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2006-11-14Fixes in commit for Group Proxy feature;Ton Roosendaal
- Groups with hidden parts didn't render OK - Layer buttons sent out wrong events
2006-02-07iImage based Vector BlurTon Roosendaal
After a couple of experiments with variable blur filters, I tried a more interesting, and who knows... original approach. :) First watch results here: http://www.blender.org/bf/rt0001_0030.avi http://www.blender.org/bf/hand0001_0060.avi These are the steps in producing such results: - In preprocess, the speed vectors to previous and next frame are calculated. Speed vectors are screen-aligned and in pixel size. - while rendering, these vectors get calculated per sample, and accumulated in the vector buffer checking for "minimum speed". (on start the vector buffer is initialized on max speed). - After render: - The entire image, all pixels, then is converted to quad polygons. - Also the z value of the pixels is assigned to the polygons - The vertices for the quads use averaged speed vectors (of the 4 corner faces), using a 'minimum but non-zero' speed rule. This minimal speed trick works very well to prevent 'tearing' apart when multiple faces move in different directions in a pixel, or to be able to separate moving pixels clearly from non-moving ones - So, now we have a sort of 'mask' of quad polygons. The previous steps guaranteed that this mask doesn't have antialias color info, and has speed vectors that ensure individual parts to move nicely without tearing effects. The Z allows multiple layers of moving masks. - Then, in temporal buffer, faces get tagged if they move or not - These tags then go to an anti-alias routine, which assigns alpha values to edge faces, based on the method we used in past to antialias bitmaps (still in our code, check the antialias.c in imbuf!) - finally, the tag buffer is used to tag which z values of the original image have to be included (to allow blur go behind stuff). - OK, now we're ready for accumulating! In a loop, all faces then get drawn (with zbuffer) with increasing influence of their speed vectors. The resulting image then is accumulated on top of the original with a decreasing weighting value. It sounds all quite complex... but the speed is still encouraging. Above images have 64 mblur steps, which takes about 1-3 seconds per frame. Usage notes: - Make sure the render-layer has passes 'Vector' and 'Z' on. - add in Compositor the VectorBlur node, and connect the image, Z and speed to the inputs. - The node allows to set amount of steps (10 steps = 10 forward, 10 back). and to set a maximum speed in pixels... to prevent extreme moving things to blur too wide.
2006-02-02Render fix: object-duplicators now give their layer setting to theTon Roosendaal
duplicates, enabling lighting and layer-render properly.
2005-12-11Big commit with work on Groups & Libraries:Ton Roosendaal
-> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-06Orange branch: Revived hidden treasure, the Groups!Ton Roosendaal
Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-09-24Bug fix #3094Ton Roosendaal
Playback of sequencer sound crashed in combination with dupliverted Objects. (confirmed in osx only btw). Found out there's old not-needed code in the update_for_newframe() call, that was intended to do updates for Manipulators (calling countall()). In countall(), the entire duplilists were generated over, just for counting the totals. First step was removing the countall from update_for_newframe, and added a count_duplilist() call which doesn't generate the full duplilist. That made Blender not crashing anymore, but gives "Error totblock", without printing the block names even... The weird thing also was that the crash showed severe memory corruption in the malloc library, when combining audio scrubbing (SDL) and duplilists. I now suspect there's a remaining issue with DerivedMesh, but for that I need help from Daniel.
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont