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Branch: master
Commits on Mar 18, 2008
  1. @geneome

    Looks like the changes made by Rore, that I subsequently added to, br…

    geneome authored
    …oke the animation export. Until I figure out why I'll re-instate the last version where everything was working right.
Commits on Jan 17, 2008
  1. @geneome

    Turns out the "no geom" option killed the way animations were exporte…

    geneome authored
    …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.
Commits on Jan 15, 2008
  1. @geneome
Commits on Jan 14, 2008
  1. @geneome

    Added the option from rorore to not export geometry which helps if yo…

    geneome authored
    …u have a file with lots of geometry and all you change is non-geometry related settings.
Commits on Jan 3, 2008
  1. @geneome

    Three small changes:

    geneome authored
    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.
Commits on Nov 14, 2007
  1. @geneome

    The commented-out shift x y line for the pinhole camera was missing a…

    geneome authored
    …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.
Commits on Nov 8, 2007
  1. @geneome

    When rendering using the Render button in the script, the -nogui swit…

    geneome authored
    …ch was not being turned on if pressed. This was due to it using the nocaustics button value.
Commits on Sep 27, 2007
  1. @geneome
Commits on Sep 14, 2007
  1. @geneome

    Changed the vertex/vector data to use 6 decimal places rather than th…

    geneome authored
    …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.
Commits on Aug 27, 2007
  1. @geneome

    More clamping of python's export of too many decimal places. This tim…

    geneome authored
    …e for normals facevarying and the shiny shader reflect values.
  2. @geneome

    Removed old script.

    geneome authored
  3. @geneome
Commits on Aug 18, 2007
  1. @geneome
Commits on Aug 16, 2007
  1. @geneome

    Changed all the position data for cameras, lights, and meshes to use …

    geneome authored
    …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.
Commits on Aug 5, 2007
  1. @geneome

    Change the instance name from using a random number (so you can have …

    geneome authored
    …multiple meshes in a group) to using the geometry name. Seemed more logical.
Commits on Aug 2, 2007
  1. @geneome

    Added a random number after an empty that has dupligroup turned on. T…

    geneome authored
    …his allows a group in Blender to have more than one object and be instanced.
  2. @geneome

    For instances, changing from Mesh.New to Mesh.Get in order to allow t…

    geneome authored
    …he materials of the original object to be used on the instances.
  3. @geneome

    Additions to script by Didier Bur: dialog boxes for render, backgroun…

    geneome authored
    …d, camera, GI settings, ground plane, sky/background color
Commits on Jul 21, 2007
  1. @geneome

    Slight tweak to the uber shader export code. With this change you can…

    geneome authored
    … 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.
Commits on Jul 19, 2007
  1. @geneome
Commits on Jul 13, 2007
  1. @geneome

    1)Changing the order of when instances are being exported (making the…

    geneome authored
    …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.
Commits on Jul 11, 2007
  1. @geneome

    Another fix to the instancing export. I didn't use the correct mesh w…

    geneome authored
    …hen trying to remove the verts from memory.
Commits on Jul 3, 2007
  1. @geneome

    Fixed an issue with perlin modifier not being assigned to an object p…

    geneome authored
    …roperly.
    
    Cleaned up the light export code by moving more of the variables to a global position.
Commits on Jun 26, 2007
  1. @geneome

    Fixed an issue when using Mesh (rather than NMesh) to export instance…

    geneome authored
    …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.
Commits on Jun 24, 2007
  1. @geneome
  2. @geneome

    Fixed the perlin modifier causing a crash. I had some calls using the…

    geneome authored
    … old tex slot 1 location rather than the new tex slot 3 location.
  3. @geneome

    Got last commit wrong. Moved the iplane *shader* to a new location - …

    geneome authored
    …above the other shaders (different from last commit).
  4. @geneome

    Changed default value of the lens side for bokeh and moved where the …

    geneome authored
    …infinite plane is added to the scene file. No version change since they are cosmetic changes.
Commits on Jun 21, 2007
  1. @geneome

    Changed the default values of the colors for sky and ground for fake …

    geneome authored
    …ambient term based on a suggestion from olivS.
Commits on Jun 19, 2007
  1. @geneome

    Big update from the GI perspective. I've added the "real" ao global i…

    geneome authored
    …llumination setting to the script and added fake ambient term as an option for gi.
Commits on Jun 17, 2007
  1. @geneome

    Repaired object meshlights, which didn't work after particle and hair…

    geneome authored
    … object support was added.
Commits on Jun 14, 2007
  1. @geneome

    Forgot to modify the decimal place amount on the light colors and the…

    geneome authored
    … uber shader diff and spec color values.
Commits on Jun 13, 2007
  1. @geneome

    Cut the color value decimal points to only go up to the Blender-used …

    geneome authored
    …thousandths place since dealing with longer values wasn't giving any benefit.
  2. @geneome

    Very small change to the ambient occlusion shader and override. I cha…

    geneome authored
    …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.
Commits on Jun 5, 2007
  1. @geneome

    Fixed a render button issue where it would re-export the scene files …

    geneome authored
    …you had exported with the "export .sc" button.
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