bf-blender / Windows (2004/04/16)

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gabio
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Location: Canada - Québec - Sherbrooke
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bf-blender / Windows (2004/04/16)

Post by gabio » Sat Apr 17, 2004 12:00 am

A new build for today

scons, msvc6.

Mention:
-bugfixs
-manual AA in yafray panel
-armature debug
-some work on bound in game engine
-improved AO,
-Break of compatibility with 2.25 runtime file; signature is no more.

Commit:

-ascotan
Log:
- parenting checks for bone additions to armature
- update to addBone parenting transform code
- hide/unhide bones
- draw axes/draw names
- clear parenting and clear children from bones - removes childbase links from bone and set as root or remove parenting and set as root

-sgefant
Log:
fix for bug #1144:
the tooltip of the To: field of a message actuator was saying that
messages will only be sent to objects with a property of that name,
while in fact it was sent to objects with that name.

Unfortunately, the GameKit (and probably other documentation, too)
is wrong about this as well.

corrected the tooltip to reflect what's actually happening

-Johnny Matthews (guitarGeek)
Log:
Added "Auto AA" toggle in Yafray Render panel defaulted to On (current functionality AA is determined by OSA and GI quality settings)

When disbaled, 2 number buttons appear to allow setting manual AA passes and AA samples.

-ton
Log:
Bug fix 1161

Rendering showed stripes in scanlines, caused by not re-initializing the
horizon and zenith colors for the AO "only sky color" type.

-kester
Log:
Increased maximum mass to 10000.
Added "%x4" to the end of "Polyheder" in drawtypes menu.

Log:
Improved rigid body handling for non spherical bounds type.
Polyheder dynamic objects are now converted properly.

-ton
Log:
Improved sample pattern for AO. It used to jitter locatations within
a UV Sphere which isn't a very uniform distribution on a sphere.
Now I itterate a evenly distributed set of points on sphere, and use that
by random rotating the entire sphere for each pixel.

http://www.blender.org/bf/samp3.jpg
http://www.blender.org/bf/samp4.jpg

Both pics same rendertime, 36 AO samples. Quite a difference, eh!

Will put html page for release up.

-jesterking
Log:
This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.

Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.

Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).

Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.

A new build is available
Last edited by gabio on Wed Apr 21, 2004 5:37 am, edited 1 time in total.

SamAdam
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Joined: Thu Mar 04, 2004 1:28 pm
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Post by SamAdam » Sat Apr 17, 2004 4:05 am

Both pics same rendertime, 36 AO samples. Quite a difference, eh!
for ton's improved AO fix, do you mean 6 samples? or 16? or do you have some magic way to get more than 16 samples?

And the slider on the new AA samples box for yafray is pretty big. Does anyone use 2048 samples?

yamyam
Posts: 16
Joined: Mon Oct 14, 2002 8:39 am

Post by yamyam » Sat Apr 17, 2004 5:41 am

Thank you gabio and all coding gurus! :D

Especially I want to say thanks to kester. Rigid body and game speed improvement is really nice!

Erufailon
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Joined: Wed Jan 07, 2004 11:48 am

Post by Erufailon » Sat Apr 17, 2004 10:14 am

Where can requests be posted? Like it would be nice to have manual settings for the number of samples for pathlight and hemilight in yafray, just like we have now for AA.

@ner
Posts: 7
Joined: Thu Feb 12, 2004 7:47 pm

Post by @ner » Sat Apr 17, 2004 12:08 pm

bug found: mist don't work when ambient occulasion is on.

block01cube
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Joined: Sat Apr 17, 2004 12:02 pm

Post by block01cube » Sat Apr 17, 2004 12:09 pm

I would love to see an option for manual control of the angle_threshold and shadow_threshold variables for cached pathlight.

It would be cool if an "advanced" button was created in the blender exporter, which would bring up another tab or small window which would allow you to set all of the yafray render variables manually.

Infinite thankyous to everyone involved with Blender and YafRay!!!!

Cheers,

b01c

Monkeyboi
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Joined: Tue Nov 26, 2002 1:24 pm
Location: Copenhagen, Denmark
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Post by Monkeyboi » Sat Apr 17, 2004 1:32 pm

The rigid bodies have really taken me by surprise. Now there it is much more needed to have a way to use the physics for rendering and not just the game engine.

solmax
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Joined: Fri Oct 18, 2002 2:47 am
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Post by solmax » Sat Apr 17, 2004 2:37 pm

i still have problems with rigid bodies. not sure how bouncing is calculated, but right now it's not possible to simulate a simple cube according to real world physics - it bounces higher and higher, going wild ;) i suppose it's not as simple as turning down the value of some variables in the code, because otherwise it would have been already done, right?

marin

dmao
Posts: 5
Joined: Wed Apr 07, 2004 3:12 am
Location: New Orleans, LA

Post by dmao » Sat Apr 17, 2004 5:57 pm

Thanks for the great build!

To solmax:
Try increasing the cube's "Form" in the Logicbuttons. Also make sure the mesh isnt rotated. You're free to rotate the object of course, but if the mesh itself rotated, the bounding box won't fit closely.

Saluk
Posts: 110
Joined: Wed Oct 16, 2002 6:52 am

Post by Saluk » Sat Apr 17, 2004 7:00 pm

I was playing around with driving a polyheder rigid body box around on a plane with a few other boxes, when I ran into one of the boxes blender crash-quit.

The boxes are dynamic objects with box bounds.

I have managed to repeat this crash.

Yeah, it seems to crash whenever a polyheder bound object comes in contact with a box bound one.

jesterKing
Site Admin
Posts: 207
Joined: Fri Oct 18, 2002 12:48 pm
Location: Finland

Post by jesterKing » Sat Apr 17, 2004 8:09 pm

Saluk wrote:I was playing around with driving a polyheder rigid body box around on a plane with a few other boxes, when I ran into one of the boxes blender crash-quit.

The boxes are dynamic objects with box bounds.

I have managed to repeat this crash.

Yeah, it seems to crash whenever a polyheder bound object comes in contact with a box bound one.
Kester has already committed a fix for this (in Solid code).

/jesterKing

GFA-MAD
Posts: 26
Joined: Wed Nov 13, 2002 7:59 pm

Post by GFA-MAD » Sat Apr 17, 2004 8:43 pm

Ooops, I'me late ! :oops:
So, first at all, thanks for this build !
The new rigid bodies are impressive...but seems to works fine only for sphere and cube. With cylinders, There are strange results !
There are always problems with the Game Engine (See bug tracker).

And I like the AO feature ! So fun :D

Good work !

GFA-MAD

Zsolt
Posts: 4
Joined: Thu Oct 17, 2002 9:39 pm

Post by Zsolt » Sat Apr 17, 2004 10:25 pm

Thanks for this newest build!

The one thing I gotta ask is this: will there ever be a newer Blender version that can make executables from game .blends? Because I've only just realized the possibilities of the standalone creater, and I don't want to have to load up the old 2.25 version whenever I need to make an exe.

Keep it up!

Zsolt

gabio
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Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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Post by gabio » Sun Apr 18, 2004 1:01 am

yes, runtime will be back, see the "save runtime" in the file menu...
Some work have to be done before then, but it will work(i hope).

Thanks to everyone for replying, and keep bugtracking. :o

Netspider
Posts: 6
Joined: Fri Nov 08, 2002 10:32 pm

AO Button, wrong tooltip.

Post by Netspider » Mon Apr 19, 2004 12:27 am

Tip still says "Toggle Starfield Generation" for the Ambient Occlusion button.

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