Works for ranges: float buttons bigger then 11 and int buttons bigger then 129.
January 24, 2006, 21:50 (GMT)
Orange: enabled compositing in render pipeline.

- New Node "Composite" is output node that puts composited result back
in render pipeline.
- This then also displays in the render window while editing
- But, only with Scene buttons option "Do Compositor" set
- Then, just press F12 or render anims to see the magic!

For clarity, the former 'Output" node is renamed to "Viewer".
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021