March 17, 2010, 16:02 (GMT) |
option for cyclic time adjustment for nla strips, needed for adjusting the speed of flapping wings |
March 17, 2010, 11:31 (GMT) |
Fix cancelling while computing irradiance cache not responding fast enough. |
March 17, 2010, 10:24 (GMT) |
include library in the tooltip |
March 17, 2010, 09:31 (GMT) |
view selected uses display transform bone |
March 16, 2010, 19:36 (GMT) |
simplify version checking by having addons use same version tuple as bpy.app.version |
March 16, 2010, 17:15 (GMT) |
March 16, 2010, 16:11 (GMT) |
no need to include the setting names in enum items |
March 16, 2010, 14:39 (GMT) |
option to lock alpha while projection painting. |
March 16, 2010, 13:46 (GMT) |
transform marker sync for extend and grab is back. |
March 16, 2010, 13:22 (GMT) |
the string 'Environment' is too long for a pass name, was causing crashes in FSA. use Env instead. |
March 16, 2010, 12:45 (GMT) |
no need to set flat shading for faces manually |
March 16, 2010, 12:44 (GMT) |
adding faces was setting the wrong flag, smooth rather then selected. |
March 15, 2010, 22:03 (GMT) |
Render Branch: don't do shade once trick for strands now, this does not work well at the moment. Full shading also leads to blurry color textures at the moment, will have to think of a way around this. |
March 15, 2010, 20:23 (GMT) |
March 15, 2010, 20:02 (GMT) |
Render Branch: indirect light shading / bump. The bump method settings has been removed and replaced with a shading method setting. There are three options: * No Shading: no bump mapping and assuming lambert shader. * Full Shading: execute BSDF for each ray and includes bump mapping. When combined with irradiance cache, will generally require many more samples for bumped surfaces and execute textures 2x. * Shade Once: execute BSDF once using averaged ligth direction for each RGB channel. Bump mapping is also done after irradiance caching this way. Requires fewer samples in irradiance cache and only needs to do textures once. This is basically the trick from "An Approximate Global Illumination System for Computer Generated Films" used by Dreamworks. Decided to use averaged light direction instead of spherical harmonics, uses less memory and these can be used with BSDF's. This trick is not really accurate but seems believable enough for e.g. Minnaert and Oren-Nayar shaders, though for example with Toon it fails to give similar results. This commit also fixes AO falloff strength not being taken into account. |
March 15, 2010, 14:16 (GMT) |
Render Branch: move displacement code into own file, and some code cleaning for transforming mesh normals. |
March 15, 2010, 13:47 (GMT) |
Render Branch: tweak to ambient occlusion multiply mode, now it is also applied to env/indirect intead of only direct light. |
March 15, 2010, 12:35 (GMT) |
Render Branch: make displacement work with flat shading, previously would not have properly set normal giving strange result, though in general it's best to use smooth shading for displacement to avoid discontinuities at the edges. |
March 15, 2010, 12:02 (GMT) |
March 15, 2010, 11:45 (GMT) |
Wkey in uv editor brings up weld/align menu rather then welding. |
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