RaumKraehe
2004-08-06, 11:36:20
Die Blender-Freaks wissen das ja eh alle. Aber vieleicht gibt es ja wieder den ein odere anderen der es sich mal anschauen will. Wie üblich gibt es auch zu diesem Release einige Neuerungen.
http://www.blender3d.org/cms/Blender.31.0.html
Blender 2.34 release notes:
Particle forces and deflection
Particles can now interact with objects in two more ways: by making an object act as a force field or vortex field, or by making an object's faces deflect particles. This is useful for many things, including water or fire effects, and swarming 3D objects using duplicate objects (dupliverts).
UV unwrapping with LSCM
LSCM (Least Squares Conformal Map) is a new UV tool that is capable of unwrapping arbitrary surfaces, preserving local angles in geometry to ensure a smoothly fitting UV layout. LSCM is available with the existing UV tools in UV Face Select mode, with Face -> Unwrap UVs ("U" key) or in the UV Calculation panel (Edit buttons). Like the existing UV unwrap methods, it unwraps the currently selected faces.
Yafray improvements and further integration
Yafray, the advanced raytracer with global illumination and photon mapping, is now integrated with Blender as a plug-in. Once installed, you now can use this render engine as easily as if it's built in. Further support for Blender features in Yafray has been added, as well as better control over these features from Blender, like the new Photon Light for caustics rendering.
Weighted creases for subdivision surfaces
With "SubSurfs" as today's standard for organic modeling, the addition of edge creases now allows users to model fine details in SubSurf meshes without needing to add more control points.
Runtime executable game files
As well as having a lot of maintenance work done on the game engine in general, saving stand-alone 'run times' is now possible again. On Windows, Blender can save a project as .exe, on OSX as .app, and on Linux/Unix as a regular binary.
Full oversampling for render
Blender's OSA (oversampling) render option in Blender was always heavily optimized for scanline rendering. The new "Full OSA" option now enables rendering all samples, giving full antialiasing for specular highlights, shading and textures as well.
Ramp shading
The new "Ramp" controls in Blender lets a user set a range of colors for a material's diffuse and specular components, define how that range will vary over a surface, and how it blends with the 'actual color'. This can enable more realistic appearance for natural materials like skin.
Misc rendering features
* Blender's 'static particles', which can be used to for a fur or grass appearance, can now be animated to deform along with characters
* New blending modes for layering textures or ramp shaders
* Improved phong shading model to prevent raytraced shadow errors
Color picker
Each button in Blender showing an RGB color now invokes the new color picker menu... and not only that, pickers can be integrated anywhere in the UI as for example the Nkey menu while 3d painting.
Sequence editor wipe transition
Blender's hidden treasure, the built in video sequence editor, now supports effects for creating a variation of wipe transitions.
http://www.blender3d.org/cms/Blender.31.0.html
Blender 2.34 release notes:
Particle forces and deflection
Particles can now interact with objects in two more ways: by making an object act as a force field or vortex field, or by making an object's faces deflect particles. This is useful for many things, including water or fire effects, and swarming 3D objects using duplicate objects (dupliverts).
UV unwrapping with LSCM
LSCM (Least Squares Conformal Map) is a new UV tool that is capable of unwrapping arbitrary surfaces, preserving local angles in geometry to ensure a smoothly fitting UV layout. LSCM is available with the existing UV tools in UV Face Select mode, with Face -> Unwrap UVs ("U" key) or in the UV Calculation panel (Edit buttons). Like the existing UV unwrap methods, it unwraps the currently selected faces.
Yafray improvements and further integration
Yafray, the advanced raytracer with global illumination and photon mapping, is now integrated with Blender as a plug-in. Once installed, you now can use this render engine as easily as if it's built in. Further support for Blender features in Yafray has been added, as well as better control over these features from Blender, like the new Photon Light for caustics rendering.
Weighted creases for subdivision surfaces
With "SubSurfs" as today's standard for organic modeling, the addition of edge creases now allows users to model fine details in SubSurf meshes without needing to add more control points.
Runtime executable game files
As well as having a lot of maintenance work done on the game engine in general, saving stand-alone 'run times' is now possible again. On Windows, Blender can save a project as .exe, on OSX as .app, and on Linux/Unix as a regular binary.
Full oversampling for render
Blender's OSA (oversampling) render option in Blender was always heavily optimized for scanline rendering. The new "Full OSA" option now enables rendering all samples, giving full antialiasing for specular highlights, shading and textures as well.
Ramp shading
The new "Ramp" controls in Blender lets a user set a range of colors for a material's diffuse and specular components, define how that range will vary over a surface, and how it blends with the 'actual color'. This can enable more realistic appearance for natural materials like skin.
Misc rendering features
* Blender's 'static particles', which can be used to for a fur or grass appearance, can now be animated to deform along with characters
* New blending modes for layering textures or ramp shaders
* Improved phong shading model to prevent raytraced shadow errors
Color picker
Each button in Blender showing an RGB color now invokes the new color picker menu... and not only that, pickers can be integrated anywhere in the UI as for example the Nkey menu while 3d painting.
Sequence editor wipe transition
Blender's hidden treasure, the built in video sequence editor, now supports effects for creating a variation of wipe transitions.