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authorSergey Sharybin <sergey.vfx@gmail.com>2014-09-03 09:30:18 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2014-09-26 16:23:18 +0400
commit0e1f34a0c8b7f2a6ecddbca65f44bbd444c1386a (patch)
tree5bb16f8b7a9562b07b74012a3d1ceb93655aa44c /source/blender/editors/space_view3d/view3d_toolbar.c
parent8f6a99376961175a02d94088cc5df3feeb762e36 (diff)
Cycles; Camera ray nodes initial commit
This commit lays down an initial playground for the camera ray nodes. The idea of this nodes is to be able to have a control over the rays which are being casted from the camera in order to gain several use case scenarios: - Panorama cameras with custom mapping (kinda generalized way doing what Daniel Basso tried to address in T35428). - Distortion rendering, to produce renders which matches the footage precisely, improving motrack work flow in general. - Some possible artistic scenarios. It's the very beginning and loads of stuff to be done, but it's already possible to render a distorted images on CPU using the same exact distortion model as used by the motion tracker. Committing the stuff in order to be able to gather early feedback about how exactly this nodes are expected to work from the artists point of view, and hopefully someone will pick the work up and help finishing it all up. Some technical details: - Camera nodes are using pynodes, so no changes to the blender itself is to be done. This leads some limitations and corners on the usage, but that's probably something to be addressed for pynodes in general. That said, current annoyance is: * Modifying node declaration in the cycles addon doesn't update the files, leading to wrong render results. Not sure how it's expected to be handled actually. * Some operators like Ctrl-X are not re-linking noodles correctly. * Muting is impossible. * Some major update issues, mainly in cycles viewport. This also involves dependency graph stupidness into here. - Nodes are implemented using SVM, which is really easy to use and extend. Would also make it possible to have custom socket types, for example in SVM we can have socket type named "Ray" which would pass all the origin, direction length via a single noodle. In OSL it's not so trivial by the looks of it, so for now we stick to a stupid regular socket types. - Supporting OSL could be a rather tricky business via pynodes and could involve quite some work in here. Also it'll stress OSL with something it wasn't really designed to do, but it might just work. - Since inverting the distortion is an optimization problem which is rather tricky to implement on GPU, only CPU supports camera ray nodes at this moment. - The above thing might be solved if we bake distortion into a grid and use as a lookup table from the kernel. Would also help performance by avoiding solving optimization problem for each single camera ray at each sample. - Some stuff might be totally broken at this moment, use with care and don't forget to back your files up before doing experiments. Real quick example: ftp://ftp.blender.org/sergey/camera_nodes.blend.png
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