Blender Git Loki

Blender Git "render25" branch commits.

Page: 24 / 29

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.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021