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chat icon Blender, Orange branch / Win32 (2006/01/12)

zupermonkey

Posted: Thu Jan 12, 2006 6:46 am
Joined: 06 Jul 2004
Posts: 60
New Orange features, in short:
Ripped from the cvs logs, dated from 2006/01/10 to 2006/01/12


  • Blender General:

    Option in View Properties panel to disable drawing of the dashed "relationship lines"




  • Textures / Texturing:

    Subsurf for UV's (fixes UV distortion issues on subdivision surfaces)
    Image textures use float colors now, when present (including mipmap and AO skycolor)


    © blendix


  • Image Window:

    Float buffer support
    Alpha viewing with checkered backdrop
    Alpha viewing as B/W
    Z-buffer viewing (when available)
    Re-used existing icons in header, no time for fancy design (ton)
    The Z value range is now linearly mapped from camera clipstart to clipend




  • Render Window:

    (ton) recoded the way alpha-only only draws, much faster now
    Backbuffer option uses float buffers
    Sampling with LMB now displays Z values in float range of 0.0 to 1.0
    After rendering, Z values are converted to floats. Also saves in EXR files now.




Download from GraphicAll: click here



The CVS Log Notes:
With all the information you need, from the people behind the features

Quote:

ton:

And now for the real exr fun: float buffer support in Image window!

Image as loaded in Blender (from openexr.com):
http://www.blender.org/bf/exrcurve1.jpg

Image with different white point:
http://www.blender.org/bf/exrcurve2.jpg

Image with white and black point and a curve:
http://www.blender.org/bf/exrcurve3.jpg

Use SHIFT+click to set the black point, and CTRL+click for white point.
The buttons in the panel work too, of course.

The curves work after the black/white range was corrected, so you can stick to curves with a normal 0-1 range.
There's also now a general color curve, marked with 'C' button.

Note; this currently only maps the float colors to a visible 8 bits per channel rect. You can save it, but when the blender file loads the curve or mapping is not executed until you click in the curves... have to look at that still.
Speed for this is also quite unoptimized... still WIP, but fun!



Quote:

campbellbarton:

Fixed bug in convert function with Mesh objects.
Objects with no modifier could still be converted, but resulting meshes were corrupt and segfaulted Blender when cycling edit mode.
This tests each mesh object for modifiers before converting.

Resulting metaballs meshes were not visible in wireframe.

Also made the selection context nicer, All new converted objects are selected while objects that are converted are deselected.



Quote:

blendix:

Apply Subsurf to UV's.

This fixes most of the UV distortion issues with subsurf. Near seams however there might still be some distortion, but this should at least not be worse than before. Subsurf UV is enabled by default on new meshes, and can be enabled in the modifier panel for existing ones.

Before and after:
http://users.pandora.be/blendix/notsmooth.png
http://users.pandora.be/blendix/smooth.png



Quote:

ton:

More work on float/exr buffers;

- EXR now saves and reads Zbuffers correctly
- EXR reading didn't set alpha to 1 yet when no alpha buffer was present

- ImageWindow: the "black point" only checked for the r value... now is OK
- ImageWindow: Curves panal has button "reset"
- ImageWindow: hold LMB drag shows rgba and z values. With SHIFT or CTRL it applies black/white point whilte dragging too
- ImageWindow: saving file copied the entire buffer... removed that. Also made the header print clear; this save only saves in own file type.
- Curves: zoom and drag now gets clamped by the Clipping value
- Imbuf: duplicate buffer only copied one quarter of to new buffer



Quote:

ton:

Added Alpha viewing option in Image window.



Quote:

ton:

ImageWindow goodies

- options to show with alpha-over (checkered backdrop), only alpha (BW) and when available: the zbuffer.
Note: it's icons in the header, I just re-used existing ones, no time now for fancy design. Smile

Also: recoded the way alpha-only draws, also in renderwindow. Mucho faster!

Oh, and sampling the buffer with LMB now displays z values in float range of 0.0 to 1.0. Note that we still save signed int in files for Z...



Quote:

broken:

Added an option in View Properties panel to disable drawing of 'relationship lines' - i.e. the dashed lines that connect objects in parent/constraint/hook/IK relationships. After talking to the others I rolled the Armature-specific one into the same setting for simplicity's sake. We can see how it goes, always possible to put it back.



Quote:

ton:

More float buffer support;

- Image textures use float colors now, when present. Works for mipmap too, and for AO skycolor (probes)
- Backbuffer option uses float buffers too. Note that rendering OSA will resample the backbuffer, filtering it... will need to be solved with the new composit stage
- LMB sampling in image window now shows float color too

+ bugfix in imbuf, filtering for float buffers had an error.



Quote:

ton:

Until now, the zbuffer was written straight from the internal zbuffer, which has values that are inverse-proportional (like 1.0/z) which makes it very hard to use it for postprocess, like zblur or other composit effects that require Z.

Based on info from ILM, the values stored for Z in exr files is the actual distance from a camera. I think that's about time to migrate to that convention!

By default now, after render, the z values are converted to floats. This saves in exr files now, but not in the Iris Z files. That latter was a blender-only anyway, so might be not a real hassle to drop. Smile

You can see the difference in the image window, but notice the range now is linear mapped from camera clipstart to clipend.

Note; I just discover that ortho Z values need a different correction...




ps. There's no option dialog for the primitives-aligned-to-world-patch yet.
That's because the UI code of Blender drives me crazy... bleh

Last edited by zupermonkey on Thu Jan 26, 2006 10:53 pm; edited 1 time in total
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ZanQdo

Posted: Thu Jan 12, 2006 8:00 am
Joined: 11 Apr 2004
Posts: 207
Thanks a lot for the build and for the damm cool feature list Very Happy
_________________
Smile Hosting for your test builds:
GraphicAll.org
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zupermonkey

Posted: Thu Jan 12, 2006 8:36 am
Joined: 06 Jul 2004
Posts: 60
I guess it shows that I really miss those long announcements (weekly community journals) with new features, development news and other nice things to read about Blender... Wink
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cessen

Posted: Thu Jan 12, 2006 8:49 am
Joined: 15 Oct 2002
Posts: 154
Woohoo! Lots of much needed fixes/improvments in this build. It's great to see that the not-so-gloryfull (but equally important) stuff is being taken care of too. Smile

Erm... any chance we could get a Linux build of this?
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cessen

Posted: Thu Jan 12, 2006 9:21 am
Joined: 15 Oct 2002
Posts: 154
Just started messing around with the new build and noticed that the subdivided UV's are displayed in the UV editor. So while they do get rid of nasty distortions, it's a pain in the ass to paint textures for it since you can't export the subdivided UV's to paint on top of. XSI suffers from the same problem (unless they fixed it in 5.0), and it makes things a real hassle.

Don't get me wrong, I really appreciate the subdivided UV's a lot. They're great! It's a huge step in the right direction. But the subdivided UV's really, really need to be displayed.
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M@dcow

Posted: Thu Jan 12, 2006 9:29 am
Joined: 20 Apr 2003
Posts: 95
errr.....so where is this openexr support then? what am I missing?

I want to render my blender scenes in openexr, then post pro them as shown in the images above.....but without any options to save in openexr, where exactly does it fit into my workflow?
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jedrzej_s

Posted: Thu Jan 12, 2006 11:28 am
Joined: 26 Nov 2005
Posts: 36
M@dcow wrote:
errr.....so where is this openexr support then? what am I missing?

I want to render my blender scenes in openexr, then post pro them as shown in the images above.....but without any options to save in openexr, where exactly does it fit into my workflow?


I have this same trouble... and more: I want to open image EXR (from openexr.com) in UV/Image Editor and this EXR has opened, but it doesn't display... Sad. In Blender consol: "Unknown fileformat" ! What does it's wrong ???
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env

Posted: Thu Jan 12, 2006 1:19 pm
Joined: 17 Oct 2002
Posts: 56
Doh! Simple bug: raytraced shadows doesn't appear in the rendering.

EnV
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fobsta

Posted: Thu Jan 12, 2006 2:52 pm
Joined: 12 Jun 2004
Posts: 141
Quote:
Option in View Properties panel to disable drawing of the dashed "relationship lines"


thank you very much!
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PiotrKosmala

Posted: Fri Jan 13, 2006 1:26 am
Joined: 03 Aug 2004
Posts: 9
where is a EXR saver?!? i don't see it at render panel
also
opening a exr file in uv/image window don't work, i don't see a image!

it's a joke? what's up? =)
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zupermonkey

Posted: Fri Jan 13, 2006 3:55 am
Joined: 06 Jul 2004
Posts: 60
Hm, odd... I'm fairly sure the OpenEXR support was really in there. I've even been playing with those sample images, a few hours before I did the latest build (the one I've uploaded to GraphicAll)..

And no, I wasn't dreaming Smile

I'm going to find out why this happened, but will first have to fix some linker errors (not an issue, but I have to re-read the logs to fix it and don't have time for that at the moment)...

I'll let you know when I've updated the build (hopefully WITH exr support).
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J0hann3s

Posted: Fri Jan 13, 2006 9:36 pm
Joined: 01 Jan 2005
Posts: 3
seems this version has some problems with yafray.
it crashes always when photons have to be shot. all the same with xml output.
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cekuhnen

Posted: Sun Jan 15, 2006 2:56 am
Joined: 13 Jan 2003
Posts: 302
also the polygon decimator does not work. it crashes windowsxp on my xeon workstations.
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jedrzej_s

Posted: Mon Jan 16, 2006 10:34 pm
Joined: 26 Nov 2005
Posts: 36
Open EXR work in this build Smile :
http://www.blender.org/forum/viewtopic.php?t=7848

Regards !!!
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