Blender Git Commits

Blender Git "master" branch commits.

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July 30, 2004, 09:55 (GMT)
Added a line in 'make release' that moves the .blender directory to the
MacOS directory.
July 30, 2004, 05:18 (GMT)
First of all thanks Kent Mein for committing the fix to space.c and Peter den Bak for reporting and testing it.

- making Blender not warn about 2.34 scripts, as Ton requested. Will turn this on again before release;
- small fix to the new helpwebsites and helpsystem additions in BPy_menus.c, should solve problem reported by Jean-Luc Peurière about empty menus on startup;
- updated version info of a few scripts to 2.34, since they use recently added bpython api functions.
July 29, 2004, 23:21 (GMT)
python scripts are not found if they are not placed in a .blender folder
inside MacOs folder of bundle.

their previous location (ressource folder) would however be more logical.
July 29, 2004, 20:50 (GMT)
Attempt #3 (or so) to solve the "weird buggy" hardness slider updates. :)
Revision cfbe0f3 by Kent Mein
July 29, 2004, 19:10 (GMT)


Willian's patch for enabling the menus again.

Kent
July 29, 2004, 18:51 (GMT)
Reflection caustics did not work, fixed.
Note to users: even when you only want reflection caustics (metals/mirrors)
you have to set a IOR value higher than 1, similar to glass materials.
The higher, the brighter the caustics.

That should be it...
Revision 6bcf9d5 by Matt Ebb
July 29, 2004, 14:12 (GMT)
Panel layout tweaks courtesy of Chris 'Desoto' Burt, and
Emilie 'hmetalcowgirl' McDavid
July 29, 2004, 13:57 (GMT)
Circle select (B+B) had drawing error, a missing segment in the circle.
Revision 3b29759 by Matt Ebb
July 29, 2004, 12:13 (GMT)
And the necessary scripts.
Revision 28f0f2d by Matt Ebb
July 29, 2004, 12:12 (GMT)
Help menu!

Thanks to Willian for integrating the webbrowser module.

Some of the URLs (Python reference, Release notes) will
need to be updated upon release. These are contained in
http://www.blender3d.org/Help/index.php
July 29, 2004, 12:00 (GMT)
some code cleanup. minor bug fixage: don't try to free null ptrs.
accidentally ran CurNurb.c thru indent utility Doh!
Revision 8ccd19e by Matt Ebb
July 29, 2004, 05:03 (GMT)
A hopefully less weird way of doing the selection mouse
button user preference
Revision 82ccbd8 by Matt Ebb
July 29, 2004, 03:05 (GMT)
A few small language/labelling edits to these bundled
scripts
Revision 891b749 by Matt Ebb
July 29, 2004, 02:35 (GMT)
Removed an unnecessary separator in the Object/Mesh->
Scripts menus
Revision 91d782e by Matt Ebb
July 29, 2004, 02:25 (GMT)
Fixed up the layout and language of the
View Properties Panel.

(reminder: http://www.blender3d.org/cms/Language_and_terminology.338.0.html )
July 29, 2004, 00:12 (GMT)
First victim of the hurried work, halo spots always cast shadows.
So removed 'ray shadow' button for that case.
So what I said in the previous commit is not true, with halo for
spots enabled, shadows are always cast, and cannot be disabled, sorry...
July 28, 2004, 23:45 (GMT)
bug correction for bundle creation on OS X.
July 28, 2004, 22:37 (GMT)
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.

Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.

Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.

Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.

Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.

And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.

Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.

Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
July 28, 2004, 21:31 (GMT)
Change in handling of ui_do_buttip(). It doesnt use the global var, but
gets it as argument. Potential fix for windows crash
Revision 284b4f4 by Roel Spruit
July 28, 2004, 21:00 (GMT)
added correct include paths for radio.h (for msvc debug build) and removed weird local includes (c:blender...) in BPY_python projectfile
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