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The offscreen dicing scale helps to significantly reduce memory usage,
by reducing the dicing rate for objects the further they are outside of
the camera view.
The dicing camera can be specified now, to keep the geometry fixed and
avoid crawling artifacts in animation. It is also useful for debugging,
to see the tesselation from a different camera location.
Differential Revision: https://developer.blender.org/D2891
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frame
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: sergey
Differential Revision: https://developer.blender.org/D2787
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The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
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Differential Revision: https://developer.blender.org/D2016
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This reverts 72592cfb, needs more refactoring to do that cleanup.
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The idea of pole merge is to fade interocular distance after a certain
altitude to zero when altitude goes closer to a pole. This should prevent
annoyances looking up in the sky or down to the bottom.
Works for both panorama and perspective cameras when Spherical Stereo
is enabled.
Reviewers: dfelinto, brecht
Reviewed By: brecht
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D1998
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NOTE: this is only the first of many patches towards completing the subdivison
and displacement system in Cycles. These patches will be reviewed and committed
one by one over the coming weeks.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D1909
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This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
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Basically the idea is to make code robust against extending
enum options in the future by falling back to a known safe
default setting when RNA is set to something unknown.
While this approach solves the issues similar to T47377,
but it wouldn't really help when/if any of the RNA values
gets ever deprecated and removed. There'll be no simple
solution to that apart from defining explicit mapping from
RNA value to Cycles one.
Another part which isn't so great actually is that we now
have to have some enum guards and give some explicit values
to the enum items, but we can live with that perhaps.
Reviewers: dingto, juicyfruit, lukasstockner97, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1785
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This way we avoid passing structures which could be up to
few hundred bytes by value to the utility functions.
Ideally we'll also have to add `const` qualifier in majority
of the calls, but C++ RNA does not allow us to do that because
it does not know if some function modifies contents or not.
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This is an attempt to emulate real CMOS cameras which reads sensor by scanlines
and hence different scanlines are sampled at a different moment in time, which
causes so called rolling shutter effect. This effect will, for example, make
vertical straight lines being curved when doing horizontal camera pan.
This is controlled by the Shutter Type option in the Motion Blur panel.
Additionally, since scanline sampling is not instantaneous it's possible to have
motion blur on top of rolling shutter.
This is controlled by the Rolling Shutter Time slider which controls balance
between pure rolling shutter effect and pure motion blur effect.
Reviewers: brecht, juicyfruit, dingto, keir
Differential Revision: https://developer.blender.org/D1624
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Shutter curve now can be controlled using curve mapping widget in the motion
blur panel in Render buttons. Only mapping from 0..1 by x axis are allowed,
Y values will be normalized to fill in 0..1 space as well automatically.
Y values of 0 means fully closed shutter, Y values of 1 means fully opened
shutter.
Default mapping is set to old behavior when shutter opens and closes instantly.
This shutter mapping curve could easily be used by any other render engine by
accessing scene.render.motion_blur_shutter_curve.
Reviewers: #cycles, brecht, juicyfruit, campbellbarton
Differential Revision: https://developer.blender.org/D1585
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This adds an option to control at what time relative to the current frame
the shutter is fully opened. Supported options are:
- Shutter is starting to open at the current frame
- Shutter is fully opened at the current frame
- Shutter is fully closed at the current frame
Custom shutter time offset is possible, same as custom curve for shutter
openness but those are considered nice things to have rather than something
crucial.
Reviewers: juicyfruit, dingto
Subscribers: venomgfx, hjalti
Differential Revision: https://developer.blender.org/D1380
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Matches change from BKE_camera
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The crash was due to baking with motion blur but without a camera.
Reviewed by Brecht.
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Works totally similar to camera motion blur and majority of the changes are
related on just passing extra arguments to sync() functions.
Couple of things still to look into:
- Motion pass will not include motion caused by the zoom.
- Only perspective cameras are supported currently.
- Motion is being interpolated on projected coordinates, which might give
different results from constructing projection matrix from interpolated
field of view.
This could be good enough for us, but we need to consider improving this
at some point.
Reviewers: juicyfruit, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D1383
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This was a mistake in the original code from D1079.
With the current way how direction ot mirror ball works camera should look
into negative Y direction. Corrected it in the camera matrix synchronization,
so no extra calculations are needed at the render time.
That's a bit annoying, but we'd better port it to the release branch, or
otherwise we'll end up with files created with wrong camera mapping after
2.75 release.
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The projection code was already in place, so this just exposes the option.
Differential Revision: https://developer.blender.org/D1079
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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This inconsistency drove me totally crazy, it's really confusing
when it's inconsistent especially when you work on both Cycles and
Blender sides.
Shouldn;t cause merge PITA, it's whitespace changes only, Git should
be able to merge it nicely.
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The issue was caused by the whole viewplane used for mapping calculation
which would for sure lead to differences between final camera render and
viewport render from the camera view.
This commit makes it so window texture mapping is the same as final render
when viewing from the camera in viewport render.
It's not totally clear what's the right thing to do when viewport is not
in the camera view mode and that part is left unchanged.
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This patch adds the option to set minimum/maximum latitude/longitude values for
the equirectangular panorama camera in Cycles, as discussed in T34400.
