SVN trunk - revision 13946 (Tiles patch 13! new bevel tools CLOTH modif Zmask AAO! scripts) - GraphicAll.org
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    SVN trunk - revision 13946 (Tiles patch 13! new bevel tools CLOTH modif Zmask AAO! scripts)
    Builderjaco
    OS
    DateMar-2-08
    TypeExperimental

    Description

    blender splash

    SAY HELLO to THE Rinkyyy!!!!!!!!!!!!!!!!!!!!! (btw this splash is from SVN by TON:)

    Hello!

    NOW SAY BlENDER 2.46 is COMMMMMMINGGGGGGGGG!!!!!!!!!!!!!!!!!!!!!!!

    blablablabla:) hoooorayyyyy!

    Any critics, comments or suggestions are welcome ...

    Built with MSVC with all features and libraries enabled..yay

    Finaly Wizard released his super-dooper new generation tile patch 13!!!!!!!!!...and so it's here...:) NEW!

     

    Info:

    built with:

    • Game engine
    • Fluid sim
    • Cheesy FFMPEG support !!!:)
    • Quicktime support!!!
    • Open Al support!!!
    • Verse
    • YafRay
    • Python 2.5
    • OpenEXR
    • international fonts and text
    • sdl
    • Bullet
    • zlib

    What's new!: (another list)...ehem:DD:)

    • added missing call to reset teh toolbox - Only effected Python treemenu's by Cambell Barton
    • Fix for bug: cross platform strand render differences with kink/branch.
      This time is was due to different accuracy of floating point computation,
      now it uses does a comparison a bit different to avoid this.
      Also changed the vectoquat function to be threadsafe. by Brecht van "blendix" Lommel
    • Last commit had some printfs left in. by Brecht van "blendix" Lommel
    • Fix for part of bug #8376: shift+MMB dragging the view didn't work in
      the node editor like other windows. Is already used for backdrop, but
      if that isn't enabled it can still do it. by Brecht van "blendix" Lommel
    • Bugfix: Copy Modifiers with particle systems crashed, it didn't copy
      the particle systems. by Brecht van "blendix" Lommel
    • Fix for making vectoquat threadsafe, missed a warning.
    • Fix for bug #8380: snapping in the uv editor didn't work with
      non-square images.
      Fix for uv limit stitch, was broken since editmode integration. by Brecht van "blendix" Lommel
    • Fix for bug #8373: using SSS the rendertime could be reported wrong. by Brecht van "blendix" Lommel
    • Bugfix: NewBooleanMesh() would return 'internal error' no matter what happened - real return values must have been lost on the way. I put the proper return in it's place. (reported by cptf on IRC) by Genscher
    • Fix for [#8382] UV unwrap & export puts seams on all edges.
      Maya uses OBJ's UV's to generate seams, some people complained that models imported from blender didnt work well in maya.
      It was faster to write every faces UV (without doing a remove doubles), but sharing UV coords makes smaller files and might also be more efficient in other applications. by Cambell Barton
    • left in prints by Cambell Barton
    • Cloth: 1. Bugfix for possible memory leak reported by Kenneth Styrberg (via mailing list), 2. Bugfix for friction again, 3. Preset menu on GUI (thanks to help from nudelZ (#blendercoders), 4. Possibility to disable autoprotect cache, 5. Some cache bugs fixed, 6. Some speedup in generating cloth by Genscher
    • Bugfix:
      Outliner drawing crashed after "Merge Bones" operation (Alt-M) if the end-bone of the merge had a child. by Joshua "aligorith" Leung
    • Bugfix: texture effectors didn't link in their textures. by Brecht van "blendix" Lommel
    • Bugfix: jitterd particle distribution was really slow for a large by Brecht van "blendix" Lommel
      number of particles/face. Now for > 25 particles/face it switches
      to using a QMC hammersley distribution, much faster, for less
      jitter still looks a bit better. by Brecht van "blendix" Lommel
    • Bugfix: compositor Blur node Bokeh option gave wrong results at the
      bottom pixels of the image. by Brecht van "blendix" Lommel
    • Fix for bug #8357: metaball rendering + radiosity was broken. by Brecht van "blendix" Lommel
    • Cloth: Bugfix for goals, rotations could let them go wrong (reported by nudelZ, #blendercoders) by Genscher
    • Fix segfault with bad setting in the Image node.
      The limit in the UI tooltips to set the amount of
      images used in animation allow the zero value,
      that cause a segfault.
      This commit fix the UI, add a init value of 1 to
      the node and also check in case that
      node_composit_get_image return NULL. by bdiego
    • changing default SDL audio driver for linux to alsa since its default in 2.6 kernel's and many users report problems if they dont specifically set it to alsa. by Cambell Barton
    • Possible bugfix for weird FFMPEG files, I have no idea if that cases can even occur - Please take a look Peter. by Genscher
    • Cloth: Bugfix for wrong calculated bending springs, Bugfix for selfcollisions (faster + bugfix for explode), Changed: Collision response also put vertices back to surface now by Genscher
    • * Fix for own big, Adding group objects from the outliner didnt check they were externally linked.
      * ping "~" in the fileselectors dir will take you to $HOME (non win32)
      * Added a file selector for Node output image by Cambell Barton
    • Particle weights weren't drawn properly in particle mode. There also was some lag in updating the colors when changing particle edit brushes. Janne "jahka" Karhu
    • Didnt set the image output node active before browsing the files. by Cambell Barton
    • Bugfix: DPX menu entry for saving renders was missing, caused by
      DDS saving not being uncommented consistently. by Brecht van "blendix" Lommel
    • Fix for bug rendering scene layers from the compositor and scene sets,
      two functions were both using the same LIB_DOIT flag, gave conflicts. by Brecht van "blendix" Lommel
    • Fix segfault when save the render with Multilayer format.
      The RE_WriteResult function don't call BLI_make_existing_file
      like BKE_write_ibuf, so if you append a directory to the output
      path and it don't exist, the exr_begin_write fail to create
      the file and blender crash.
      Note that this is only 1 line of code and don't touch
      anything in the render code. by bdiego
    • * Made BLI_join_dirfile() check before adding a slash between dir and file so as not to get /foo///bar.blend
      * Pointcache now uses the process id to construct the path for unsaved files. (so 2 or more blender's open wont try to read/write the same pointcache)
      * Temp pointcache is cleared when existing blender, added BIF_clear_tempfiles() for this. Should also be usedto clear EXR's in the temp dir (TODO), BIF_clear_tempfiles also needs to be added in more places. (On file load for instace) by Cambell Barton
    • Fix for bug #8403: a radiosity render crash. by Brecht van "blendix"
    • Fix segmentation fault in Image node when change the Layer in EXR files.
      The argument in the uiButSetFunc is a Image struct, but
      BKE_image_multilayer_index expect a RenderResult struct, so when
      you load a exr file and try change the Layer, Blender crash.
      (image_layer_cb call BKE_image_multilayer_index) by bdiego
    • -> Bevel cleanup
      Bevel and bmesh code is in need of some cleanup and fixing.
      -Fixed potential crasher in BME_JEKV
      -Sped up memory usage of BME_MF
      -Removed unused structure members
      More to come soon.... by Briggs
    • Wrap UndoPush with python, needed for apricot, so changes made be scripts can have undo's as well, otherwise users undo and loose changes the script made. by Cambell Barton
    • Removed warning from py-api code by Joshua "aligorith" Leung
    • Split the add_hook function into two parts (user interaction + actual operations) by Joshua "aligorith" Leung
    • This commit contains the addition of a greek translation thanks to
      Κωστής Καρβουνιάρης
      Kostas Gerontis

