bf-Blender / Windows (2005/09/27) + 3 patch

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

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lguillaume
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Joined: Tue Jan 04, 2005 10:25 pm

bf-Blender / Windows (2005/09/27) + 3 patch

Post by lguillaume » Wed Sep 28, 2005 2:02 pm

Hello new compilation, Bullet GE and 3 patch :
- Particle patch
- Buttons PyEval, look demo
- Shader Ashkhmin

In CVS :

ascotan wrote:Theeth's mathutils patch
- adds intersections for lines
- triangle area
- tracking quaternion from vector
- some helpful normal calculators
ton wrote:Cleanup and new features for vertex keys.

User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html

- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI. :)

- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)

- Added a Shape Panel in the Edit buttons with the various options

- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.

- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
ton wrote:Quick fix; "delete shape key" didn't work without IpoWindow open.
ton wrote:Two more 'shape' fixes;

- adding new Shape didn't set correct Ipocurve code... so you could not
even add new curves
- the keylines (first channel) always came back in display... ancient error
pidhash wrote:adding sort files in fileselect window by extensions
adding sort by extension in filselect window
ton wrote:Action editor: drag with LMB did three redraws... causing slowdown. Bug
since 2.0 it seems.
ton wrote:Maintenance commit;

- *Giant* speedup for LMB frame-dragging in ipo/action/nla windows. It was
calling a routine that accessed frontbuffer drawing.... a very old patch
for SGIs even! :)
- Prepared code for support of unlimited Shape keys
- Curve objects didnt draw correct for selection-outline option
ton wrote:Ftgl patch for texture fonts got lost... somehow. That made them much
slower than pixmap fonts. Test on buttons window CTRL+ALT+T timer shows it
goes down from 2500 to 100 on this commit. :)
ascotan wrote:- added some equivalency testing for vector classes
>, >=, <, <= test vector magnitude
==, != test vector values 'within epsilon' :)
- inspired by ideasman
ascotan wrote:added the method saveRenderedImage to the RenderData object
- should allow users to render a filename.extension to the render path
Example:

Code: Select all

import Blender
  
  s = Blender.Scene.GetCurrent()
  r = s.getRenderingContext()
  r.setRenderPath('C:\\')
  r.render()
  r.saveRenderedImage('myRender.jpg')
  Blender.Scene.Render.CloseRenderWindow()

zuster wrote:- tooltip fix, double sided pretended it was per face
ascotan wrote:-fix for angleBetweenVecs
* adds a test to check for zero-length vectors
ton wrote:Shaded drawmode, ogl preview render, does update for lights.
stiv wrote:set object->recalc flag when we change object's loc, rot, etc.
fix for problems with frame change scene scriptlinks.
ton wrote:Hair!

Thanks to testing in studio orange (thnx andy, matt!) I've found the
simple way to code it.

Static particle systems, when not set to wire or halo, now render 1 pixel
wide 'strands', which are actually just faces with vertexnormals and
proper orco texture. Check for quick fun;

http://www.blender.org/bf/rt5.jpg
http://www.blender.org/bf/rt6.jpg
http://www.blender.org/bf/rt7.jpg
http://www.blender.org/bf/rt8.jpg
ton wrote:Suppressed another GL_FRONT drawing routine, causing potential slowdowns
for some configs. This was an old hack for sgi's, so I've put it behind an
ifdef for sgi and suns now.

Test if blender still works by switching screens, and check for the borders
between the blender area windows. These should draw all nice empty/black.
ton wrote:Removed ancient (2.1) feature for Constraints... a highly undocumented and
unpredictable one!

This is what it did; if two or more Constraints are of the same type, it
accumulates the Target positions/rotations for the constraints, averages
them, and then only applies the last Constraint in the row. It seems to
be a trick to blend IK Constraints or so... in all other cases I cannot
find a good use for it (nor did Bassam).

For example; add three Empties, and make one Empty to have 2 location
constraints to the other two. This just didn't work, unless you insert
an "Empty" constraint inbetween.
I will post in the blender.org animation forum feedback for it too. :)

Its quite easy to make it an option, but I first like to grasp fully what
the actual use of such an option is.
Downloads:

7zip (1.9MB)
zip (2.5MB)
Last edited by lguillaume on Fri Sep 30, 2005 5:42 pm, edited 1 time in total.

lusque
Posts: 11
Joined: Wed Oct 16, 2002 9:53 am

Post by lusque » Wed Sep 28, 2005 5:48 pm

I'm not able to reach http://blendertestbuilds.de, please can someone put up a mirror?

kidb
Posts: 0
Joined: Wed Jul 23, 2003 4:31 pm
Contact:

Post by kidb » Wed Sep 28, 2005 6:16 pm

lusque wrote:I'm not able to reach http://blendertestbuilds.de, please can someone put up a mirror?
Try now.

