bf-Blender -Orange / Windows - Linux (2006/01/05)

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

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gabio
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Location: Canada - Québec - Sherbrooke
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bf-Blender -Orange / Windows - Linux (2006/01/05)

Post by gabio » Wed Dec 28, 2005 7:34 pm

Update.!!! *bis*
(last time I update this thread...)
Log:
Orange; relative path fix for libraries.

- On linking stuff from libraries, each relative path now is relative with
respect to the file that uses the library.

This way you can make libraries that use other libraries, and link them
in your project with an entire different relative path.

The commit also fixes issues when mixing up relative or non-relative paths.

Now after this I need to commit something cool, so the orangers will update
and check! :)


Log:
Orange: more Node goodies;

- New Node: "Mapping". Allows input vector to be translated, rotated and
scaled. And optional be clipped to a range. Works for colors too!

- The button "Normal" now allows incremental input, so a click in the
button won't change the normal anymore

- Connecting wires now show selection state for Nodes, with nice blended
colors. Both colors were added in Themes, but default to black and white

Log:
Orange: Node previews now draw standard backdrop to show alpha better.

Log:
Fix for CrazySpace correction. (Special request of our Argentinan bird
movie friends :)

There were two issues with it, which both have been tackled as follows:

- the correction transformations (quaternions) were calculated per face,
and then averaged over the vertices. This gave annoying inaccuracies,
especially when the geometry is irregular.
The new code first calculates two tangent vectors in a vertex, based on
the associated edges it has in a face. These tangents then are used to
define the transform. Tangents are 20% of the length of an edge now.

- When a SubSurf modifier was in the chain, the deformation caused by the
subsurf was also included in CrazySpace correction, giving even larger
errors.
New code temporally disables Subsurf, recalculates vertices, and then
does the crazy tricks. :)

All in all, quite well working!

Log:
Orange; moved version patch for bone layers to 2.40, so orange branch can
read 2.40 files!

Log:
Orange: Hold SHIFT+MMB in camera view shifts the viewports around.

Log:
Orange; last commit didnt draw passepartout correctly. Also added a limit,
so you cannot screw up the entire view :)

Log:
Orange; maintenance commit!

- Moved all 'render pipeline control' options out of the Material panels
into the (now renamed) "Links and Pipeline" Panel. These are the options
that are not per material-node, but global for the entire Material tree.
It includes ZTransp, Zinvert, Strands, Halo, Wire, etc.

- To further make Node editing clear, when you enable Nodes for the first
time, the link button to the first Material node is drawn red, to note
that here needs something linked or added.

- Protected Node editing for Library data

- Fixed header buttons to work OK for Node Window
And a lot more! check The archive.

a new build is available
Last edited by gabio on Wed Jan 11, 2006 12:58 am, edited 3 times in total.

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

Post by ZanQdo » Wed Dec 28, 2005 8:50 pm

marvelous! I´m wondering if material layers and nodes are going to be posible to use toguether in the feature or what, any body with info about this? :D

I´m So happy!

Edit: so, you can convert layers to nodes... that´s intersesting
:-) Hosting for your test builds:
GraphicAll.org

zupermonkey
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Joined: Tue Jul 06, 2004 1:13 pm

Post by zupermonkey » Wed Dec 28, 2005 9:27 pm

omg omg omg omg omg omg omg omg

omg!!

omg!!

Man, after playing with the node editor in this build I can't think anything else than: omg!


/me bows for The Ton

Oh, and thanks for this build :)
(too bad it doesn't have the no-uv-distortions-patch :P I'm really itching to see that one in action)

Money_YaY!
Posts: 442
Joined: Wed Oct 23, 2002 2:47 pm

Post by Money_YaY! » Thu Dec 29, 2005 2:46 pm

did you have too do anything special to get the header in the node editor?
I have been building cvs for two days now have still not gotten those new features in the node editor, I only get thee old stuff, test value, color, mixcolor and show color...\

on osx :D

Matthe
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Joined: Fri Jul 16, 2004 4:14 pm

Post by Matthe » Thu Dec 29, 2005 3:07 pm

@gabio: thanks for this nice build.

even it's the first incarnation of the node-editor it just blew me away.