      Also a patch from Markus Schulz that
      adds buttons to the material, light, and world texture panels to make it
      easy to rearrange the textures in the list without having to
      use copy and paste. by letterrip
    • 'Bug'-fix #8404:
      Action Editor now displays shapekey channels for curves/surfaces too now. This commit may be reverted if there are some corner cases which work really bad with this. by Joshua "aligorith" Leung
    • Fix for bug [#8405] makeParentDeform segfaults Blender
      linking armatures to objects didnt make pose data. by Cambell Barton
    • fix for [#8408] Indentation error in text editor when typing a colon anywhere by Cambell Barton
    • Bugfix:
      New option "move texture channel up/down" lacked redraw calls.
      Featurette:
      There's still no manipulator handles for lamps to set cone size, dist,
      clipping. To save our poor Peach artists hours of work I've added a
      quick method to at least be able to do it interactive.
      Option is hidden behind Wkey, and uses a similar function like Scaling.
      (Put mouse cursor close to start value, move mouse to center of lamp)
      Ultimately this should move to custom manipulator handles... by Ton Rosendaal
    • -> Bevel modifier cleanup
      Bevel modifier had several problems. These should be fixed now. The bevel
      modifier in editmode cannot have 'apply to cage' checked as the modifier
      cannot possibly support mapping. Further, custom data preservation has been
      turned off temporarily, but will be added back in soon. by Briggs
    • _DEBUG defined in release build of node project by ben 2610
    • random sensor fixed (patch 8414) by ben 2610
    • unknown property fixed in sensor/actuators by ben 2610
    • Radar/Near sensor performance problem fixed by ben 2610
    • Mem leak fixed in sound buffer & parent invert node by ben 2610
    • Various mem leaks related to CValue reference count fixed by ben 2610
    • made it possible to type in ~ at the start of the filename, ~/Desktop for instance.
      Enabled for win32 and in the image browser. by Cambell Barton
    • Bugfix:
      Disabled fully OpenGl-based drawing of keyframes in the Action Editor. This was apparently causing problems on some Intel cards... by Joshua "aligorith" Leung
    • * temproary -> temporary topy fxi by jesterking
    • * to be able to properly compile this, the friend needs 'class' too: friend class CcdOverlapFilterCallBack by jesterking
    • == Sequencer ==
      Fixed a bug with ibuf caching on startstill / endstill.
      The new blend modes happened to force start and endstill to be rendered
      over and over again. This could get very annoying especially on scene
      strips.
      We therefore now cache the original start or endstill ibuf seperately
      and copy on demand. by Peter Schlaile
    • == Sequencer ==
      Forgot to handle dupli_seq in last commit... Sigh. by Peter Schlaile
    • Py API - rename UndoPush to SaveUndoState by Cambell Barton
    • NSIS Installer:
      Committing the changes used for 2.45 and the upcoming 2.46 release :)
      (Better late than never!) by aphex
    • Cloth: Bugfix for IRIX compile (hopefully), bugfix for multiple springs (appeared on triangles), _test_ for inlining on msvc by Genscher
    • blenders window argument -w / -W didnt use the last argument as command line arg should. by Cambell Barton
    • Cloth bugfix - stupid typo resulted in missing diagonal springs (reported by nudelZ on #blendercoders) by Genscher

