Blender 2.66: More Features
- Subsurfed UV unwrapping: Now the unwrapper takes the subdivision levels directly from the modifier on the object. Only ticking the "Use Subsurf Modifier" checkbox is required. The subsurf modifier needs to be first in the modifier stack. (r52976)
- Uv stitch now supports edge based stitching. This serves to eliminate any ambiguities that appear when trying to stitch uv vertices. A uv vertex belonging to one vertex can be part of many uv islands while a uv edge is usually shared by only two uv islands. To switch between the two modes, press ⇆ Tab. The initial mode that stitch is in depends on the selection mode when the tool is started, and will be vertex based for vertex selection and edge based for anything else. (r53092)
Multiresolution AO Baking
Ambient occlusion baking from multiresolution mesh was implemented (r53135). It allows to bake AO from mesh at highest subdivision level to mesh at preview subdivision level.
Usage of this baker is very much the same as usage of the Normals/Displacement multires baker, just that the bake mode should be set to Ambient Occlusion. As usual, the multires modifier should be the only active modifier on the mesh.
There are two options to be controlled:
- Samples defines how many rays will be used to determine the illumination of each single pixel on the texture. More rays means a more accurate result, but also longer baking time. Depending on your model, 512 or even 256 rays could be enough.
- Bias means how far away from the face surface rays would be traced. A small bias could lead to precision issues and false intersections, a large bias could lead to rays being traced from within the mesh (eg. if there are cavities in the mesh). A large bias may also reduce the accuracy of baking by skipping ray intersections.
As soon as these options are decided, baking can start.
Currently baking is single-threaded, but it is planned to make it threaded in the future.
The multires baker now also supports multi-threading baking according to the number of threads chosen in the Performance panel (r53162)
Vertex Color Baking
It is now possible to bake directly to vertex colors (r53494). This has the advantage that no target image is required to bake to, and the mesh does not need any UV coordinates. However, the quality of the bake will depend on the resolution of the mesh. To use it:
- Add a vertex color layer to the mesh. The easiest way is to switch to vertex paint mode.
- Enable Bake to vertex colors in the Bake panel.
- Press Bake.
- Added offset and scale to texture options in texture options panel. (r53843)
- Now the fixed texture flag is gone and texture painting supports tiled and view mapping on both 2D and projective mode. The mapping is shared for both modes and Tiled is the same as the old "fixed" flag, while View has the same behaviour for projective painting as when "fixed" was off. (r53846)
- Added 3D mapping mode to projective texture painting. Available only for draw brushes. (r53932)
- The option to disable 'Limit Selection To Visible' from the header in weight paint mode,
This allows you to paint select and paint 'through' the mesh without worrying about which face is in front.
- New gradient tool (AltLMB drag) - Linear, (Alt⇧ ShiftLMB drag).
This is intended for use with vertex selection,
See manual Doc:2.6/Manual/Modeling/Meshes/Weight_Paint#Weight_Gradient
Compositing Translate Node
The translate node has a new option to repeat pixels on the other side when they go outside the image, making endless translating possible. This works for the X axis, Y axis or both axes.
Auto-complete was added back CtrlSpacebar, using simple "dictionary-based" selection, matching against existing words used in the document.