Cubic Diffuse Shading

When using multiple lamps, it is often evident that the light boundaries give a banding effect. This is common when there's only a linear or quadratic relation involved (x^2), whilst a cubic formula (x^3) would provide more pleasant results.

In the Shaders panel, you now can enforce Cubic correction of diffuse values. This button ("Cubic") just applies an extra (x = 3*x^2 - 2*x^3) "Ease" blending after the diffuse component has been calculated.

See striking results below!

Regular diffuse
Using "Cubic" option
The option can be found here.

Premultiplied Alpha

Images now have a "Premul" option to convert images from Key to Premul alpha, as expected by Blender's  renderer. Most image file formats work with Key alpha, so when using textures with alpha it is recommed to enable this option.

Shadow Buffers

Lamp shadow buffers now have an option to generate multiple shadow buffers (1, 4 or 9) for one lamp, for better quality shadows with less flickering.

There is now also a per-material lamp shadow buffer bias option LBias. This factor is multiplied with the existing the Bias value for each shadow buffer.

Additionally, generating shadow buffers is now multithreaded, with one thread per shadow buffer.

Soft Halos

Halo materials now have a Soft option, to make them appear more volumetric when intersecting other geometry. Below is a comparison before and after. Example .blend file.

Render without and with the Soft option.

Mapping for Duplicated Objects

UV and Orco mapping now have a "From Dupli" option. If the object is duplicated by a particle system, dupliverts or duplifaces, this will then use the coordinates from it's parent. The image shows how it can be used to texture feathers generated with a particle system.


Object mapping has a new "From Original" option, which gives a duplicated object coordinates as if it was in it's original position.
 

Feather UV coordinates from the parent mesh.

Lamp Falloff

New options for controlling a lamp's distance falloff (attenuation) have been added for more control over lighting. The new options are:

Custom Curve

  • This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.

Inverse Square

  • Lamps attenuate according to inverse square law, scaled by the 'Dist' value. Inverse square is a sharper, realistic decay, useful for lighting such as desk lamps and street lights. This is similar to the old Quad option with slight changes.

Inverse Linear

  • Lamps attenuate linearly, scaled by the 'Dist' value. This is the default setting, behaving the same as default in previous Blender versions without 'Quad' switched on. This isn't physically accurate, but can be easier to light with.

Constant

  • Lamps don't attenuate with distance. This is useful for distant light sources like the sun or sky, which are so far away that their falloff isn't noticeable. Sun and Hemi lamps always have constant falloff.