    My own modifications:

    • I'm currently experimenting with default UI settings and done a few default settings changes:
    1. World color changed to bright blue (almost white:) - imitates normal sky color and also looks a bit better than that boring default dark-blue
    2. render set to approximate ambient occlusion in default. - This is good for me, because for quick preview renders it doesn't need to tweak the lights so much:)
    3. I placed in l eft corner outliner - it's very useful and for me doesn't ruin the space too much:)
    4. Round theme set to default
    5. jendrzych icons
    6. some minor vertex color tweaks
    7. Comments and Critics are very welcome:)
    • Wizard's Tile Patch
    • Additional useful custom scripts from various users:
    1. Babynou_wiresolid_v1.2.py -script for generating wireframe renders
    2. BMAE_v1.2.py - Blender Mesh Attribute Editor
    3. Auto_Tile
    4. Auto masonry
    • Macouno scripts
    1. normal smooth
    2. realy big render
    3. bezier_export
    4. ma self
    5. ma baker
    6. inset
    7. project cursor
    8. autosave render
    9. pivot constraint
    10. caliper
    1. UV-Space-Coordinator v 07 07 06
    2. Vertex Noise v 07 05 07
    3. Vertex Align v 07 03 24
    4. Blender Measurement Tool v 07 06 21
    5. Normal Based Mapper v 07 08 07
    • Kai kostak scripts:
    1. demolition script
    • yorik/grey beard/hiower script:
    1. quantities bill
    1. parametric custom objects
    2. pyramidaze
    • Matt Ebb's script:
    1. blender's 3d curves to 3dsmax
    • Vaclav Chaloupka's script:
    1. Material works
    • Allan Britto's script:
    1. Geom Tool
    • Four Fad Man's script:
    1. Layer manager script
    • Mariano Hidalgo's scripts:
    1. Lamp widgets
    2. Autoname Textures
    3. Blend information
    4. 3d cursor menu
    5. Image information
    • AlexV scipts
    1. Spiral
    2. Catenary
    Scripts suggested by Meta-Androcto (he's actualy managing that "Scripts manual" section in wiki.blender)..thanx goes to him:)
    • By Redknut
    1. SaltshakerNEW!
    • by Bartius Crouch
    1. Add Mesh Hyperboloid NEW!

    • by Zoel
    1. Add mesh paraboloid NEW!
    • by Louis Sergio
    1. Add Thread/Bold
    2. Add Pipe NEW!
    • by Stefano Selleri
    1. Poliedri Platonici NEW!
    • by Bob Holcomb and Thomas "der_ton" Hutter
    1. Doom3 engine (.MD5) Importer NEW!

    • by Mitch Hughes (lobo_nz)
    1. Stl Batch (.stl) ImporterNEW!

    • by Michael Schardt
    1. Cells NEW!
    • by Neil McAllister, Bartius Crouch
    1. Domical Vault 0.0.6 NEW!

    Keep up the wonderful work blender developers...and scripters:D!...'n happy blending everyone!...Trumpai tariant...sėkmės!!:D


    DownloadBuild!!



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

    Comments
    RNS
    Maybe it got nuke by Autodesk !
    3sie 3wiel
    I agree. I've been telling all my friends the 3D world had better be watching their steps... cause Blender is around every corner... :) Can't wait till all the commercial apps are out of the way. Blender only needs a CAD package or something then there's no stopping.
    RNS
    WAR!! is coming !
    JoOngle
    Works nicely with VISTA!
    RNS
    Can any one tell how to animate fur with wind?
    Tynach
    Yes, I think this can kill Autodesk, just as Linux has potential to kill Microsoft.

    I love the anisotropic blurring of reflection!
    RNS
    In the real world Microsoft have the potential to destroy Linux and Autodesk joining in the battle can also do the same for blender.Developer at blend foundation should be careful about whom they being on projects.An example,look at this new particle engine ,edge ,and other cool features were taken out
    and it render take for ever like the bunny cell.Thank god I have save those old build.I hope they recode the particle system with two engine one for hair and the second for fur.if they put something like this in blender .it will become known as the big bang in the open source community.I know this is not place to make this kind comment,but some thing had to be saz.
    caveman
    I don't know if this has been fixed, but adding particles set to hair on a mesh with multires enabled and more than one level set causes it to crash IF there is a large amount of vertices. On windows xp.
    Tynach
    RNS, that would be the WORST thing, having different systems for hair and fur.

    These cool features have NOT been taken out, like you seem to believe.

    The rendering would take forever on any software. Its your computer at fault there.

    And, finaly, the code is thouroghly gone through every day by anyone who wants too, and ANYONE can submit to recode or work on ANY part. So, if someone tried to sabbatage us, then someone else will IMMEDIATELY know, and prevent it.

