Revision db5f7bd by Campbell Barton January 27, 2006, 14:55 (GMT) |
Fixed a stupid bug when exporting meshes with empty material slots. |
Revision 0a5c995 by Campbell Barton 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. |
Revision 6dbe25d by Campbell Barton 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'. |
Revision 4a52c6a by Ton Roosendaal 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! |
Revision 1ae7fb0 by Jens Ole Wund(bjornmose) 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 |
January 26, 2006, 21:18 (GMT) |
* Put the Add->Group menu in the top info header too. |
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. |
Revision 5e19642 by Campbell Barton January 26, 2006, 15:39 (GMT) |
Speedup by a factor of about 20% |
January 26, 2006, 15:09 (GMT) |
* Never added the hotkeys for rendering and playing back animation to the menus. woops! |
Revision 1cde5ef by Ton Roosendaal 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. |
Revision 9da8961 by Ton Roosendaal 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. |
Revision 7d715c0 by Ton Roosendaal January 25, 2006, 12:25 (GMT) |
Forgot to pass on current frame number to compositor, when render anims! |
Revision 7ce61d0 by Ton Roosendaal 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. |
Revision 39e1043 by Campbell Barton January 25, 2006, 06:28 (GMT) |
a touch neater and some comments. |
Revision d35be5c by Campbell Barton 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). |
Revision b969857 by Ton Roosendaal 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. |
Revision 7bb6986 by Campbell Barton 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. |
Revision f0dae32 by Ton Roosendaal 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". |
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