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	<title>テンプレート:Release Notes/2.46/Rendering/Renderer Improvements - 版の履歴</title>
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	<updated>2026-04-24T15:11:50Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.46/Rendering/Renderer_Improvements&amp;diff=57998&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.46/Rendering/Renderer_Improvements&amp;diff=57998&amp;oldid=prev"/>
		<updated>2018-06-28T17:53:35Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:53時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.46/Rendering/Renderer_Improvements&amp;diff=57997&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: Dev:Ref/Release Notes/2.46/Rendering/Renderer Improvements moved to Template:Release Notes/2.46/Rendering/Renderer Improvements: move to Template:</title>
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		<updated>2009-02-17T23:50:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/Dev:Ref/Release_Notes/2.46/Rendering/Renderer_Improvements&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:Ref/Release Notes/2.46/Rendering/Renderer Improvements&quot;&gt;Dev:Ref/Release Notes/2.46/Rendering/Renderer Improvements&lt;/a&gt; moved to &lt;a href=&quot;/%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.46/Rendering/Renderer_Improvements&quot; title=&quot;テンプレート:Release Notes/2.46/Rendering/Renderer Improvements&quot;&gt;Template:Release Notes/2.46/Rendering/Renderer Improvements&lt;/a&gt;: move to Template:&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Ton Roosendaal&lt;br /&gt;
&lt;br /&gt;
Blender Play feature:&lt;br /&gt;
&lt;br /&gt;
- Hold shift prints filename/frame nr + speed&lt;br /&gt;
- SHIFT+NumPad-4: playback speed 24 frs/sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Render feature: the END OF DIFFUSE BANDING!&lt;br /&gt;
http://www.blender.org/development/current-projects/changes-since-244/rendering-features/&lt;br /&gt;
&lt;br /&gt;
Thanks Andy for poking and analysing, and Nathan for feedback!&lt;br /&gt;
&lt;br /&gt;
And there's another annoyance I got poked for:&lt;br /&gt;
&lt;br /&gt;
Image texture &amp;quot;Filter size&amp;quot; was not well usable for making the&lt;br /&gt;
appearance soft filtered, this because it multiplied the sample &lt;br /&gt;
values, and such values could be extreme small.&lt;br /&gt;
&lt;br /&gt;
Added next to &amp;quot;Filter&amp;quot; buton a new &amp;quot;Min&amp;quot; option, which enforces&lt;br /&gt;
a filter size to be a minimum of 'filter' pixels in size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adding the colorband Hue, Saturation, Value, Color blending modes &lt;br /&gt;
to the Material Texture blending as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feature + Fix:&lt;br /&gt;
&lt;br /&gt;
- while sampling color in image window, you now get the sampled color as a line&lt;br /&gt;
drawn in the node editor Curve nodes, allowing quicker view of what values you&lt;br /&gt;
actually change.&lt;br /&gt;
&lt;br /&gt;
- reverted temporary the patch [#6779] by Matthew Plough&lt;br /&gt;
  He replaced image drawing of backdrop-node-editor with our Texture drawing&lt;br /&gt;
  function. That call is extremely slow, and should be by definition slower&lt;br /&gt;
  than glDrawPixels (unless you don't upload the image each time to gfx mem).&lt;br /&gt;
&lt;br /&gt;
  Drawing large frames (2k, 4k) in node editor became unacceptable slow, even &lt;br /&gt;
  with the neatest hardware around. (tested nvidia, ati) &lt;br /&gt;
&lt;br /&gt;
  Probably (Campbell thinks) this is a bypass for Linux ATI cards? &lt;br /&gt;
  Anyhoo, this should be investigated further before applying. It better then&lt;br /&gt;
  becomes a user pref, or even much better: part of the OpenGL profiler we need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Small feature: add a group -&amp;gt; object name gets derived from group name,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Render control feature: shader-level shadowbuffer bias&lt;br /&gt;
&lt;br /&gt;
Lampbuffers require painful bias tweaking (to prevent aliasing or to&lt;br /&gt;
get shadow detail). Sometimes you want this different per object, like&lt;br /&gt;
for gras you want less shadow detail, but for the ground you want high&lt;br /&gt;
detail. This feature allows to tweak it.&lt;br /&gt;
&lt;br /&gt;
The new &amp;quot;LBias&amp;quot; slider is in shader panel, bottom. Ugly! But, thats for&lt;br /&gt;