    Keep up the good work, developers! These builds are getting better every day!
    RNS
    Dear Tynach, your right! and I'm wrong about my statement.Blender is in good hands.
    mav
    thanks for the build!
    could you also please try to make some optimized builds for Intel and AMD?
    *comment from the builder
    jaco
    Hm....actually i'm total newbie at building, so i don't know exatly if I could do it....maybe when I got more free time I will try to learn that....(P,s.:i even can't handle the problem with ffmeg issues on compiling, so my builds are without it....)...but i hope you enjoy my efforts on building;D (cause this is my tribute to community....and also useful learning field)
    RNS
    you are doing fine.
    Tynach
    As far as I know, this is the ONLY build that has everything!

    So, please continue building this.

    Yes, an AMD Athlon build would be nice.
    ZanQdo
    thats an awesome splash :D
    florianfelix
    yes, thanks from me too for building.
    i wish i could do it but i seem to be too stupid for that. (damn).
    dagobert
    is there the new particle systeme in this one?
    impi
    when i want to convert nurbs or beziers in polys, blender closes. i think this is a bug.
    samran
    thanks jaco
    *comment from the builder
    jaco
    @dagobart
    Since new particle system (aka Jahka particles) code (since december 8-10) is in main SVN tracker, all SVN builds contain this new particle system and that means that old particle system is fully outdated and will be not used anymore in future versions...
    gat
    thanks!! and also:

    crashed - when I tried to render particles with 'HaloTex' enabled
    gat
    ok nvm, I rendered again and it didn't crash..............
    afecelis
    This is great! but please compile it with quicktime support!
    *comment from the builder
    jaco
    @afecelis
    ..i've done it lastly...:)
    ironbearxl
    Thank you for QT support!!
    lexi
    mine crashes while render with hair particles 1000 to be exact on xp 1GB Athlon X2 3800+ after closing for ex. FF at least i got the chance to see the render window for a second but grooming and so worked fine
    Arbiter Elegantum
    Thanks for your builds. :
    gat
    bug:

    If a CurveCircle is not Parented to Curve. Then using BevOb under Curve options gives the wrong Error. It says the object must be a Curve, but instead it should say the object must be a Child.

    thank you and Marry Christmas !!
    venar303
    thanks for the build!

    i experienced an "unknown exception" which would have normally caused a crash, but visual 2008 debugger popped up and gave me this error message:

    Unhandled exception at 0x0073176b in blender.exe: 0xC0000005: Access violation reading location 0x097b402c

    and when i opened the "dissasembly," the machine code that caused the break was
    0073176B mov ecx,dword ptr [ecx+48h]

    i hope this helps.. if you need more info email me at my name at gmail.com
    Tynach
    Not sure if this counts for the latest version, but the second latest version doesn't support .obj importing. It causes Blender to crash when I try.
    kamaro
    While pressing xml in yafray blender crash
    Ricardo
    Hi, in front mode create plane and object view in top mode, itīs a bug?
    Thanks.
    vilda
    Yay, my first patch in SVN! :)

    Ricardo: not a bug, new behaviour, can be set up in options
    Ricardo
    vilda, thanks a lot...
    jesterKing
    When adding a mpeg-2 video to the sequencer, all the memory get suddenly eaten (clip is only 90MB, and likely will do so for any mpeg-2 clip). The clip is handled by ffmpeg. It looks like there are still old ffmpeg libs for msvc in trunk?
    *comment from the builder
    jaco
    jesterKing:
    yes, ffmpeg libraries for msvc are not fixed yet. (thats was written somethere in SVN log)..i suggest you to download a build with scons (moha taia for e.g makes scons builds (and I sometimes:)...))
    tshepo
    happy new year ya'll
    Ricardo
    Hi again, This version i found in uv/image editor/new image uv test grid, the image with sinal plus color is acumulated in base the image.
    Thanks and Happy new year at all, Graphicall.
    florianfelix
    hey yeah

    thanks again

    and in here is finally a new UVTestgrid
    one which doesnīt make you blind
    Bmud
    Hi. I was curious about when the dotted pixel pattern was applied to selected faces. I really don't like it and want to turn it off. Maybe just leave it optional, but on certain screens it just looks terrible and it hurts my eyes to look at it.
    BrianT
    Does anyone know why "F-Key" does not enter UV-Face Select Mode anymore? Actually, its not in the "Mode" menu either...

    -Brian
    venomgfx
    BrianT, the UV mode is (and it is since months) in Edit Mode, the "Face Select Mode" is now used as "Mask Select" when doing Vertex (or Weight) painting.


    Happy new year!! :D
    Tynach
    Bmud:

    You know how, when selecting objects, you have selected objects, and the active object, which is usually the last selected?

    Now it seems its the same for mesh editing. Try selecting multiple faces. Only the most recent selection is like that.
    meta-androcto
    jaco, thank you so much!
    have a great new year!
    migius
    hi jaco, many thanks from me for building.
    works on winXP32,
    but if no full python installed, some scripts need python25.zip be integrated in main folder. Please bound it with like in official release.
    *comment from the builder
    jaco
    thanks for the note...i'll try to fix it soon...;)
    Ricardo
    Hi, about the uv/image editor/new image uv test grid, I capture the error in checker and the image this photo bucket , direct link is http://i64.photobucket.com/albums/h162/rsenas/Blender30122007.jpg, Thanks any helps.
    dag
    I find it slow at starting but it not too slow.(xp64)
    before when you hit F12 it was rendering the camera view know it render the current view in open gl. its there and option to go back to the old way?
    Micool
    Dag, for me it still renders the curent camera..
    Micool
    I have the same UVTestgrid stange behaviour...
    Nice built. Definately I love blender :)
    dag
    in fact when i hit F12 i got the same as If I hit P
    ZanQdo
    wow your build is a hit, almost 800 downloads in 5 days!
    hunter551
    When you set the amount of boid particles to zero and play the animation blender crashes.
    bebraw
    The UV test grid issue should be fixed in current SVN version.

