Revision ef1b7a5 by Nathan Letwory February 7, 2006, 21:24 (GMT) |
==SCons== + 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux only, but was only linking issue, so should work on other platforms too). NOTE: I noticed some compileflags for GE specific libs that were left out - I re-enabled them in the SConscripts, but I'm going to do a test build my- self now, so if there are problems with them on win32, I probably already know about them :) |
Revision b11c92c by Nathan Letwory February 7, 2006, 21:12 (GMT) |
==SCons== * use proper seperator instead of *nix-only / |
Revision 27110ec by Nathan Letwory February 7, 2006, 21:04 (GMT) |
==SCons== - remove blenderdummy.cpp from list, so that elbeem actually works |
Revision 78c87ab by Ton Roosendaal February 7, 2006, 19:59 (GMT) |
Wanted feature for curves: a render-time resolution. This option is located under the 'def resolu' button. If not zero, it assigns this resolution to a curve on render. Also copies with ctrl+c menu. |
February 7, 2006, 19:04 (GMT) |
Add the WITH_OPENEXR to sconscript. I needed this for toni's latest SceneRender stuff to work. Strange that it worked ok on his computer without this. |
Revision 3fe6fca by Toni Alatalo February 7, 2006, 18:33 (GMT) |
additions to make the orange rendering preparation script work, sorry undocumented again (we are testing this now and gotta commit to get this to other compus at studio, Stivs make a note to bug me about the doc or someone add it.. :o) |
Revision 617b7b0 by Ton Roosendaal February 7, 2006, 18:32 (GMT) |
Further tweaking group appending... Previous commits attempted to link objects in a group to the scene, when appending the group. Unfortunately... a single append then also linked objects from previously linked groups. This is still a bit messy, mostly caused by the way how appending now is coded. At least things work as expected now! |
Revision 59d6781 by Ton Roosendaal February 7, 2006, 17:44 (GMT) |
Orange-reported vectorblur bug: when using autosmooth, the amount of vertices differed on previous/next frame, causing speedvector calculus to be skipped. Now that worked OK, where it not that non-existing speed vectors were not initialized zero while rendering... Also another issue showed up with autosmooth. When using exact smooth angles (like 30 degrees) on a model that has been spinned with exactly 30 degree steps, the autosmooth gave different results on each frame... and only when compiled in O2 (probably thats doing bad float rounding). Solved this by just adding 0.1 to the user defined smooth angle. |
Revision e4a0390 by Ton Roosendaal February 7, 2006, 15:50 (GMT) |
Group Nodes made functional: each group now can be re-used (instanced) with SHIFT+G. This works as well for local groups as library-linked groups. Also fixed that group nodes were copying internal data to the outside, which made it impossible to use the socket-buttons to set individual values for each group-instance. Library-linked groups are prevented from editing. But, try to open a group and it will give a request for 'make local'. The make local rule is identical to other library data in blender, meaning: - if all users of the library data are local -> the library data is flagged 'local', and if needed a unique name is made - if there's mixed users (local and from other library data) it makes a full copy, and assigns this copy to all local users. |
February 7, 2006, 13:05 (GMT) |
* If an empty is a forcefield, scale the 3D forcefield shape with the empty drawsize |
Revision 47054d0 by Ton Roosendaal February 7, 2006, 11:39 (GMT) |
Added "Blur factor" button in Vector Blur node, which scales the speed vectors. It's actually shutter speed, but in this case works identical to the old motionblur 'blur fac' button. Note; the "Max Speed" button only clips speed, use this to prevent extreme speed values. Max speed applied before the scaling happens. |
Revision 682c1df by Campbell Barton February 7, 2006, 10:50 (GMT) |
This script sets the UV mapping and image of selected faces from adjacent unselected faces. Use this script in face select mode. Note- If you make new faces between faces that are alredy UV mapped there is currently no way to say- map from others... this script does exactly that. and can save a lot of time manually moving and welding UV coords one by one. Its realy usefull for mapping after a scanfill too. |
