Revision af7b777 by Daniel Genrich October 14, 2008, 11:50 (GMT) |
Bugfix for regression from 2.46 on cloth collisions reported by Daniel Salazar via IRC |
Revision b0b3725 by Ton Roosendaal 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. :) |
Revision 028a107 by Ton Roosendaal October 14, 2008, 10:55 (GMT) |
Bugreport in IRC: Area lamp, "Constant jitterred" had wrong alignment code, causing the "SamplesY" button to overlap others. |
Revision 882997d by Ton Roosendaal 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 |
Revision c515395 by Erwin Coumans October 14, 2008, 06:14 (GMT) |
bugfix: copy/paste bug merged from Bullet main repo into Blender, hope it still can make 2.48 |
Revision e9b4080 by Martin Poirier 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. |
Revision af73c8e by Martin Poirier 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 |
Revision f02f984 by Ton Roosendaal October 13, 2008, 10:03 (GMT) |
Part two of the 2.48 release preparation! (After this svn tag) |
Revision 570c644 by Ton Roosendaal October 13, 2008, 10:01 (GMT) |
Part one of the release 2.48 commit. |
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 |
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 |
Revision 602c784 by Campbell Barton October 13, 2008, 03:55 (GMT) |
missing calls to countall() on switching scenes in the outliner. |
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 |
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. |
Revision 84cf941 by Brecht Van Lommel October 12, 2008, 18:32 (GMT) |
Added a -noglsl option to disable GLSL from the command line. |
Revision 4e7b736 by Martin Poirier October 12, 2008, 17:54 (GMT) |
Multiply by armature inverse matrix to make sure converted bones are where they should be. |
Revision 6d73533 by Martin Poirier 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. |
Revision 1a92054 by Campbell Barton October 12, 2008, 15:35 (GMT) |
hard limit in for bpy material was wrong |
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