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authorTon Roosendaal <ton@blender.org>2006-03-15 00:29:42 +0300
committerTon Roosendaal <ton@blender.org>2006-03-15 00:29:42 +0300
commitea9866a75f9e7f348364617b866cd2e6f057e458 (patch)
tree8ede0ba1858980cb90409127c6cf8b90c07fcddf /source/blender/src/buttons_scene.c
parentafc8dec9218ad0f85dd5c32475d09dfde74723b5 (diff)
Memory saving for large renders:
New option "Save Buffers", in first Output panel of renderbuttons, will not allocate all render buffers, but instead save the rendered tiles to exr. For each scene rendered, a single exr file then is created. After rendering, the files get read, and only then the memory allocation is done. The exr files are saved in the temp dir (from user settings), and have names derived from the filename+scene name. That way these buffers remain relatively unique, and can be re-used later too. Saving all render-layers and passes in a single file (as F3 command) will be done later. Also reading back the current muli-layer exr files is not supported yet (will read black). The purpose is that these files then can be used as input for the Compositor. One fun thing I added; after rendering once with this option, close Blender, and restart it. If you have a Composite set up press 'R' on an active RenderResult node. This will refresh the node(s) and load the exr, so you can composite again without a re-render.
Diffstat (limited to 'source/blender/src/buttons_scene.c')
-rw-r--r--source/blender/src/buttons_scene.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c
index 3de232c69ef..8a6dc80068b 100644
--- a/source/blender/src/buttons_scene.c
+++ b/source/blender/src/buttons_scene.c
@@ -1249,6 +1249,8 @@ static void render_panel_output(void)
uiDefButBitS(block, TOG, 1<<(3*b+a), 800,"", (short)(10+18*a),(short)(10+14*b),16,12, &G.winpos, 0, 0, 0, 0, "Render window placement on screen");
uiBlockEndAlign(block);
+ uiDefButBitS(block, TOG, R_EXR_TILE_FILE, B_NOP, "Save Buffers", 72, 31, 120, 19, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Save the tiles for all RenderLayers and used SceneNodes to files, to save memory");
+
uiBlockBeginAlign(block);
uiDefButS(block, ROW, B_REDR, "DispWin", 72, 10, 60, 20, &G.displaymode, 0.0, (float)R_DISPLAYWIN, 0, 0, "Sets render output to display in a seperate window");
uiDefButS(block, ROW, B_REDR, "DispView", 134, 10, 60, 20, &G.displaymode, 0.0, (float)R_DISPLAYVIEW, 0, 0, "Sets render output to display in 3D view");
@@ -1264,7 +1266,7 @@ static void render_panel_output(void)
uiDefButBitI(block, TOG, R_EDGE, B_NOP,"Edge", 100, 94, 70, 20, &G.scene->r.mode, 0, 0, 0, 0, "Enable Toon edge shading");
uiDefBlockBut(block, edge_render_menu, NULL, "Edge Settings", 170, 94, 140, 20, "Display edge settings");
uiBlockEndAlign(block);
-
+
uiDefButBitS(block, TOG, R_FREE_IMAGE, B_NOP, "Free Tex Images", 170, 68, 140, 20, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Frees all Images used by Textures after each render");
}