Revision 02a9f2c by Campbell Barton February 7, 2006, 03:58 (GMT) |
works with free verts and a bit faster |
Revision caf383a by Chris Want February 7, 2006, 03:58 (GMT) |
Cleaning up some bad stuff from the merge in the release/ directory. Somebody with good knowledge of the current state of icons should probably check blenderbuttons for correctness. Also, splash.blend was corrupt, so I restored the old version, but it says 2.40... |
Revision af4f110 by Campbell Barton February 7, 2006, 03:41 (GMT) |
From __bpydoc__ This script relaxes selected UV verts in relation to there surrounding geometry. Use this script in face select mode. Left Click to finish or wait until no more relaxing can be done. |
Revision 2c35988 by Chris Want February 7, 2006, 03:37 (GMT) |
Needed to add zbuf_accumulate_vecblur() to the stubs.c for correct linking of the blenderplayer. |
Revision f45546a by Ton Roosendaal February 6, 2006, 22:11 (GMT) |
iImage based Vector Blur After a couple of experiments with variable blur filters, I tried a more interesting, and who knows... original approach. :) First watch results here: http://www.blender.org/bf/rt0001_0030.avi http://www.blender.org/bf/hand0001_0060.avi These are the steps in producing such results: - In preprocess, the speed vectors to previous and next frame are calculated. Speed vectors are screen-aligned and in pixel size. - while rendering, these vectors get calculated per sample, and accumulated in the vector buffer checking for "minimum speed". (on start the vector buffer is initialized on max speed). - After render: - The entire image, all pixels, then is converted to quad polygons. - Also the z value of the pixels is assigned to the polygons - The vertices for the quads use averaged speed vectors (of the 4 corner faces), using a 'minimum but non-zero' speed rule. This minimal speed trick works very well to prevent 'tearing' apart when multiple faces move in different directions in a pixel, or to be able to separate moving pixels clearly from non-moving ones - So, now we have a sort of 'mask' of quad polygons. The previous steps guaranteed that this mask doesn't have antialias color info, and has speed vectors that ensure individual parts to move nicely without tearing effects. The Z allows multiple layers of moving masks. - Then, in temporal buffer, faces get tagged if they move or not - These tags then go to an anti-alias routine, which assigns alpha values to edge faces, based on the method we used in past to antialias bitmaps (still in our code, check the antialias.c in imbuf!) - finally, the tag buffer is used to tag which z values of the original image have to be included (to allow blur go behind stuff). - OK, now we're ready for accumulating! In a loop, all faces then get drawn (with zbuffer) with increasing influence of their speed vectors. The resulting image then is accumulated on top of the original with a decreasing weighting value. It sounds all quite complex... but the speed is still encouraging. Above images have 64 mblur steps, which takes about 1-3 seconds per frame. Usage notes: - Make sure the render-layer has passes 'Vector' and 'Z' on. - add in Compositor the VectorBlur node, and connect the image, Z and speed to the inputs. - The node allows to set amount of steps (10 steps = 10 forward, 10 back). and to set a maximum speed in pixels... to prevent extreme moving things to blur too wide. |
Revision 4c59280 by Brecht Van Lommel February 6, 2006, 20:24 (GMT) |
ABF: - Improved splitting of quads, which helps to avoid some degenerate triangles. - Also improvements to choosing pins to preserve symmetry better in a few typical cases. |
Revision 93dee28 by Ton Roosendaal February 6, 2006, 19:29 (GMT) |
Sky textures were using wrong pixel-size vectors, so images got sampled totally blurred. Thanks plumiferos team for the poke! |
Revision b5cbd1c by Peter Schlaile February 6, 2006, 19:27 (GMT) |
Fixed problem spottet by Ken Hughes, that prevented FFMPEG-output with NTSC target from working (floating point exception). Fixes bug #3879 from the bug tracker. |
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