…oke the animation export. Until I figure out why I'll re-instate the last version where everything was working right.
…d/parsed so I added a fix to make it work again and make the animation files be able to use the no geom option.
…u have a file with lots of geometry and all you change is non-geometry related settings.
1) Made the default bucket size 64. A larger bucket size means more RAM usage and less time rendering. Usually, a bucket size 64 is a good default - especially if you are using a wide pixel filter like gaussian or mitchell. 2) Increased the default samples of the sunsky to 128 (I think 16 was to small causing poor images.) 3) Removed the kd photon mapping option from irr-cache's global photons since grid is better anyway and using kd in some cases causes an exception when rendering.
…n end parenthesis (reported by yellow) and had the wrong case for the axes. If you uncommented the line so you could use this feature in the SVN version of Sunflow (0.07.3) the script would throw an error. Fixed both issues but still keeping the line commented out.
…ch was not being turned on if pressed. This was due to it using the nocaustics button value.
…e 3 I had clamped them too. This is apparently the way to do things with this kind of data from Blender, but if you have scene files with the 3 decimal places you'll likely not see any difference. I also update the Blender version to 2.45 since the script works without issues on it.
…e for normals facevarying and the shiny shader reflect values.
…a max of 3 decimal places since that's what Blender uses. Plus, since the extra numbers beyond that don't do anything, removing them should also help slightly reduce the sizes of scene files with big meshes in them.
…multiple meshes in a group) to using the geometry name. Seemed more logical.
…his allows a group in Blender to have more than one object and be instanced.
…he materials of the original object to be used on the instances.
…d, camera, GI settings, ground plane, sky/background color
… export an uber shader without a diff or spec map and it will still render. This appeared to be in old code, but it didn't work. Unless you're using uber in this way for some reason (I was), it's not a vital update.
…ed by zeitmeister.
…m always be last since the referenced geometry needs to come before the instance. 2) Moved the infinite plane code to the shader section under it's material call. When it was under the geo export, it would export an infinite plane for every mesh.
…hen trying to remove the verts from memory.
…roperly. Cleaned up the light export code by moving more of the variables to a global position.
…s. In some cases, the script would fail. Also fixed a small issue with aa jitter bieng sent to ID values but not imported back in.
… old tex slot 1 location rather than the new tex slot 3 location.
…above the other shaders (different from last commit).
…infinite plane is added to the scene file. No version change since they are cosmetic changes.
…ambient term based on a suggestion from olivS.
…llumination setting to the script and added fake ambient term as an option for gi.
… object support was added.
… uber shader diff and spec color values.
…thousandths place since dealing with longer values wasn't giving any benefit.
…nged the default distance from 0.0 to 3.0 since 0.0 gives a flat result. Though a flat result is cool if you want to do alpha maps, for general usability of the shader, it isn't very helpful.
…you had exported with the "export .sc" button.