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CVS: Image Refactor + Multiple UV/Vertex Colors

14

imagerefactor.jpgThe Blender 2.43 release is getting closer everyday, and even with the clock counting down to release, huge advancements are being made to the Blender code. This time, Ton has done an image refactor (committed to the CVS Dec. 20th) and Brecht has given us the much asked for Multiple UVs and vertex colors (committed to the CVS Dec. 21st)!

From the Image Refactor documentation:

With the Blender Compositing and Pass Render features, the need for a more advanced imaging system in Blender was evident. Many much wanted features now are available, such as:

  • MultiLayer image read/write, and integrated in all editors
  • Flipbook playback for compositing, sequences or movie files
  • Painting in Image Sequences, in MultiLayer images, and integrated with Compositor
  • Repacking Images
  • Procedural Images

From the Multiple UV commit:

Added names to UV and vertex color layers, and display them as a list.

Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

This was a great deal of work, so to truly appreciate it you should read the entire documentation page of the image refactor as well as pick up a CVS build from graphicall if you want to see these features in action!

About the Author

Eugene

Just a guy really into 3D, especially where Blender is concerned.

14 Comments

  1. Thank you guys for developing..!!!.i'm very sad that at the moment, that I don't have some money for donation.. You all do great things and for even free,,,You all are heroes!!!!!!!!!!!!!

  2. I haven't learned about compositing and nodes yet but I'm sure its awesome. Also, I tested the new game engine and received a 30% or more increase in performance!

  3. Fantastic!
    Blender coders just keep on amazing me with the wealth of new features that arrive in each release.
    Thank you very much guys for your sterling efforts and esp to 'big boss' Ton.
    Thanks too to ZanQdo for supplying builds for us to experiment with and also to BlenderNation for bringing us the news...and to Blender magazine too...in fact thanks EVERYONE involved in the Blender community for another great year.
    Although a final didn't coincide with Xmas this year this is going to be such a great release I know I can wait for my main present just a little longer :o)
    Happy holidays!!

  4. Every time I hear an announcement like this, I think to myself: "Man, that code has got to be super-clean to add features that quickly". I was impressed way back in the 1.x version days that such a powerful program fit onto a floppy. Nowadays, it sounds as if Ton gets an idea, "well, it would be nice if we had this feature..." and then implements it during a single weekend. Ton and the rest of the crew have got to be programming geniuses.

  5. many thanks to developer
    I can't believe there is a good open source software such as blender until I tried it
    thank you very very much and keep your good work

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