@ton & and all the blender coders out there: YOU GUYS SIMPLY ROCK!

cessen
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Joined: Tue Oct 15, 2002 11:43 pm

Post by cessen » Fri Dec 30, 2005 10:14 pm

Wow... well, there's one of my major feature requests: node based materials.

There seems to be a bug, though. On 64 bit Gentoo (running on an AMD64 machine) Orange Blender crashes when I try to render unless I use the unified renderer. Other than that everything seems to works great. And, of course, that's running a 32 bit Blender on a 64 bit OS, so perhaps a native compile wouldn't have that problem.

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

Post by ZanQdo » Sat Dec 31, 2005 4:54 am

As gabio said on the description at graphicall, render doesn´t work and is normal due to WIP
:-) Hosting for your test builds:
GraphicAll.org

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

Post by cekuhnen » Sat Dec 31, 2005 6:13 am

hehe finaly blender gets a matrue material system with the node system.

nothing new when you work with maya or renderman, but what sweeps me of my feet is that fact that this node editor also will be used for modeling or as far as i understand animation/bones.

that to be quite honest is a brilliant idea. no clue how that might even work or what it will do but i am pretty sure the approach might be very unique.

claas

mfoxdogg
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Location: Duri, Australia
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Post by mfoxdogg » Sat Dec 31, 2005 10:56 am

Great Build Guys, Great Build but i have never used a node editor as i have never used Maya or Renderman the only node based program i have used is Shaderman so can you please post a page somewhere about what it is anfd how to use it

also i have an idea since Object groups has been developed how about VGroups Groups eg. a Vgroup Group for the face one for the hand etc. etc. it will make shape keys more organised

Once again Great Build :D
I reject reality and substitute my own!!

djfuego
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Joined: Wed Oct 16, 2002 11:30 am
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At long last!

Post by djfuego » Mon Jan 02, 2006 11:53 pm

Woot! :D
Man this should have been done a LONG long time ago in a galaxy far away!
Awesome.
The nodes open new avenues for materials and I'm SOOO glad they can be be managed the way they should be, layered the way I want. Great work, This Orange project film will sooo kick ass. and I hope it gets news coverage too.
I have nothing but praise for the Dev team. GREAT work Now get back to it..

:twisted:

But seriously guys go out and get some fresh air, please don't kill yourself over this. I am getting worried as there has been serious work done in the past year and that people will expect more out of you this year.

Take a well earned rest and chill.

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

Post by ZanQdo » Wed Jan 04, 2006 6:47 am

Ok now this is becoming complex, this is not just mixing materials anymore :? Googling for some information.....

Edit: what a genius I am, introducing the oficial blender X-Ray Shader :P

Image
:-) Hosting for your test builds:
GraphicAll.org

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

Post by cekuhnen » Wed Jan 04, 2006 10:03 pm

it looks like that with the node activated you cannot edit the material in the old system, also material plug ins are missing. looks like that this node system will replace the old system.

i dont know if that is the plan, but i am curious about that.
the new node system is great but also uses up some space compared to
the older system, well flexebility is a lot better with the node system.

anyway excited to see that project growing

cessen
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Joined: Tue Oct 15, 2002 11:43 pm

Post by cessen » Thu Jan 05, 2006 3:55 am

It appears that the color ramp node doesn't have an add button for adding additional points along the ramp.

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

Post by ZanQdo » Thu Jan 05, 2006 4:04 am

It appears that the color ramp node doesn't have an add button for adding additional points along the ramp.
Ctrl + Click
:-) Hosting for your test builds:
GraphicAll.org

cessen
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Joined: Tue Oct 15, 2002 11:43 pm

Post by cessen » Thu Jan 05, 2006 4:39 am

Oh, thanks. I haven't used the ramps in Blender in a while...

Didn't they used to have an add button, though? Ctrl-click is nice to have in addition, but it isn't exactly obvious.

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