later...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added new render pass: &amp;quot;Mist&amp;quot;.&lt;br /&gt;
This is actually just the alpha value as currently being calculated&lt;br /&gt;
by the mist code. It is in many cases not very useful to have this as&lt;br /&gt;
alpha in shading result, also for postprocess and composite.&lt;br /&gt;
&lt;br /&gt;
Note: this pass also works with &amp;quot;Mist&amp;quot; not set in World, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Vector Blur now has option to be curved!&lt;br /&gt;
&lt;br /&gt;
Especially for fast moving objects (as we have here in Peach) the&lt;br /&gt;
art department demanded nice curved vector blur. This formula uses&lt;br /&gt;
a quadratic bezier function, which is not giving perfect circles, but&lt;br /&gt;
certainly useful results.&lt;br /&gt;
&lt;br /&gt;
Also on todo: get this blur code to do nicer accumulation...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase one of better masking support while rendering.&lt;br /&gt;
&lt;br /&gt;
Problem: artist wants character to walk in grass, but still have all rendered&lt;br /&gt;
in seperate render-layers, for postpro effects and vblur. How to efficiently&lt;br /&gt;
create a mask image you can put *over* the character for the grass?&lt;br /&gt;
&lt;br /&gt;
Solution has two parts; this commits allows any layer inside of the renderlayers&lt;br /&gt;
to become a Z-mask (Z values for solid gets filled in, but not rendered).&lt;br /&gt;
&lt;br /&gt;
Second part of commit is render option &amp;quot;Only render stuff that's in front of&lt;br /&gt;
a zbuffer value that was filled in (saves render time)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feature: we're using &amp;quot;non linear lighting&amp;quot; now, using exposure/range in&lt;br /&gt;
world. That allows more extreme lamps (areas too). &lt;br /&gt;
&lt;br /&gt;
To make it work more intuitive, the preview renders in buttons now use&lt;br /&gt;
the settings for exposure too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New feature: Zmask rendering&lt;br /&gt;
&lt;br /&gt;
It's quite a complex feature for simple log, so here's the log as&lt;br /&gt;
it should be, with images:&lt;br /&gt;
&lt;br /&gt;
http://www.blender.org/development/current-projects/changes-since-244/rendering-features/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Improvements in Zmask feature of yesterday:&lt;br /&gt;
&lt;br /&gt;
- zmask now allows to have solid faces included too&lt;br /&gt;
- ctrl+click on render-layer layers (whats in a name!) now works better&lt;br /&gt;
&lt;br /&gt;
Here's the revised and extended doc:&lt;br /&gt;
&lt;br /&gt;
http://www.blender.org/development/current-projects/changes-since-244/rendering-features/&lt;br /&gt;
&lt;br /&gt;
It's a difficult to explain feature... but important for a good compo pipeline&lt;br /&gt;
here. Being tested still!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New rendering option: FSA!&lt;br /&gt;
&lt;br /&gt;
This completes the pipeline make-over, as started in 2006. With this&lt;br /&gt;
option, during rendering, each sample for every layer and pass is being&lt;br /&gt;
saved on disk (looks like non-antialiased images). Then the composite &lt;br /&gt;
and color correction happens, then a clip to 0-1 range, and only in end &lt;br /&gt;
all samples get combined - using sampling filters such as gauss/mitch/catmul.&lt;br /&gt;
&lt;br /&gt;
This results in artefact-free antialiased images. Even Z-combine or&lt;br /&gt;
ID masks now work perfect for it! &lt;br /&gt;
&lt;br /&gt;
This is an unfinished commit btw; Brecht will finish this for strands.&lt;br /&gt;
Also Halo doesnt work yet.&lt;br /&gt;
&lt;br /&gt;
To activate FSA: press &amp;quot;Save Buffers&amp;quot; and the new button next to it. :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Press Rkey in compositor for reading back render results and invoke a compo.&lt;br /&gt;
This now correctly reads AO (skipped it sometimes) and it makes a correct&lt;br /&gt;
composite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feature: SHIFT+R in compositor reloads all full sample buffers, composites&lt;br /&gt;
and merges with filter. (ALso in Node menu).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AlphaOver node feature: &amp;quot;Premul&amp;quot; slider allows to mix between the&lt;br /&gt;
using alpha as premul or nonpremul. Quite useful for brightness&lt;br /&gt;