    hunter551: Could you please file a bug report at http://projects.blender.org/ about that issue? Please provide an example .blend in the report so it is easier for the developers to reproduce it.
    Arbiter Elegantium
    Hey, thanks again. I was waiting for a new build from you. I use your builds for my everyday hobby work. :)
    samran
    thanks :)
    Harryabreu
    Is any developer try to improve Ghost for animation?
    Ghost in Blender is not good.
    Hair and other things are very important but animation is the Heart of Blender.
    Thank you.
    bebraw
    Blender offers armature ghosting. Take a look at armature visualization options. Besides ghosting it is possible to draw bone paths. Ghosting can be a bit slow on bigger armatures as it doesn't have a cache yet.

    On object level it can be useful to use DupliFrames. Keyframe (k key) mode can be particularly useful with DupliFrame option. It allows you to alter keyframes in a really nice way. You can change the active keyframe by using ctrl-pageup/pagedown keys.
    jesterKing
    @jaco

    I mean that the FFMPEG libs is broken for msvc, even if you build with scons. The only proper ffmpeg builds you can get are with scons/mingw.

    And concerning scons, I'm pretty sure I know what it is and how it works ;)

    /Nathan
    *comment from the builder
    jaco
    @jesterking
    sorry if I a bit missunderstood you...:).....peace;D...but I didn't meant that you don't know scons....just adviced download a scons build (mingw/scons in mind),...that's all:)
    P.s.: I didn't knew before that you are one of main active developers:)
    ThriiDae
    Hmmm. Well, I feel stupid. Why won't it work?!? It tells me that blender can't open that type of file and quits. Stupid question, I know.
    *comment from the builder
    jaco
    @ThriiDae writes
    Can you more describe your problem or give a screenshot...?
    Your description of problem is a bit unclear...
    Wizard
    Hello,
    Nice work. Been playing with this build for a few minutes now and I like it. Thanks.

    I have a patch for the new tiles texture. I was wondering if it is possible to include it in your work. You can view it here: https://projects.blender.org/tracker/index.php?func=detail&aid=6842&group_id=9&atid=127

    OR if you would rather provide a patch for this build then I can merge it myself.

    Cheers

    *comment from the builder
    jaco
    @wizard
    Hi.... thanks for the appreciation:)
    I will try to include your patch in my builds (maybe tomorow, after philology exam:D)
    By the way: I checked your tiles texture (in your build) and I realy enjoyed it...your tile texture feature seems to be realy useful, and lacks maybe only the better speed...
    samran
    Welcome back jaco
    RNS
    Thank you Jaco for this build-have a question can you put back the render bottom back in particle -it was nice to have .
    Falgor
    thanks for the Win build :)
    *comment from the builder
    jaco
    @RNS
    You mean Render Button??then it's right there..it's not removed:)
    vleda
    awesome man a lot of thanks
    brklanders
    NARF!! I love the build it is my defacto program now but after this upgrade I have lost the ability to import avi and mpeg files .I trie to replace with .dlls from working version but still no dice.Just letting you know and once more thanks for all the hard work
    Tynach
    Problem with the new approximate AO:

    Try making a sky background with texture (for clouds and such), and then tell it to use Sky Texture for diffuse.

    It maps the sky's texture on the object and shades it really strangely.
    RNS
    What ever happen to Builder bellorum? could he upgrade his last build to the new SVN?
    RNS
    Can you add Tiles and clothes in the next trial build?
    Tea Monster
    I'd like to see Wizard's tile patch too. I've been following its progress in the Blenderartists forums and I'd love to try it out.
    Thank you very much for the new AAO build!!
    amoose136
    Wow! Thank you! Thank you! Thank you! This is amazing.
    rben13
    I'd love it if you would build an SSE2 optimized version of this. :)
    dannybear
    hey thanks for the build

    but i think i found a bug in the particle system i tried animating a object emitting object particles moving along the x axis but for some reason the emitted object particles always move along the y axis as well and most of the time they dont show up in the render at all the other particle types dont seem to have this problem
    uwetr
    Wow, great build and a very nice user interface, but how about the missing .dds support?

    cheers,
    Uwe
    Altazor
    No DDS suport !!!
    amoose136
    Um, does it have UV face select mode? It seems to me to be missing some texturing tools. Great build other wise! LOVE the particles!
    *comment from the builder
    jaco
    to amoose136:
    In the SVN the UV face select mode is obsolete and you need just mark the faces in the edit mode,,,and then press u:),,,hm..and as far as I now all texturing tools are in build..

