bf-blender / Windows (2004/04/05)

User-contributed CVS development builds. Please test and give feedback!

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gabio
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bf-blender / Windows (2004/04/05)

Postby gabio » Tue Apr 06, 2004 4:12 am

A new build for today!

in mention:
-A new Table... Uv table.
-Some python api work
-Some bug fix.
-Just the new AO integrated and ready to be tested... YEAH!

Commits:

-kester
Log:
Fix only looped sounds play on platforms other than Windows/Apple.

-theeth
Log:
Fix for bug #1109 FollowPath not working with motion blur
http://projects.blender.org/tracker/ind ... 9&atid=125

Log:
Revert the changes I did in solve_constraints.
The real bug is in the matrices blending function which doesn't handle non-uniform scaling correctly.
I've minimized the occurence of the bug by calling the blending function only when the influence is smaller than one (woah, optimisation AND bug fix!)
This should make the bug disappear approximatly 90% of the time since people don't use influence all that often (also, this only applies to constraint that are alone, not using influence IPOs to switch between two constraints).

I'd solve the blending function bug, but I haven't had much time to dig into it really.

Incidently, by reverting to the previous code, this solves bug #1069 http://projects.blender.org/tracker/ind ... 9&atid=125

-ascotan
Log:
- getBones() fixed - returns all armature bones including children

-ton
Log:
- bugfix #1013

When you try to SHIFT+F1 Link a file, but accidentally choose the current
file, the error handling didn't immediately close the file. That can give
problems with saving over with CTRL+W.
Fix is that filesel.c now prevents selecting the current file.

-blendix
Log:
New icons for the sticky / face select state in the UV editor / Image Window.

The png file containing the icons, 'blenderbuttons', was updated to contain
these new icons. It now also contains the icons from the 2.30 ui makeover.
The file had not been updated since then.

Log:
Added hotkeys for sticky / face select in UV editor:
Sticky UVs: Ctrl+C
Local Stikcy UVs: Shift+C
Active Face Select: C

Constrained Scaling / Grabbing in the UV editor. Press XKEY or YKEY to scale
or move only in X or Y direction. XKEY and YKEY previously did mirroring while
scaling. Now mirroring can be done using the MKEY.

Grab, Rotate, Scale, Weld / Align and Mirror were added to a new Transform
sub-menu of the UVs menu.

Log:
New UV Calculation panel and code. The uv mapping function was split up into
multiple functions and partially recoded. Because now all the uv mapping
settings are accessible throught the panel, no popus will be shown when
pressing 'U' to unwrap faces in face select mode. Also From Window to Cylinder
and From Window to Shpere became obsolete, as you can set this in the new
panel.

The panel contains buttons for all the existing uv mapping modes, and the
following settings:

- Cube size: For Cubical unwrapping.

- Radius: Radius for Cylindrical unwrapping.

- View Aligns Face, View Aligns Top, Align to Object: For Cylinder and Shpere.
Respectively means you are in front of the Cylinder/Sphere, look through the
Cylinder, or use the object rotation to determine how the cylinder is
positioned (old Cylindrical unwrapping).

- Polar XZ, Polar XY: With 'View Aligns Top' enabled, defines at which polar
you are looking.

- No Edges, Draw Edges, All Edges: Draw no edges, draw edges z-buffered on top,
draw all edges, without depth test.

All credits for this part (and also at least half of the other UV editor
improvements) go to Jens Ole Wund aka "bjornmose".

Log:
Fixed bug #1006:
In Faceselect Mode, in the Face menu, Copy Vertexcolors, Copy UVs & Textures
and Copy Drawmode did not work.

Also fixed some menu entries redrawing the logic buttons window instead of the
edit buttons window.

-ton
Log:
Eeshlo AO patch, revised

- Ambient Occlusion is a more sophisticated ambient trick, which takes
nearby faces into account by firing a hemisphere of shadow-rays
around. AKA 'dirt shader'.
- Eeshlo made it a Lamp type, which doesn't fit well. I've moved the
settings to the World menu, and let the Material->ambient value control
the amount it contributes
- currently, the AO value is added/subtracted/mixed with the 'diffuse'
factor while shading, before it is multiplied with Material color

Buttons are in new Panel 'Amb Occ" in F8 menu. Note:

- "Dist:" by shortening the length of rays you get subtler effects and it
renders faster too
- "DistF:" the attennuation factor gives control over how the 'shadow'
spreads out.

Further it's just raytracing, so tends to be slooooow.... :)
Here same tricks as for other raytraced scenes apply, especially try to
keep the environment as small as possible (exclude faces from Octree by
giving them no Material Traceable).

I still have to think over a couple of aspects, will await feedback on it:
- AO color? Now it just adds 'white'
- other sampling patterns? I tried dithering, which was so-so
- method of controlling final 'samples' in F10? Might be useful for other
oversampling too (area light) to have it reacting to a percentage or so..