tweaks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When iserting rotations in poses, the quaternion sometimes rotates exactly&lt;br /&gt;
the opposite way as you want. Or even worse, you can never really define&lt;br /&gt;
which way it rotates (officially it should do shortest path).&lt;br /&gt;
&lt;br /&gt;
This hotkey flips the quaternion (which means it rotates to same position&lt;br /&gt;
exactly via the other way). Hotkey ALT+F (flip) in 3d window posemode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Italian community request: Area light fix!&lt;br /&gt;
&lt;br /&gt;
http://peach.blender.org/index.php/area-light-fix-light-not-shadow/&lt;br /&gt;
&lt;br /&gt;
Now, for every possible shadow sample, an area light calculation is &lt;br /&gt;
done from that position.&lt;br /&gt;
&lt;br /&gt;
==Sequencer - remap path==&lt;br /&gt;
&lt;br /&gt;
Sequence Editor: SHIFT+R, Remap Paths (also in pull down menu)&lt;br /&gt;
&lt;br /&gt;
This allows to remap the root of a path to another directory.&lt;br /&gt;
Works on all selected Image strips. That way you can make absolute&lt;br /&gt;
paths relative, for example.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
original path: /mnt/orange/finals/06_which_way/06_03b/&lt;br /&gt;
to be remapped: /mnt/orange/finals/&lt;br /&gt;
remap to: //&lt;br /&gt;
new path: //06_which_way/06_03b/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New feature:&lt;br /&gt;
&lt;br /&gt;
Weightpaint drawing now allows to define your own range of colors;&lt;br /&gt;
using a ColorBand, available in the User settings.&lt;br /&gt;
&lt;br /&gt;
Log:&lt;br /&gt;
http://www.blender.org/development/current-projects/changes-since-244/animation-features/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New driver option for the poor suffering riggers:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rotation Difference&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This option, for Bones, allows the angle between two Bones to be&lt;br /&gt;
the driver for another Ipo channel. This angle now is hardcoded &lt;br /&gt;
based on the Bone-space orientation (without parenting rotation).&lt;br /&gt;
&lt;br /&gt;
Thanks to nathan for poking and test!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A different approach for the new driver option: it now uses pose-space&lt;br /&gt;
instead of bone-space. This makes it visual easier to use. For the todo:&lt;br /&gt;
a large array of buttons for users to pick what kind of 'space' is used?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quick added feature: the &amp;quot;do not get scaling from parent bone&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
It's next to the 'hinge' button, a small 'S'. No more space here... will&lt;br /&gt;
make it nicer inferface later. :)&lt;br /&gt;
Let's first see if this works as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Feature: transform manipulator (align normal option) aligns with bezier &lt;br /&gt;
handles now. Needed &amp;amp; useful for modeling trees here...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Small feature added to new &amp;quot;show bone paths around cfra&amp;quot;:&lt;br /&gt;
- after a insert-key (autokey mode) it updates paths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Long outstanding feature request: &amp;quot;Multi Modifier&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This allows to mix between the result of 2 modifiers, with both&lt;br /&gt;
using the same input state. This is useful for having a mesh deform&lt;br /&gt;
and armature deform working together.&lt;br /&gt;
&lt;br /&gt;
However! This functionality could have been presented better...&lt;br /&gt;
this is actually Node editor stuff!&lt;br /&gt;
&lt;br /&gt;
Now it works by adding a &amp;quot;MM&amp;quot; button, next to the &amp;quot;overall vgroup&amp;quot;&lt;br /&gt;
option. If MM is pressed, the input of this modifier is the same as&lt;br /&gt;
the input of the previous modifier.&lt;br /&gt;
Only the armature modifier has this option now...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Revamp of multi modifier option!&lt;br /&gt;
&lt;br /&gt;
- error fix: overall weight group value was used inverted&lt;br /&gt;
- added &amp;quot;Inv&amp;quot; button to make weight group work inverted&lt;br /&gt;
- added bigger, more clear Multi Modifier button&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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