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Commits on Mar 18, 2008
  1. Looks like the changes made by Rore, that I subsequently added to, br…

    …oke the animation export. Until I figure out why I'll re-instate the last version where everything was working right.
    geneome committed Mar 18, 2008
Commits on Jan 17, 2008
  1. Turns out the "no geom" option killed the way animations were exporte…

    …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.
    geneome committed Jan 17, 2008
Commits on Jan 15, 2008
Commits on Jan 14, 2008
  1. Added the option from rorore to not export geometry which helps if yo…

    …u have a file with lots of geometry and all you change is non-geometry related settings.
    geneome committed Jan 14, 2008
Commits on Jan 3, 2008
  1. Three small changes:

    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.
    geneome committed Jan 3, 2008
Commits on Nov 14, 2007
  1. The commented-out shift x y line for the pinhole camera was missing a…

    …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.
    geneome committed Nov 14, 2007
Commits on Nov 8, 2007
  1. When rendering using the Render button in the script, the -nogui swit…

    …ch was not being turned on if pressed. This was due to it using the nocaustics button value.
    geneome committed Nov 8, 2007
Commits on Sep 27, 2007
Commits on Sep 14, 2007
  1. Changed the vertex/vector data to use 6 decimal places rather than th…

    …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.
    geneome committed Sep 14, 2007
Commits on Aug 27, 2007
  1. More clamping of python's export of too many decimal places. This tim…

    …e for normals facevarying and the shiny shader reflect values.
    geneome committed Aug 27, 2007
  2. Removed old script.

    geneome committed Aug 27, 2007
Commits on Aug 18, 2007
Commits on Aug 16, 2007
  1. Changed all the position data for cameras, lights, and meshes to use …

    …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.
    geneome committed Aug 16, 2007
Commits on Aug 5, 2007
  1. Change the instance name from using a random number (so you can have …

    …multiple meshes in a group) to using the geometry name. Seemed more logical.
    geneome committed Aug 5, 2007
Commits on Aug 2, 2007
  1. Added a random number after an empty that has dupligroup turned on. T…

    …his allows a group in Blender to have more than one object and be instanced.
    geneome committed Aug 2, 2007
  2. For instances, changing from Mesh.New to Mesh.Get in order to allow t…

    …he materials of the original object to be used on the instances.
    geneome committed Aug 2, 2007
  3. Additions to script by Didier Bur: dialog boxes for render, backgroun…

    …d, camera, GI settings, ground plane, sky/background color
    geneome committed Aug 2, 2007
Commits on Jul 21, 2007
  1. Slight tweak to the uber shader export code. With this change you can…

    … 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.
    geneome committed Jul 21, 2007
Commits on Jul 19, 2007
Commits on Jul 13, 2007
  1. 1)Changing the order of when instances are being exported (making the…

    …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.
    geneome committed Jul 13, 2007
Commits on Jul 11, 2007
  1. Another fix to the instancing export. I didn't use the correct mesh w…

    …hen trying to remove the verts from memory.
    geneome committed Jul 11, 2007
Commits on Jul 3, 2007
  1. Fixed an issue with perlin modifier not being assigned to an object p…

    Cleaned up the light export code by moving more of the variables to a global position.
    geneome committed Jul 3, 2007
Commits on Jun 26, 2007
  1. Fixed an issue when using Mesh (rather than NMesh) to export instance…

    …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.
    geneome committed Jun 26, 2007
Commits on Jun 24, 2007
  1. Fixed the perlin modifier causing a crash. I had some calls using the…

    … old tex slot 1 location rather than the new tex slot 3 location.
    geneome committed Jun 24, 2007
  2. Got last commit wrong. Moved the iplane *shader* to a new location - …

    …above the other shaders (different from last commit).
    geneome committed Jun 24, 2007
  3. Changed default value of the lens side for bokeh and moved where the …

    …infinite plane is added to the scene file. No version change since they are cosmetic changes.
    geneome committed Jun 24, 2007
Commits on Jun 21, 2007
  1. Changed the default values of the colors for sky and ground for fake …

    …ambient term based on a suggestion from olivS.
    geneome committed Jun 21, 2007
Commits on Jun 19, 2007
  1. Big update from the GI perspective. I've added the "real" ao global i…

    …llumination setting to the script and added fake ambient term as an option for gi.
    geneome committed Jun 19, 2007
Commits on Jun 17, 2007
  1. Repaired object meshlights, which didn't work after particle and hair…

    … object support was added.
    geneome committed Jun 17, 2007
Commits on Jun 14, 2007
  1. Forgot to modify the decimal place amount on the light colors and the…

    … uber shader diff and spec color values.
    geneome committed Jun 14, 2007
Commits on Jun 13, 2007
  1. Cut the color value decimal points to only go up to the Blender-used …

    …thousandths place since dealing with longer values wasn't giving any benefit.
    geneome committed Jun 13, 2007
  2. Very small change to the ambient occlusion shader and override. I cha…

    …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.
    geneome committed Jun 13, 2007
Commits on Jun 5, 2007
  1. Fixed a render button issue where it would re-export the scene files …

    …you had exported with the "export .sc" button.
    geneome committed Jun 5, 2007