    And about .dds support... shame but I event didn't know that such thing exist so I can't say why it's gone now, maybe it's related with things ongoing with source, because I didn't changed anything...
    Peng You
    I really hope in the future Nicolas Bishop o another developer will include the feature that decreases the resolution of the mesh during the viewport navigation, especially in Sculpt Mode (Like in ZBrush or Silo).

    this will help a lot to manage high resolution meshes.

    anyway, thanks a lot to all the developers!

    sorry for bad english
    Harryabreu
    You are very crazzzzzy!!!!
    Thank you very much :-)
    kamaro
    Can the taper & twist script can be added ?
    Fraguto
    hey guys
    the particles system is too heavy now when you make a hair wit children

    have any way to make it more fast???

    thx
    Hubert
    Nice... Keep up the great work.
    Hubert
    Nice... Keep up the great work.
    RNS
    Great!,Now tiles and layers is need to complete it ! blender 2.50 release is just around the conner "start the count down"!
    ZanQdo
    This is an amazing build! Thanks :)
    uwetr
    Hi,

    >And about .dds support... shame but I event didn't >know that such thing exist so I can't say why it's gone >now, maybe it's related with things ongoing with >source, because I didn't changed anything...

    I'm using Blender for modding tracks of a RacingSIM (rF/GTL/GTR2/Race07) so .DDS-Support is a must for my usage. Hope it will find it's way back in later verisons because apart from the .dds issue this seems to be a very nice build, especially with that UI

    cheers,
    Uwe
    uwetr
    Hi,

    >In the SVN the UV face select mode is obsolete and
    >you need just mark the faces in the edit mode,,,and
    >then press u:),,,hm..and as far as I now all texturing
    >tools are in build..
    In the "old" uv-face selection was the possibility to press 'r' and rotate the uv's by 90° and have a basic align of the mapping. How to address this target in the new verison?

    Hoever, it's an amazing build... Keep up the great work.

    cheers,
    Uwe
    uwetr
    Hi again,

    >How to address this target in the new verison?

    oops, stupid me! I've found it....
    "ctrl+f" in the edit mode does it perfect :-)
    ..so only .dds support would be my whish for further builds.

    cheers,
    Uwe
    CubOfJudahsLion
    It's time to update those 3d app comparison charts. Booya.
    RNS
    Clothes is slow in my computer,perhaps any one else have the same problem?
    dsp_418
    Yes, same problem here

    "RNS writes:
    Clothes is slow in my computer,perhaps any one else have the same problem?"
    RNS
    Deleting build from my computer - some thing is very wrong
    it had effected my others programs !!!
    Tynach
    Of course cloth simulation is slow. Its cloth SIMULATION.

    If Blender isn't running, and its "Affecting your computer," then it isn't Blender that's causing it. Blender is too small to affect your computer by just taking up hard drive space.
    FAB
    wHAT IS Open Al ?
    RNS
    NO.I had download an earlier version of clothes with the old particle system and run good - not "slow ".and at his clothes site warn us quote-Please note that this files comes without any warranty nor garranty. These files can harm your computer, etc. These files are not for production use, use them on your on risk!

    dEspadas
    Is multires not functional in SVN? If i try to move the camera in Object Mode with a multire, it crashs blender.
    *comment from the builder
    jaco
    @dEspadas:
    BUG HAPPENS:D
    dEspadas
    @jaco
    Lol, all right! :)
    nice job nevertheless, keep it going! ;)
    meta-androcto
    Thank you so much for adding the Tiles!
    great job again.

    Shane, Dwarfed FIlms
    Works great. Excellent work !
    kernond
    Wow, that's one heck of a build! Thanks!
    wo262
    Add texture nodes editor ,modifiers from MonsterBuild ,Index# of material, a new and fast radiosity system( if is possible), sunsky and speed up for UV/image viewer. Can do a system for make a metaobject(like metaballs) from a meshhhhhhh?
    Pleaaaassseeee
    wo262
    and speed up for secuencer image preview Pleaaaaaasseeeee. (The background image on 3dview is fast)
    wo262
    and raytraceble strands PLeeeeeeeeeeaaaaaaseeeeee?
    RNS
    After making some modification of my own it been six hours testing it and no crash on clothes and strands particles - its fast on rendering time.clothes simulate like soft boby
    now faster depending on the amounts of vertices's. Now ! I'm very happy !
    amoose136
    Thanks jaco. With all the new modes It does help to get rid of one.
    Bmud
    As with previous builds that use the new particles, this one has really really strange behavior when I try to play the animation of particles back via the arrow keys. forward it does the first ten frames or so over and over, finally catches up with the real time, freezes, everything will disapear for a majority of the time.. Having a bunch of new features for particles is cool and everything, but I don't want to be the one to have to think about it's stupid caching problems. Add a loading bar or something in the panel - jeez. And then there's a whole directory of files it made too. That's very messy.
    Hoxolotl
    This all reads very nice... but after the first try with this build
    the sequencer just got unusable, I tried loading in avi's and the official build handles them fine, whilst they don't display in the preview window in this build, and the whole interface grinds to a halt once I added one movie.
    jesterKing
    @jaco: Again, you should remove the FFMPEG Support!!! part, because that's misleading. Your builds DON'T have FFMPEG support.

    /Nathan
    Hoxolotl
    ehm, I've just been told on IRC that it can't be "with FFMEG" when it's built with MSVC.
    amdbcg
    @jaco - there's also a cool/useful python script
    for creating spirals I'd definitely recommend including in your awesome "all in one " builds

    http://alexvaqp.googlepages.com/scripts

    I like it (and the python script should be in english)
    Great job!
    -AMDBCG
    leander
    Posible bug, render preview doesnt update when change fields on SSS TAB, need to move the 3d view for redraw. Please, test.
    RNS
    Now ,in my five days my render work faster in my 64 win and no crash every thing seem to work fine.---any more add in features update ?This time try to include color bone
    bar.
    Luca
    Tnx so much Jaco great work!!!
    Tynach
    Looks like you got the Builder of the Month award, Jaco, and it is well deserved!

