People in blendercoders seem to think they need to pay attention to rigid, conservative users.....ok...so I moved the selection-> center snap in the shift-s menu to place number 5....sigh
modules.
* .setLocation(), .setDeltaLocation() and .setEuler() now can accept 3 floats
or a list of 3 floats.
This finally makes the following possible:
obj.setLocation (obj.getLocation())
obj.loc = obj.loc
Of course this applies to the other functions as well.
this is part 1 of the UI makeover. It has:
- menu system from Matt integrated
- buttons drawing from Matt
- generic button panel system implemented
- converted displaybuttons (not the rest yet)
- cleaned up a lot in drawing spaces itself, to make it aligned and pixel exact.
- cleaned loads of little compiler warnings, protos...
still a lot of work needed, will all be in next week i hope!
(warn: 2 new c files! butspace.c and buttons_scene.c)
1. Rendering with material without radio flag sometimes caused scanline
errors. The 'rad' value for rendercore loop wasn't reset in all cases
2. The color didn't truely match the color when using 'radio tool'.
Cleaned up a few old lines in rendercore loop... accidentally one
calculation was done double.
3. When adding new radiosity block, 'max iterations' is set at 120. this
prevents noobies/experiment from going into radio-solving with a long
itteration time (it exits at convergence < 0.1)
key, among which is a crash related to lensflares rendering even though no
render buffer exists (after pressing ESC). Fixed this one. Be sure there
are more! :)
Multiple environments now can be rendered in one pass. Previously the other objects with environment maps didn't show up in a reflection. Like this:
http://www.blender.org/bf/dep.jpg
By default, Blender renders now this result:
http://www.blender.org/bf/dep0.jpg
For a further 'recursive ray-tracing effect' you can give each EnvMap texture a higher "Depth" value. Here is a result with depth set at '2':
http://www.blender.org/bf/dep2.jpg
Related new options:
- in (F10) DisplayButtons, environment map rendering can be turned on and off.
- in EnvMap texture buttons you can free all environment maps
- Environment map sizes are also reduced with the (F10) 'percentage' option.
Tech note: with this commit the VlakRen struct has on *ob pointer!
- "Seperate loose parts" is an option in the new pkey popup (in mesh editmode) that seperates a mesh based on objects in it that are not connected.
- "Select same uv" is an option in the wkey popup (in facemode) that selects all faces in the mesh that have the same uv texture assigned as the current active face.
ps. first commit! I hope I can live up to expectations...but don't expect too much! :D
- Object: implemented getBoundBox and makeDisplayList methods
- NMesh and Object: small internal changes for nicer behavior
- Draw: added function PupMenu
- Docs: updated for the additions above
Auto build tiny fix: added the imbuf include dir to source/creator/Makefile.am
- Window: implemented .SetCursorPos, .GetViewMatrix, .GetViewVector
- Lamp: .setDist was not in the methods table:
Fix by new bpython developer Stephen Swaney
- Scene: .frameSettings was crashing Blender (pointed by jms)
- Added site dirs to sys.path (patch by Stephen Swaney)
- NMesh: small internal change (added pointer to parent object)
- Object: function NMesh_FromPyObject has a new arg: pointer to obj
- Docs: added docs for implemented functions, plus some more info
I must have been looking outside when writing those functions :) They
accessed the dloc values instead of the loc values. Doh
* Minor cleanup in Object.h
when you choose a window with no header, go to 'full window mode',
sometimes the header was still drawn. fixed it with a more strict
test in the drawing call.
"Waste cpu while rotating view"
I added a tiny idle in the 'wait_for_statechanged' call, I suspect
ghostwinlay returns events while holding mousebutton...
synchronization (framedrop) in ALT-A and synchronization to audio strips)
off by default when loading old .blend files or old ~/.B.blends.
This, however, makes the audio sequencer unusable by default, ALT-A will
not show realtime on complex scenes, and the "Frs/sec" value will be
ignored.
based on the assumption that if any of the faces attached to any of the
edges that have been extruded were "smooth", the result should also be.
(There is no other way to detect this, as edges don't have a "smooth" flag :-))
- changed function drawcircball() in source/blender/src/drawobject.c. Circle is computed faster (no 32 calls of sin() and cos() each time witch same results).
- added new MetaElem types (plane, elipsoid and cube) old TubeX, TubeY and TubeZ will not be supported
- new buttons in Edit button window (dx, dy, dz)
- added new items into the headers menu and toolbox menu
more details at: http://blender.webpark.cz
- Window: added .GetCursorPos()
- Lamp: updated for NoDiffuse and NoSpecular modes
- Registry: new module to handle persistent data
- vector: made it correctly print only 3 values when vec->size==3:
Fixes nmvert coords printed with a 4th 0.0 coordinate
- Text: fixed crash on startup (Python 2.3, linux):
added definition of the Text pyobject earlier, in Types.c
- the link order for Blender has changed, the libradiosity.a has to be moved after the librender.a (obviously for a new dependency!). Check blender/source/Makefile
- there's a new file: blender/source/radiosity/intern/source/radrender.c
Here's what the new code does:
Using the core routines of the Radiosity tool, each renderface with 'emit material' and each renderface with 'radio material flag' set will be used to itterate to a global illumination solution. Per face with high energy (emit) little images are rendered (hemicubes) which makes up lookup tables to 'shoot' its energy to other faces.
In the end this energy - color - then is directly added to the pixel colors while rendering, Gouraud shaded.
Since it's done with renderfaces, it works for all primitives in Blender.
What is doesn't do yet:
- take into account textured color of faces. Currently it uses the material RGB color for filtering distributed energy.
- do some smart pre-subdividing. I don't know yet if this is useful... Right now it means that you'll have to balance the models yourself, to deliver small faces where you want a high accuracy for shadowing.
- unified render (is at my todo list)
User notes:
- per Material you want to have included in radiosity render: set the 'radio' flag. For newly added Materials it is ON by default now.
- the Ambient slider in Material controls the amount of radiosity color.
- for enabling radiosity rendering, set the F10 "Radio" button.
- the Radiosity buttons now only show the relevant radiosity rendering options. Pressing "collect meshes" will show all buttons again.
- for meshes, the faces who use Radio material always call the 'autosmooth' routine, this to make sure sharp angles (like corners in a room) do not have shared vertices. For some smooth models (like the raptor example) you might increase the standard smoothing angle from 30 to 45 degree.
Technical notes:
- I had to expand the renderface and rendervertices for it... shame on me! Faces have one pointer extra, render vertices four floats...
- The size of the hemicubes is now based at the boundbox of the entire scene (0.002 of it). This should be more reliable... to be done
- I fixed a bug in radiosity render, where sometimes backfaces where lit
In general:
I'd like everyone to play a bit with this system. It's not easy to get good results with it. A simple "hit and go" isn't there... maybe some good suggestions?