Blender Git Loki

Blender Git "render25" branch commits.

Page: 21 / 29

March 25, 2010, 16:02 (GMT)
Render Branch: Yet another fix for group transform, it was suffering from
numerical drift, now we backup matrices and restore if they were not modified.

March 25, 2010, 15:21 (GMT)
Render Branch: Fix vertex paint not getting restored after exiting editmode,
and fix the opposite problem when going to object mode from the menu.

March 25, 2010, 14:58 (GMT)
Render Branch: Cloth simulation can now use a group to specify which objects
to collide with, in addition to the effectors group.

March 25, 2010, 14:32 (GMT)
Render Branch: fix rendering another scene from the compositor not working.

March 25, 2010, 13:23 (GMT)
March 25, 2010, 12:02 (GMT)
Render Branch: SSS now works slightly better with render layers, previously
it would assume the material to be on all layers, now it only assumes it to
be on the layers that have an object with the same SSS material.

March 25, 2010, 11:39 (GMT)
Render Branch: object subdivision/displacement can now be cancelled quicker,
and also fixes compositing not being properly cancelled.

March 24, 2010, 18:15 (GMT)
Render Branch: Optimization for pose channel name lookups using a hash, makes
playback in one particular scene with 3 characters go from 10 to 13 fps.

March 24, 2010, 18:14 (GMT)
Render Branch: Evaluation of objects in a dupli group now also is done
scene_update_tagged instead of only during redraw.

March 24, 2010, 18:13 (GMT)
multiply for panorama cameras
March 24, 2010, 17:09 (GMT)
Render Branch: more tweaks to group transform, to get dragon tail working.

March 24, 2010, 16:54 (GMT)
fix for incorrect args, before pyapi fixes these were ignored.
March 24, 2010, 16:28 (GMT)
March 24, 2010, 15:59 (GMT)
Render Branch: tweak to group transform, now group matrix is applied in
where_is_object_time instead of object_handle_update to ensure it is always
applied. Still a problem with dragon tail, will attempt to fix that next.

March 24, 2010, 15:43 (GMT)
Render Branch: forgot a normalize in displacement normal commit.

March 24, 2010, 11:33 (GMT)
Render Branch: displacement now preserves smooth normals from the base mesh,
which got lost due to linear subdivision. It now does this:

final normal = displaced normal + (base mesh normal - subdivided normal)

March 24, 2010, 10:14 (GMT)
Render Branch: linked groups object matrix and data evaluation no longer
happens in group space now, but in scene/world space. This ensures e.g.
gravity goes in the right direction if the group is rotated, or collision
with objects outside of the group works. This only works correct if there
is one instance of the group, but that was the case already.

This also fixes collision with objects in groups not working, and removes
some object_handle_update calls that should no longer be needed in 2.5.

March 24, 2010, 10:07 (GMT)
missed this in the merge too
March 24, 2010, 10:06 (GMT)
fix for merge error
March 24, 2010, 09:07 (GMT)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021