bf-Blender / Windows (05/09/30) + particle + ashkhmin shader

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 (05/09/30) + particle + ashkhmin shader

Post by lguillaume » Fri Sep 30, 2005 5:42 pm

Hello new compilation with Ashkhmin shader and particle patch.
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
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.
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.
ton wrote:Bugfix;

Ipo window could crash on reading old files with keys, non proper use
of pointer...
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.
ton wrote:Log:
- 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)
Image

- 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.

Image
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
places...

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)

No shadow;
Image
Shadow;
Image
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.
intrr wrote:Fix SHIFT finetuning for edgeslide (aftermath from a warning cleanup ;-)
Downloads
7zip (1.9MB)
zip (2.4MB)
Last edited by lguillaume on Mon Oct 03, 2005 11:22 pm, edited 1 time in total.

Falgor
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Joined: Tue Sep 07, 2004 7:19 pm
Location: Israel

Post by Falgor » Fri Sep 30, 2005 5:52 pm

:o Somebody, please make a build that has the fullscreen button, for us, the minority. I wanter it so badly. This doesnt only concern somebody, but all who could do it. Many will be the count of appreciating people.
:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

Thanks for this build, even if it doesnt have the fullscreen = fillscreen = somekinda tweaky sneaky peaky into the back of the start bar.

cekuhnen
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Joined: Mon Jan 13, 2003 11:04 pm

Post by cekuhnen » Fri Sep 30, 2005 5:55 pm

thank you for that build!

the particle additions are great!

i also saw that the anisotropic specular shader works togetehr with the updated openGL preview. thats great!


while working with some of my metal objects i noticed that some cylinders which are brushed also have anisotropic reflections in addition to highlights.

how could i get anisotropic reflections?


claas

solmax
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Joined: Fri Oct 18, 2002 2:47 am
Contact:

Post by solmax » Fri Sep 30, 2005 6:49 pm

an other cool build :) all thumbs up.

i experience some strange behaviour with static particles on a softbody - during a 120 frame animation, the first 50 or so the emission location of each hair seems to change every frame, resulting in unwanted flickering. then it stops again.

strangely, when i turn off the deflection (=floor), no flickering appears. just check by yourself:

http://worx.brainiacs.at/public/hair.blend

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

Post by lguillaume » Fri Sep 30, 2005 7:05 pm

solmax wrote:an other cool build :) all thumbs up.

i experience some strange behaviour with static particles on a softbody - during a 120 frame animation, the first 50 or so the emission location of each hair seems to change every frame, resulting in unwanted flickering. then it stops again.

strangely, when i turn off the deflection (=floor), no flickering appears. just check by yourself:

http://worx.brainiacs.at/public/hair.blend
Hello, I think the flickering is normal cause the deflection is an effect for particule and softbody so the deflection affect particle.

Perhaps you can ask dev to have a button to enable/disable fields and defections fot the particle.

For moment to disable the flickering, bake your softbody and after baking complete remove the deflection on the plane

brucegregory
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Joined: Mon Sep 20, 2004 5:05 am

Post by brucegregory » Fri Sep 30, 2005 8:20 pm

With the new "blendshapes", is there any functionality currentlyavailable that allows a "new shape Key" to be set using the armature as the basis for the mesh deformation that constitutes the shape? (i.e. for creating various hand positions controllable via "shape sliders").

Can anyone expand on the explaination for using linked duplicates, (alt-D), as the basis for authoring many shape keys?

Thank you,

Greg Smith

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

Post by Toon_Scheur » Fri Sep 30, 2005 8:25 pm

Fluid sim, softbodies, particle deflections, hair, state of the art animation system......... hard to believe it is Blender! Let's hope that Maya or Max don't buy Ton (and the others unsung heroes) off to stop working on Blender :P

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

Post by lguillaume » Fri Sep 30, 2005 8:45 pm

I just found that you can use static particle on fluide mesh
brucegregory wrote:With the new "blendshapes", is there any functionality currentlyavailable that allows a "new shape Key" to be set using the armature as the basis for the mesh deformation that constitutes the shape? (i.e. for creating various hand positions controllable via "shape sliders").

Can anyone expand on the explaination for using linked duplicates, (alt-D), as the basis for authoring many shape keys?

Thank you,

Greg Smith
guitargeek made a tuts for shape keys hope it can help you : http://guitargeek.superihost.com/shapes/

brucegregory
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Joined: Mon Sep 20, 2004 5:05 am

Post by brucegregory » Fri Sep 30, 2005 9:20 pm

That tutorial from GuitarGeek is very nice. However, the mesh he uses in his example is not parented to an armature. Once a mesh is parented, pressing "Alt-D" to make a linked duplicate, makes the duplicate become parented to the same armature. When trying to move this duplicated mesh "to one side", the mesh distorts because it is attached to the armature that exists in a different space. Using "Alt-P" to unlink the mesh from the armature doesn't seem to work, and, making it "single user" breaks the link, thus making it useless for defining "shape keys" for the "basis" shape.

I'm stumped. How can one make shape keys using the "Alt-D" method, for meshes that are parented to armatures?

Thanks,

Greg Smith

brucegregory
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Joined: Mon Sep 20, 2004 5:05 am

Post by brucegregory » Fri Sep 30, 2005 10:29 pm

Sorry, I was wrong . . . "Alt-P" does, indeed, unparent the mesh from the original armature. This works fine with the "pin" enabled for the linked mesh, leaving an on-screen version of the mesh tweaking... Apparently, shapes are limited to deformations made "manually" when in edit mode using either the "grab" tool or "magnet" tool, no bone based shape altering that I can see.

Greg Smith

thoro
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Location: Berlin, Germany
Contact:

Post by thoro » Fri Sep 30, 2005 11:15 pm

Wow, sweet - the new RVK approach is really a big improvement. It will be much easier to understand for beginners and is also very useful for experienced users.

And it's so amazing to see how the particle system matures.

RRuiz
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Joined: Wed Apr 20, 2005 4:08 am

Post by RRuiz » Fri Sep 30, 2005 11:22 pm

WOW !!! GREAT WORK!!

THANK YOU ! ! ! !

Image

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

Post by lguillaume » Fri Sep 30, 2005 11:38 pm

RRuiz wrote:WOW !!! GREAT WORK!!

THANK YOU ! ! ! !

Image
Hello, nice, can you put a rendered image of this image?

Pierre-Luc_Auclair
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Location: Quebec City, Canada
Contact:

Post by Pierre-Luc_Auclair » Sat Oct 01, 2005 12:08 am

Long time I've been around. I'm testing the new build and I have a bug. When I split faces, I need to toggle object/edit mode to have a redraw of the split faces.

Edit: it seems that the redraw problems don't limit to it.. Cannot say what's wrong.

Falgor
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Joined: Tue Sep 07, 2004 7:19 pm
Location: Israel

Post by Falgor » Sat Oct 01, 2005 1:05 am

Could someone tell me (and a bunch of other guys) what's the secret of getting those hairs to get thinner in the ends?
Please post the reply here....
http://www.elysiun.com/forum/viewtopic.php?p=484531

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