Now you can open the orange hair sample file funkyhair.blend
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
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.
ton wrote:- buttons "Show" and "Key" didn't set the active constraint, causing
confusement in display for the IpoWindow
Also made the backdrop for constraints and modifiers to use the Panel
theme color, making it better integrated.
Ipo window could crash on reading old files with keys, non proper use
broken wrote:* Added 'Set Smooth' and 'Set Solid' to the mesh edit mode specials menu/toolbox/3d view menu so you don't always have to keep switching back to edit buttons.
- Added "anisotropic" rendering for static particle hair strands.
This means the diffuse and specular shaders don't use the normal
for hair (which is actually undefined, a hair is micro cylinder) but
it uses the tangent vector (vector in direction of hair).
For Diffuse, it computes a fake normal now, representing the optimal
hair normal pointing towards the light. All current builtin shaders
work with this, including ramps.
For Specular, it uses another formula to remap dot products for all
lines that now use the tangent vector instead of the normal:
dot = vector * tangent
dot = sqrt(1.0 - dot*dot)
Gives better results than using the 'fake' normal for diffuse. Officially
(according the papers) this could be used for diffuse too, but then hair
becomes very flat. Now you can control the flatness easily with ramps or
using Oren-Nayer for example.
Example image (disappears in some weeks)
- Added new texture channel "Strand" to apply textures on hairs over the
length of hair (1 dimensional). Orco now gives 1 fixed coordinate for
the entire hair, based on where it starts.
Note; UV doesn't work yet. Nor vertexcolor.
intrr wrote:Fix Python API to correctly create Text3D objects. This is just a
temporary fix (duplicating code again), the *real* fix would be to once
make one central function to create and init a text object for all
I also tried to introduce compatibility code to be able to load old files
with broken text objects (cu->tb == NULL due to missing init code).
Hope it works
ton wrote:Orange report bug; Adding a new scene, choose "link obdata" gives corrupt
memory. Poses should be relinked right after duplicating, not during a
redraw (when more objects use same armature).
Added in readfile a patch to make sure files saved with this duplicate
error can still be used.
ton wrote:New hair "strand" channel has wrong texture coord input... it rendered
from 0 - 1, instead of -1 to 1. Thats fixed.
The error made tests i did with alpha make nice though, apparently hairs
are nicer when rendered with alpha range 0.0 to 0.5.
ton wrote:- Added shadow buffer support for wire material and particle strands
(Since strands are screen-aligned, it didn't fill in OK yet)
ton wrote:Bugfix #3115
Undo after you did a layer change, didn't restore the 'active layer' in the
3d window. Adding a new object then is invisble.
ton wrote:Bugfix #3112
Mesh selection in editmode didnt work proper with new ALT+B clip option.
broken wrote: * added right mouse click to cancel a sequence strip transform, like everything else in blender.
broken wrote:* Added additional shift space to fullscreen/tile window spaces. So much
more convenient than ctrl uparrow/downarrow since you don't have to take
your hand off the mouse!
intrr wrote:Possible fix for bug #3094 - use normal malloc/free for stuff that gets
alloced inside SDL threads.
Downloadsintrr wrote:Fix SHIFT finetuning for edgeslide (aftermath from a warning cleanup