    Now to see this build ported to other OS's. Linux comes to mind.
    meta-androcto
    Hi,
    Jaco, great build as usual.
    I found a problem, you do not have the python25.rar or zip
    in your build. This causes the Help Browser to not work as It relies on some scripts that live in the zip.
    Please Fix.
    For other users If you paste the Python25.zip from your Official Blender 2.45 into Jaco's Build, (Blender Folder)
    all is well again.

    coodle
    Thanks for this nice build, jaco, coders, devs and everyone else involved.

    I have a question concerning the alpha textures: I have a file where I use PNGs with transparency. There are no sharp transitions but rather gradients to the transparent background. Blender 2.45 has no problems with these, they are displayed correctly but the latest builds always give me a white border, where the transp. background should already start.
    Can anyone tell me if this is Blender builds specific or a wrong behaviour of the user?

    Thx in advance!
    Tea Monster
    Thanks again for the builds Jaco. Can I ask what happened to the sky/sun patch?
    vleda
    Thanks man great build
    Oblenob
    Any chance you could add the muscle patch aswell to the next one you build?
    caveman
    The demolition script doesn't work, it needs the files demolition_config.py & demolition_solidify.py other than that, great build.
    kamaro
    Big problem found on softbody or halos material apply to it. I was trying to simulate some kind of fire.I create two sphere, one is over the other one. I apply deflection on the one which is over and decrese the damping and outer and inner also was decrease. the bottom sphere I apply softboby. Weighpainting just at the bottom and a little over the whole surface . Pressing goal and select the weightpaint group.I also set the gravity to negative force. I decrease also the goal stiff and the E pull.All these were ok .I also add a subsurf modifier and a displace modifier. Then I go to the texture panel and add a cloud texture and then put the texture name in the displace modifier and adjust it. Al these work correctly.Then when apply the halo and playing with the add and hard setting blender crash, can someone try it ?
    TxRx
    Rar file corrupted - un-expected EOF. :(
    migius
    the last build works on winXP32,
    but in install folder there are no below files:
    - python25.zip
    - zlib.pyd
    Please check your SConstruct script. They should be automatic copied in.
    weeks ago i have mentioned it (see above).
    migius
    the last build works on winXP32,
    but in install folder there are no below files:
    - python25.zip
    - zlib.pyd
    Please check your SConstruct script. They should be automatic copied in.
    weeks ago i have mentioned it (see above).
    chip
    Using YafRay, the quality of lighting and shadow softness when using Area lights (size 100) is very different from 2.45 release (harsher shadow edges and higher lighting contrast), but apparently no new controls to adjust for this. What's up, did Area lights change? Something different about using YafRay?
    chip
    When I add a hair particle system to a vertex group of my mesh, all the Texture channels of the emitter mesh are not rendered when the particle system is enabled. No diffuse, no bump, no specular, anything that uses an Image Texture. Only the base RGB and Shader parameters are in effect. With the particle system disabled, everything renders normally.

    The mesh is multi-material, 5 materials, #3 of which is assigned to the particle hair.

    Procedural textures (I tested with Marble) do seem to render properly when the particle system is enabled.

    Rendering with YafRay, and console shows all images being loaded as usual.
    Dogbert
    does anyone else get the sculpt menus in buttons jump around when they click on scuplt tab, the last build this has done for me too, it comes undocked and jumps to the left. sometimes to select it too I have to click next to the tab instead of on it.

    I really like the default background colour change, I always thought that it was the dark blue colour that put a lot of people off learning blender when they tried to use it. Please keep the new colour. Thanks
    Rben13
    I've been trying to compile my own version of Blender, optimized for my P4 system, but for some reason the Tiling patch seems to break it. Any ideas?

    Also, while the bright blue is nicer to look at, it's not so good when you are setting up colors on materials, our perception is affected by all the colors in a scene. It's better to use darker colors or 50% gray when working with your material settings.

    Finally, is the named layers patch working well? If so, it would be a great addition to your build.

    Thanks for the hard work!
    *comment from the builder
    jaco
    @Rben Wizard's tile patch (12d version) has some bad code that breaks the building on MSVC...he provided me with updated version (that works on MSVC) and he'll upload it to patchtracker( with a lot of other changes)...

    but if you built your version with scons then I don't know what's the problem there....

    And your comment about bright blue was about "World" color? if so then i agree that it's not always is good, but still I like it very much:)...but I will experiment with darker colors as you suggested..maybe it'll look "sweet":D
    reck
    @ Wizard - Just to let you know that auto-name still doesn't work for the tiles texture.

    @ Jaco, glad to see you back after a little break. Your builds are the best.
    Harrisyu
    I love you builds !
    That's all I want , so perfect ! espesically the scripts.
    Please keep you builds going.
    Conz
    Hi Jaco,

    nice build. But there is a problem with EnvMap calculation. I have tested other SVN builds from other "builders" and the bug is only in your build(s). In your last one, too.

    Check this image:
    http://www.vrchannel.de/blender/EnvMap_Bug.png
    A small test blend:
    http://www.vrchannel.de/blender/EnvMap_Bug.blend
    There are white borders at all AA-Edges.