lusque
Posts: 11
Joined: Wed Oct 16, 2002 9:53 am

Post by lusque » Wed Sep 28, 2005 6:25 pm

It works now thank you :D

mataii
Posts: 1
Joined: Mon Oct 14, 2002 6:29 am
Location: México

Post by mataii » Wed Sep 28, 2005 6:49 pm

kidb wrote:
lusque wrote:I'm not able to reach http://blendertestbuilds.de, please can someone put up a mirror?
Try now.
Thank you :D, Now it's working :D

let's go to test!

lusque
Posts: 11
Joined: Wed Oct 16, 2002 9:53 am

Post by lusque » Wed Sep 28, 2005 7:07 pm

As reported in orange's blog, loading this blend:
http://orange.blender.org/wp-content/th ... hair.blend
crashes blender

bullx
Posts: 0
Joined: Mon Jan 05, 2004 9:25 pm

Post by bullx » Wed Sep 28, 2005 7:39 pm

finally hair into blender.
i' ve tested it, it's great!!
thank you.

lguillaume
Posts: 0
Joined: Tue Jan 04, 2005 10:25 pm

Post by lguillaume » Wed Sep 28, 2005 7:51 pm

lusque wrote:As reported in orange's blog, loading this blend:
http://orange.blender.org/wp-content/th ... hair.blend
crashes blender
The crash happen only in a compilation with the particle patch, in a normal one, all is ok.

lucky3
Posts: 12
Joined: Thu Oct 17, 2002 6:08 pm

Post by lucky3 » Wed Sep 28, 2005 10:04 pm

The new hair feature is simply amazing...!

Toon_Scheur
Posts: 0
Joined: Sat Nov 06, 2004 6:20 pm

Post by Toon_Scheur » Wed Sep 28, 2005 10:49 pm

Man! I was the youngest kid at home, but even I feel spoiled. What a speed!
By the way, the hair is absolutely stunning! Maybe it is time to look at deep shadow maps too? It would really be cool (and if I understand this article, ver neccesary) to implement it in Blender.
http://graphics.stanford.edu/papers/deepshadows/

choice3d
Posts: 0
Joined: Tue Mar 30, 2004 7:44 pm

Post by choice3d » Thu Sep 29, 2005 1:45 am

lguillaume wrote:
lusque wrote:As reported in orange's blog, loading this blend:
http://orange.blender.org/wp-content/th ... hair.blend
crashes blender
The crash happen only in a compilation with the particle patch, in a normal one, all is ok.
this blend only works with a newer build which isn't posted yet.

ZanQdo
Posts: 0
Joined: Sun Apr 11, 2004 4:57 am

Post by ZanQdo » Thu Sep 29, 2005 2:11 am

Painting the hair weigth group in real time is incredible!!! the particles just grow were ever paint, Also the anisotropic shader works perfectly on the hair

Image

The only things I can`t use are the guides, can someone post a .blend with working particle guides?
:-) Hosting for your test builds:
GraphicAll.org

Bogey
Posts: 0
Joined: Fri Oct 24, 2003 6:07 pm
Location: UK

Post by Bogey » Thu Sep 29, 2005 4:34 am

Hi lguillaume, thanks for the build again. I have been trying trying to convert to the bullet game engine, and in this build, The first thing I notice is ipos appear to play at 2x in the negative x direction, or 1/2 speed in +x. Also it appears that no forces are active ether on actors or added objects. There seems to be a lower limit on the number of collision faces the game engine can handle, or this may be the number of objects.

In the previous build some forces were active but these, along with dinamic objects seemed to be rotated round 90deg -x, and the the force seemed to be applied 90deg round -y. This build dosent seem to have that problem.

Bogey.

lguillaume
Posts: 0
Joined: Tue Jan 04, 2005 10:25 pm

Post by lguillaume » Thu Sep 29, 2005 5:42 am

choice3d wrote:
lguillaume wrote:
lusque wrote:As reported in orange's blog, loading this blend:
http://orange.blender.org/wp-content/th ... hair.blend
crashes blender
The crash happen only in a compilation with the particle patch, in a normal one, all is ok.
this blend only works with a newer build which isn't posted yet.
This compilation have all the last CVS but the particle patch don't allow to open this file, try the compilation you can render hair, I think the problem come with the texture used for the particle.

Koba
Posts: 0
Joined: Thu Apr 15, 2004 9:48 am

Post by Koba » Thu Sep 29, 2005 9:41 am

Hi

The PyEval would get me real excited if it could obtain variables from a fully feldged Python script in the text window. Is this possible already as this would be an INCREDIBLE way for lazy people to generate scripts quickly without knowing the API.

It would really make my day. Problem is that currently it doesn't look like the expressions after the hash are actually stored anywhere. So maybe not yet. :?

Otherwise, I really don't see the use of it. Wouldn't using a calculator next to you and typing in the values be quicker?

Koba

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