Ripped from the cvs logs, dated from 2006/01/10 to 2006/01/12
- Blender General:
Option in View Properties panel to disable drawing of the dashed "relationship lines"
- Textures / Texturing:
Subsurf for UV's (fixes UV distortion issues on subdivision surfaces)
Image textures use float colors now, when present (including mipmap and AO skycolor)
- Image Window:
Float buffer support
Alpha viewing with checkered backdrop
Alpha viewing as B/W
Z-buffer viewing (when available)
Re-used existing icons in header, no time for fancy design (ton)
The Z value range is now linearly mapped from camera clipstart to clipend
- Render Window:
(ton) recoded the way alpha-only only draws, much faster now
Backbuffer option uses float buffers
Sampling with LMB now displays Z values in float range of 0.0 to 1.0
After rendering, Z values are converted to floats. Also saves in EXR files now.
Download from GraphicAll: click here
The CVS Log Notes:
With all the information you need, from the people behind the features
And now for the real exr fun: float buffer support in Image window!
Image as loaded in Blender (from openexr.com):
Image with different white point:
Image with white and black point and a curve:
Use SHIFT+click to set the black point, and CTRL+click for white point.
The buttons in the panel work too, of course.
The curves work after the black/white range was corrected, so you can stick to curves with a normal 0-1 range.
There's also now a general color curve, marked with 'C' button.
Note; this currently only maps the float colors to a visible 8 bits per channel rect. You can save it, but when the blender file loads the curve or mapping is not executed until you click in the curves... have to look at that still.
Speed for this is also quite unoptimized... still WIP, but fun!
Fixed bug in convert function with Mesh objects.
Objects with no modifier could still be converted, but resulting meshes were corrupt and segfaulted Blender when cycling edit mode.
This tests each mesh object for modifiers before converting.
Resulting metaballs meshes were not visible in wireframe.
Also made the selection context nicer, All new converted objects are selected while objects that are converted are deselected.
Apply Subsurf to UV's.
This fixes most of the UV distortion issues with subsurf. Near seams however there might still be some distortion, but this should at least not be worse than before. Subsurf UV is enabled by default on new meshes, and can be enabled in the modifier panel for existing ones.
Before and after:
More work on float/exr buffers;
- EXR now saves and reads Zbuffers correctly
- EXR reading didn't set alpha to 1 yet when no alpha buffer was present
- ImageWindow: the "black point" only checked for the r value... now is OK
- ImageWindow: Curves panal has button "reset"
- ImageWindow: hold LMB drag shows rgba and z values. With SHIFT or CTRL it applies black/white point whilte dragging too
- ImageWindow: saving file copied the entire buffer... removed that. Also made the header print clear; this save only saves in own file type.
- Curves: zoom and drag now gets clamped by the Clipping value
- Imbuf: duplicate buffer only copied one quarter of to new buffer
Added Alpha viewing option in Image window.
- options to show with alpha-over (checkered backdrop), only alpha (BW) and when available: the zbuffer.
Note: it's icons in the header, I just re-used existing ones, no time now for fancy design.
Also: recoded the way alpha-only draws, also in renderwindow. Mucho faster!
Oh, and sampling the buffer with LMB now displays z values in float range of 0.0 to 1.0. Note that we still save signed int in files for Z...
Added an option in View Properties panel to disable drawing of 'relationship lines' - i.e. the dashed lines that connect objects in parent/constraint/hook/IK relationships. After talking to the others I rolled the Armature-specific one into the same setting for simplicity's sake. We can see how it goes, always possible to put it back.
More float buffer support;
- Image textures use float colors now, when present. Works for mipmap too, and for AO skycolor (probes)
- Backbuffer option uses float buffers too. Note that rendering OSA will resample the backbuffer, filtering it... will need to be solved with the new composit stage
- LMB sampling in image window now shows float color too
+ bugfix in imbuf, filtering for float buffers had an error.
Until now, the zbuffer was written straight from the internal zbuffer, which has values that are inverse-proportional (like 1.0/z) which makes it very hard to use it for postprocess, like zblur or other composit effects that require Z.
Based on info from ILM, the values stored for Z in exr files is the actual distance from a camera. I think that's about time to migrate to that convention!
By default now, after render, the z values are converted to floats. This saves in exr files now, but not in the Iris Z files. That latter was a blender-only anyway, so might be not a real hassle to drop.
You can see the difference in the image window, but notice the range now is linear mapped from camera clipstart to clipend.
Note; I just discover that ortho Z values need a different correction...
ps. There's no option dialog for the primitives-aligned-to-world-patch yet.
That's because the UI code of Blender drives me crazy... bleh