    An other small bug is that if you create a texture in a material the texture slot is deactivated. You have to activate the texture every time. Or do you want this as a feature?

    Your box in the start blend has an unused tex applied. Maybe it's better to remove this "Tex".

    I hope you can fix the EnvMap bug. Beside of that bug it's a greate build.
    *comment from the builder
    jaco
    Hi bro CONZ!:D
    I got same results....with these strange white edges...
    but the worst is that i have no clue from where the problem comes ...:(
    maybe it's related to visual studio compiling process somehow, cause other builds, that you have tried was probably build with Scons (mingw)..cause more or less scons and visual studio builds differs a bit...
    Sastrei
    BEVELS! Oh god yes!

    -Stefan-
    kamaro
    Add a cube, apply particle hair on it ( amount 117, normal 0.602, random 0.146. Then apply softboby to the hair, enable stiff quads and Ced, enable deflection for the cube ( damping 0.000, inner 0.098, outer 0.003. U can hit alt - A to look for the animation. The hair still pass through the cube even deflection is on, hope this will be fixed. Now if u want to crash blender return to the particle panel
    and hit two time backward on steps in the visualisation panel.
    for me blender crash imediately. I've been able to repeate this everytime
    RNS
    Yes, I did this and it crash.And it with all SVN build.good bug !!!
    Carrozza
    About bevels: how do we set Recursive bevel? In a previous buld after entering "bevel mode" you could creato more / less faceted bevels with + / - keys.
    Now bevel creates only a single facet?
    Sastrei
    Try adding a second bevel modifier, is that the effect you're looking for?

    -Stefan-
    Carrozza
    To Sastrei: yes, that is the effect, but on a previous build I was able to make the bevel more "rounded" just by pressing + / - buttons. Manually adding a second bevel makes it less precise and intuitive.
    By the way thanks to Jaco and all developers! :-)
    uwetr
    ...nice build but for me useless since .dds support is still missing, so I continue with the BF builds....


    cheers,
    Uwe
    wo262
    READ this please !!! Check some freatures from this build http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=510
    objects color raytraced AO (radiosity), new spectacular shader, 2 news modifiers , Index of Material. And get freatures from plumiblender.
    wo262
    I want that some mesh scripts become modifiers (solid wireframe, solidify selection...)
    chip
    RE: 13888
    As with previous jaco build, enabling a hair particle system on a mesh prevents all Image Textures from rendering on the mesh. Rendering with YafRay, WinXP Home.

    Hair & Image Textures render fine with an earlier (non-jaco) SVN build, sorry, don't have the number for that one.

    Could someone try to confirm this, please?
    Rben13
    Another nice new build to play with. I'm happy. Will try optimizing it for P4 and see how that goes.
    RNS
    Do not load this build is bug!!! Jacob double check this build.
    can not use hair comb.
    RNS
    Developer are improving with clothes new add in silk,cotton and others now what is needed is to add subdivision and weight in clothes penal it would speed up the work flow.
    keep it coming!
    kamaro
    Thank for this build.Still got problem while hitting step in the hair visualisation panel. Also while combing the hair.
    Dave
    i don't know if it's something that you guys could work on, but even though i have pretty decent hardware, it still takes a really long time to render raytraced objects (i.e. refractions/reflections/ ray-traced shadows). the renderer sits on "octree" for a very very long time. just wondering it there's something that can be done to speed it up.
    *comment from the builder
    jaco
    @dave
    just go to world panel ==> amb occ (tab) and there disable the ambient occlusion...thats it...:)
    Dave
    Amb occ IS disabled...

    i had a fairly simple scene, a guy, some liquid, and some glass. the only background was just a solid white plane. octree resolution is set at the lowest (64).

    guess i'll just learn about compositing. renders fine when there's no ground plane to calculate ray shadows on (even though it's set to buffered shadows :P ) i would just disable the ray, but then i wouldn't be able to get my nice glass refraction :(
    chip
    Dave, a thread at blenderartists.org mentioned trying various values of octree resolution until you find a "sweet spot" for a particular scene, seems to have dramatically improved some long render times. Might give it a try if you haven't.
    Dave
    thanks chip. i checked it out. i was under the impression that the resolution of the OCTtree was relative to the speed (i.e., a low res would take a short time). i guess not :P

    *sigh* it seems all of the problems i ever have are due to user error :P
    Conz
    Hi Jaco,

    the EnvMap bug is in the 2.46 RC1 for windows, too. :(
    I have added the bug to the bug tracker.
    JC. Blind Man...
    YO, BRO !! THE ALPHA MAP HANDLING WENT WRONG !!! This version can't use alpha maps PROPERLY !! PLEASE FIX IT !! I can't re-render my older works which contains alpha maps, properly. I VERY LIKE YOUR WORKS but this mistake kills every new thing. AAAHHH...
    JC. Blind Man...
    ..and it doesn't load the image maps automatically....-By the way I'm your huge FAN. PLEASE FIX these mistakes !!
    Conz
    Hi Jaco,

    the EnvMap bug is fixed now in SVN. Thanx to Brecht.
    chapel
    When I extrude vertices, they move in the opposite direction of the mouse-movement. Is this a bug or what. I have never experienced this before. This is what I did: in edit-mode - select vertices - Shift D - E - move with mouse.

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