Revision 73da80e by Ton Roosendaal March 16, 2006, 20:42 (GMT) |
We're now doing final conversions... float exrs to dpx amd png. Found a couple of bugs in the new float support in sequencer; - when effects have float buffer input, the effect strip itself only got byte buffers assigned, which bypassed the float versions of effects - the float version of cross effect used ints to fade... should be float - tests if an effect should be recalculated didn't check for float yet - display of float buffer in sequencer preview showed black when no byte rect was in imbuf Peter; we need this urgent, so I commit now.. check if this is according to how you thought floatbuffers to work? thanks! |
Revision fd54be1 by Nathan Letwory March 16, 2006, 19:16 (GMT) |
==SCons== * Link to png_st. Jens reported linking with dynamic lib crashed, but with static doesn't. |
Revision e4439dd by Geoffrey Bantle March 15, 2006, 20:53 (GMT) |
2 New tools, 'Loop to region' and 'Region to loop' -> Loop to Region Examines the current set of selected edges and seperates them into groups of 'loops' that each bisect the mesh into two parts. Then for each loop it selects the smaller 'half' of the mesh. Example images: http://www.umsl.edu/~gcbq44/looptoregion2a.jpg http://www.umsl.edu/~gcbq44/looptoregion2b.jpg This tool handles multiple loops fine as is shown by these images: http://www.umsl.edu/~gcbq44/looptoregion1a.jpg http://www.umsl.edu/~gcbq44/looptoregion1b.jpg Furthermore it handles 'holes' just fine as well: http://www.umsl.edu/~gcbq44/looptoregion3a.jpg http://www.umsl.edu/~gcbq44/looptoregion3b.jpg -> Region to Loop This is the 'logical inverse' of loop to region. Example: http://www.umsl.edu/~gcbq44/regiontoloop1a.jpg http://www.umsl.edu/~gcbq44/regiontoloop1b.jpg Both features can be accessed by the 'Edge Menu' in EditMode (CTRL-E). |
Revision e2660f6 by Ton Roosendaal March 15, 2006, 20:41 (GMT) |
Dang... on background rendering (renderfarm) the user preset for temp dir isn't set. Hardcoded it to /tmp/ now. Have put on list this requires a better solution (same issue open for yafray afaik) |
Revision b8cde00 by Ton Roosendaal March 15, 2006, 18:16 (GMT) |
Bugfix: In sequencer, duplicating effects crashed due to calling a NULL callback. |
Revision c8d2950 by Ton Roosendaal March 15, 2006, 15:06 (GMT) |
mmap allocs now fall back on regular malloc when mmap fails. |
Revision 578ab76 by Ton Roosendaal March 15, 2006, 10:44 (GMT) |
Bugfix: when compositor reads incomplete renders, when using the new render option "save result to disk" and ESC from rendering, it crashed... Note; reading partially saved exr files still crash... but that's an issue within the openexr lib. I've mailed the openexr dev list for assistance how to properly close a partial saved tile-file. |
Revision 6bc3f0f by Ton Roosendaal March 15, 2006, 10:18 (GMT) |
Silly copy/paste error enabled the 'save render to file' option always... now the button works as meant to be. Still working on the feature though... I noticed exr files dont read back when only part was saved (on user break). Working... |
Revision e91dddc by Ton Roosendaal March 14, 2006, 21:58 (GMT) |
Bugfix: Node editor, ALT+G "UnGroup" crashed when group was editable. Now it exits this editing mode, and ungroups nicely. |
Revision ea9866a by Ton Roosendaal March 14, 2006, 21:29 (GMT) |
Memory saving for large renders: New option "Save Buffers", in first Output panel of renderbuttons, will not allocate all render buffers, but instead save the rendered tiles to exr. For each scene rendered, a single exr file then is created. After rendering, the files get read, and only then the memory allocation is done. The exr files are saved in the temp dir (from user settings), and have names derived from the filename+scene name. That way these buffers remain relatively unique, and can be re-used later too. Saving all render-layers and passes in a single file (as F3 command) will be done later. Also reading back the current muli-layer exr files is not supported yet (will read black). The purpose is that these files then can be used as input for the Compositor. One fun thing I added; after rendering once with this option, close Blender, and restart it. If you have a Composite set up press 'R' on an active RenderResult node. This will refresh the node(s) and load the exr, so you can composite again without a re-render. |
Revision afc8dec by Campbell Barton March 14, 2006, 20:28 (GMT) |
Small updates to import images in win32. |
Revision afeba94 by Campbell Barton March 14, 2006, 20:27 (GMT) |
Support win32 paths. |
Revision 6401244 by Ton Roosendaal March 14, 2006, 20:01 (GMT) |
Crashfix in compositing RenderLayer that doesn't exist... can happen on appending a scene, which used again another scene to do compomagic with. :) |
Revision c538f3e by Stephen Swaney March 14, 2006, 18:28 (GMT) |
tweak SCons to use Split() to parse BF_DEBUG_FLAGS and BF_PROFILE_FLAGS properly when they have multiple options. |
Revision fe3506f by Ton Roosendaal March 14, 2006, 17:48 (GMT) |
WIP commit on getting the 'render result layers' saved in a single file. Previous fix accidentally committed parts of that... :) Note: it is currently disabled still... will commit the real version soon. |
Revision e3fb99a by Ton Roosendaal March 14, 2006, 17:44 (GMT) |
Urgh... the commit to free texture images always also did it for preview... |
Revision 705beae by Ton Roosendaal March 14, 2006, 13:26 (GMT) |
Made 'free texture images' default for a while... gives too many errors for stressed artists who forget it. Will rewind later. :) |
Revision cf6c497 by Nathan Letwory March 14, 2006, 12:20 (GMT) |
==SCons== * CC and CXX for linux2 |
Revision 0b80330 by Ton Roosendaal March 14, 2006, 11:29 (GMT) |
CTRL+C copy menu now has "Copy UV orco" for curves/surfaces |
Revision ba12d90 by Ton Roosendaal March 14, 2006, 10:56 (GMT) |
When faces are extremely small (like 0.01 size of pixel), the UV calculus for faces can give inaccuracies resulting in UV values in the hundreds range. The UV values now are being clipped. This should fix weird 'shooting lines' for vectorblur on hair renders. |
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