The separate functions in kernel_projection.h are needed because the regular
ones are also used as helper functions for environment map sampling.
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: dingto, sergey, brecht
Differential Revision: https://developer.blender.org/D960
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This was already mixed a bit, but the dot belongs there.
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This means it's no longer needed to enable experimental feature set in order to
have proper camera in volume support. And this also means if there's something
wrong going on, or if there's speed regression for cases when camera is obviously
not in the volume -- this issues are to be reported and handled in the regular
matter.
Happy blending!
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Basically the title says it all, volume stack initialization now is aware that
camera might be inside of the volume. This gives quite noticeable render time
regressions in cases camera is in the volume (didn't measure them yet) because
this requires quite a few of ray-casting per camera ray in order to check which
objects we're inside. Not quite sure if this might be optimized.
But the good thing is that we can do quite a good job on detecting whether
camera is outside of any of the volumes and in this case there should be no
time penalty at all (apart from some extra checks during the sync state).
For now we're only doing rather simple AABB checks between the viewplane and
volume objects. This could give some false-positives, but this should be good
starting point.
Need to mention panoramic cameras here, for them it's only check for whether
there are volumes in the scene, which would lead to speed regressions even if
the camera is outside of the volumes. Would need to figure out proper check
for such cameras.
There are still quite a few of TODOs in the code, but the patch is good enough
to start playing around with it checking whether there are some obvious mistakes
somewhere.
Currently the feature is only available in the Experimental feature sey, need
to solve some of the TODOs and look into making things faster before considering
the feature is ready for the official feature set. This would still likely
happen in current release cycle.
Reviewers: brecht, juicyfruit, dingto
Differential Revision: https://developer.blender.org/D794
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Thanks for Aldo Zang for the help with the fix for the panorama/fisheye
depth of field calculation and the overall math.
Reviewed By: sergey, dingto
Subscribers: juicyfruit, gregzaal, #cycles, dingto, matray
Differential Revision: https://developer.blender.org/D753
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This now supports multiple steps and subframe sampling of motion.
There is one difference for object and camera transform motion blur. It still
only supports two steps there, but the transforms are now sampled at subframe
times instead of the previous and next frame and then interpolated/extrapolated.
This will give different render results in some cases but it's more accurate.
Part of the code is from the summer of code project by Gavin Howard, but it has
been significantly rewritten and extended.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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* Put render resolution x/y into a function.
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before this only active scene would be rendered with border.
When do_render_fields_blur_3d() is finished, it'll modify
render's display rect so it'll correspond bordered render
result placed on black backgrund. Actual border is stored
nowhere, which makes it only way to re-calculate disprect
for all other renders used in compo based on source. Not
so big deal actually.
Also needed to modify Cycles a bit, because before this
patch it used border settings from scene being rendered.
Now made it so render data is passing to external engines.
Using a property inside RenderEngine structure for this.
Not best ever design for passing render data, but this
would prevent API breakage. So now external engines could
access engine.render to access active rendering settings.
Reviewed by Brecht, thanks!
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GPU variants do not support pow(-1, 2), it doesn't check for even exponents, do
manually now.
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Brecht Van Lommel and me
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Now one no longer needs to match the sensor dimensions with the render dimensions manually.
IMPORTANT NOTE: if you were using AUTO before with mismathing sensor aspect ratio (comparing to the render dimensions)
this will change your render! We can doversion this, but apart from Tube project I don't know if anyone else
is using this yet (part due to this bug and the only recently fixed 3dview preview aspect ratio).
That should help more artists to take advantage of this fantastic Blender feature.
It still helps to know the parameters of kwnown cameras/lens though.
For example:
Nikon DX2S with a 10.5mm fisheye can be set with:
Render resolution: 4288 x 2848
Sensor 23.7 x 15.70 (15.70 can be ommitted if AUTO is used as fit method)
Note: some cameras render different sizes according to the recording mode.
For example, a Red Scarlet in 5k (@12 fps) can render a full circular fisheye with a sigma 4.5 lens.
The same camera in the 30fps recording mode renders 4k in a cropped circular image.
So it's not only the resolution that changes, but the actual sensor been used.
So just keep in mind that the more information you have from the camera/lens you want to emulate the better.
Bug found at/patch written as a follow up of the BlenderPRO2012, patch reviewed by Brecht Van Lommel
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to the camera border rather than the entire viewport.
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orthographic on 3D view
Patch by Yasuhiro Fujii, thanks!
Original issue was that in vases viewport's lens are different from default
value switching between perspective and orthographic projections will change
viewplane a lot, which is disorienting and annoying.
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This makes it possible to do a border render inside a viewport even
when not looking through the camera.
Render border could be defined by Ctrl-B shortcut (works for both
camera render border and viewport render border).
Camera render border could still be defined using Shift-B (so no
muscule memory would be broken). Currently used a special flag of
operator to do this, otherwise you'll need to either two operators
with different poll callback or it could go into conflict with a
border zoom,
Border render of a viewport could be enabled/disabled in View
panel using "Render Border" option.
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It will
still look a bit strange since the viewport can't actually render such panorama views,
so the opengl drawn scene behind the border render will not match up.
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