Blender / QDune Integration (nov. 05, 2007) - Shadow Map Fix - GraphicAll.org
GraphicAll.org
Paste Code
Paste Blends
Paste Images

    Blender / QDune Integration (nov. 05, 2007) - Shadow Map Fix
    BuilderOogsnoepje
    OS
    DateNov-4-07
    TypeExperimental

    Description

    Blender with experimental QDune integration (with support for displacement mapping via micro-polygons). Below are the latest log messages for this build. For more information, please visit the following topic:

    http://blenderartists.org/forum/showthread.php?t=107041

     

    Eeshlo: Added initial support for strand texture coordinates,
    but doesn't quite work correctly yet.
    With the exception of multi-uv & orco coords on subd.meshes,
    and orco coords on strands, most texture mapping modes 'should' now work.

    Eeshlo: Preliminary support for 'Arbitrary Output Variables'.
    Hopefully this will be useful to implement render passes
    and maybe also renderlayers somehow.
    This is very early code, and it is not quite complete yet,
    but at least it won't break anything (I hope...)
    For the standalone version of QD there is an example rib
    file 'blsuz_AOV.rib' as a simple demonstration of AOV usage.
    The shadercompiler should also now be able to handle shader outputs.
    (it already did, but was not handled in the compiled code yet)

    Eeshlo: Support for creases in the subdivsion mesh code has been activated.
    While already coded more than a year ago, it was never used.
    Fortunately it actually works...
    Also added support for semi-sharp creases, which is another quick
    inspired hack, but sofar it seems to work reasonably well.
    It probably needs some tweaking to make it produce results similar
    to Blender though, so it probably will be recoded at some point.
    This is not yet usable from Blender, but for the standalone version
    of QDune I added another example ribfile, see 'creasetest.rib' in
    the ribs/ directory.

    Brecht: Initial shadow support: needs more tweaking still.

    Brecht: Added bigger pixel filter size input for qdune, but doesn't
    seem to have much effect yet? Need to find out why still.

    Eeshlo: Added support for subsurf orco coords, but still doesn't work properly
    yet. Some problem in Blender, qdune itself seems to work correctly
    with vertex/varying (but still only linear interpolation though).
    Multi UV textures now work correctly on subsurf too.

    Eeshlo: Orco coords on subd.meshes finally work correctly.
    They still do not *look* the same as in Blender though,
    because QD still only linearly interpolates values.
    Changed test of normal/displace flag again, since normals
    were still being calculated if the displacement texture
    was also used for other purposes. Now bumpnormals are only
    calculated if bumpmapping is in fact enabled ('nor' button).
    This will still cause severe artifacts in some cases.
    If you use displacement, do not enable the same channel
    for bumpmapping as well.
    Also a fixed a bug that could cause segfaults because
    of using a NULL pointer.
    
    
    Eeshlo: Added a toggle button that sets a default filtersize for the
    currently selected filter. It is on by default.
    Bugfix: RiOption() referenced a blender short value, but RiOption()
    expects an integer. This might possibly explain some reported crashes on PPC.
    
    Brecht: Fix for shadow related crash as reported on bf-committers.
     
    

     

    Note: The files are not inside a directory. Use the "Extract To..."-feature from your unzip-software to put them into a directory.


    DownloadBuild!!



    Blender Foundation's Chaos and Evolution Training DVD by David Revoy

    Comments
    RNS
    Great!!! Render for blender

    Leave a Comment!


    back to GraphicAll.org