-ascotan
Log:
- quaternion support for bone type
- get/set bone weighting
(python api)

A new build is available
Last edited by gabio on Thu Apr 08, 2004 6:27 pm, edited 1 time in total.

rafael
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Postby rafael » Tue Apr 06, 2004 4:28 am

Oh, what can I say? Thank you! Thank you! Thank you! :D
There are three kinds of people in this world: those who can count and those who can't.

gabio
Posts: 618
Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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Postby gabio » Tue Apr 06, 2004 7:13 am

yes I like this build very much. it realy start to look like 2.33 to me,compare 2.32 to this build... no it's not comparable... game engine is back!
have to sleep. me work too much.

GFA-MAD
Posts: 60
Joined: Wed Nov 13, 2002 7:59 pm

Postby GFA-MAD » Tue Apr 06, 2004 11:55 am

Nearly one build each day ! What a work ! I will test it right now (two weeks of hollidays)

:lol:

GFA-MAD

unions8
Posts: 3
Joined: Tue Jun 10, 2003 10:19 am

Postby unions8 » Tue Apr 06, 2004 12:19 pm

To the AO:
Is it possible that in the future we could get colour bleeding too?

gabio
Posts: 618
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Location: Canada - Québec - Sherbrooke
Contact:

Postby gabio » Tue Apr 06, 2004 1:33 pm

unions8 wrote:To the AO:
Is it possible that in the future we could get colour bleeding too?


look up and read:
I still have to think over a couple of aspects, will await feedback on it:
- AO color? Now it just adds 'white'

pa_furijaz
Posts: 22
Joined: Fri Dec 06, 2002 9:47 am

Postby pa_furijaz » Tue Apr 06, 2004 3:29 pm

How to set, the power, of Ambient Occlusion.
Thanks

gabio
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Location: Canada - Québec - Sherbrooke
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Postby gabio » Tue Apr 06, 2004 4:32 pm

everything is in the new table in world setting...

GFA-MAD
Posts: 60
Joined: Wed Nov 13, 2002 7:59 pm

Postby GFA-MAD » Tue Apr 06, 2004 4:40 pm

Well Gabio, pa_furijaz 's question is good because when occlusion was a light, it was easy to change the power of the light to modify the ambient color.
In the new table, there is no option for the "power" of the effect.

So pa_furijaz, you have to touch the ambient intensity in the material and the ambient color in the world to change the effect of the occlusion.

GFA-MAD

gabio
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Location: Canada - Québec - Sherbrooke
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Postby gabio » Tue Apr 06, 2004 4:54 pm

ha... heu well right. did thought about that

llunasol
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Joined: Fri Jan 23, 2004 12:09 pm

Postby llunasol » Tue Apr 06, 2004 5:41 pm

Uhmm, good one. I had a general feeling that it was easier to set up when it was a light, now GFA-MAD has come with the answer. :) BTW, I thought a good place for the occlution controls could be on the render box (as a new entry for Rendering Engine opening a new tab the same way happens when selecting Yafray) instead of a World parameter. but, well, just an opinion :wink:

crsrma
Posts: 60
Joined: Tue Mar 30, 2004 3:47 pm

Postby crsrma » Tue Apr 06, 2004 8:25 pm

The color bleeding sounds like a fine idea.

Yeah.. 2.33 is going to steamroll the previous official release. Here's hoping optimized builds show up again soon. :)

One thing I keep forgetting to bring up; the Shadow & Spot options are gone from the Hemi Lamp, is this intentional? I've never used those options for a Hemi, but I noticed they were in the official release & not the test builds.

Monkeyboi
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Location: Copenhagen, Denmark
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Postby Monkeyboi » Tue Apr 06, 2004 10:17 pm

llunasol I agree. Why the heck is this a world parameter? This is a rendering feature like 'Shadows' or Motion Blur. The 'Exp' and 'Range' parameters in the World buttons also belong in the rendering tab. Putting these things under World seems very bizzare.

Monkeyboi
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Postby Monkeyboi » Tue Apr 06, 2004 10:21 pm

Forgot to mention: a 'Power' slider would be much apreciated for Ambient Occlusion. This is must have now that it is not a lamp. An independant colour slider wouldn't be bad either.

lusque
Posts: 77
Joined: Wed Oct 16, 2002 9:53 am

Postby lusque » Tue Apr 06, 2004 10:58 pm

wow!!! I tought 2.32 was a revolutionary version, and I see that's happening again :shock:

For the Ambient Occlusion: what about an AOTool like the RadiosityTool?
I mean, instead of a complete raytracing solution, just compute the vertices colors like the rendertime radiosity.
I think it would be faster, especially for animation!

Tankyou developers :D . An awesome work, as always :wink:

PS: sorry for my bad english


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