Age | Commit message (Collapse) | Author |
|
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
|
|
While \file doesn't need an argument, it can't have another doxy
command after it.
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
* Use simple default view transform for color pickers, as Filmic does not work
well for all types of colors. We better handle this with an option and tagging
of colors as emissive or albedo like.
* For solid/workbench we also no longer use Filmic, as there is not enough contrast
and it's not really needed since this is not physically based lighting.
* For lookdev always take into account the view transform and look. Other view
settings like exposure are only taken into account if scene lighting is used,
since these are often dependent on scene light intensity.
Fixes T61022, T57649, T59363.
|
|
|
|
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
|
|
Done using:
source/tools/utils_maintenance/c_sort_blocks.py
|
|
|
|
The idea is to reflect that the view settings are the best
for cases when one wants to see things as if they are a
render result.
|
|
Solves weird situation when default display name is queried
from OCIO, but Default view being assumed to be set for it.
Now view is initialized to a default view of that display.
|
|
Strip unindented comment blocks - mainly headers to avoid conflicts.
|
|
Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
|
|
This patch supports auto-clamped handles for curves,
useful since without this it can be difficult to have 'flat' sections of a curve.
|
|
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
|
|
Previously curve mapping was always setting to only a single slope which then
was symmetrizied by a tools (such as brush or compositing).
With this change it's possible to set curve to symmetrical slopes as a part
of preset.
|
|
We're currently only supporting save to a default format color space, which
makes it a bit tricky to prevent ImBuf from being changed.
For until when saving to a custom colorspace works we'll just reload image
if the space changes.
|
|
|
|
|
|
Throw a python error if user attempts to use CurveMap without calling
CurveMapping.initialize() first. Added access to the initialize function
to CurveMapping on RNA level.
Thanks to Campbel for the help and remarks!
|
|
Curves may not be not initialized when called from python. C code
explicilty says that curvemapping_initialize should be called prior to
evaluating the curve, however the curve clip rectangle is not available
when calling evaluation on the curvemap. This is not possible unless we
force the evaluation on CurveMapping level, not on CurveMap level.
For now just pass a rectangle with the x boundary values of the curvemap
for evaluation to avoid the crash.
|
|
|
|
authors to avoid bugs with accessing removed data.
|
|
conversion
|
|
|
|
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
|
|
make RegisterBlendExtension_Fail a static func
u
|
|
safety), now initializations has to be done outside evaluation.
|
|
curvemapping_changed()
|
|
calculation (when there were black or white inputs on the curve node).
avoid allocation by using local vars for black/white storage & curve calculation.
|
|
This implements basic color grading modifiers in sequencer, supporting
color balance, RGB curves and HUE corrections.
Implementation is close to object modifiers, some details are there:
http://wiki.blender.org/index.php/User:Nazg-gul/SequencerModifiers
Modifiers supports multi-threaded calculation, masks and instant
parameter changes.
Also added cache for pre-processed image buffers for current frame,
so changing sequence properties does not require rendering of original
sequence (like rendering scene, loading file from disk and so)
|
|
|
|
evaluate the curve and update after changes.
|
|
|
|
without the underscores these clogged up the namespace for autocompleation which was annoying.
|
|
byte => float, float => float, byte => byte conversions with profile, dither
and predivide. Previously code for this was spread out too much.
There should be no functional changes, this is so the predivide/table/dither
patches can work correctly.
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
|
|
- use 'const float *' and array size in some function declarations.
- replace macros for BLI_math functions INPF, VECCOPY, VECADD etc.
- remove unused VertRen.clip struct member.
- remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3().
- use vertex arrays for drawing clipping background in the 3D viewport.
|
|
|
|
|
|
curves etc).
Fixed by adding a 'slope' parameter to curvemap_reset() to mirror curve presets around Y axis.
Also removed curve preset with 'random' icon, wasn't doing what it looked like it should,
this was intended only for hue correct node anyway.
|
|
|
|
by Xavier Thomas
This adds the waveform monitor and vectorscope to the image editor 'scopes'
region, bringing it inline (plus a bit more) with sequence editor functionality,
and a big step closer to the end goal of unifying the display code for image/
comp/sequence editor. It's non-intrusive, using the same code paths as
the histogram.
There's still room for more tweaks - I modified the original patch, changing
the openGL immediate mode drawing of the waveform display to vertex arrays for
speed optimisation. Xavier can look at doing this for the vectorscope now too.
Thanks very much Xavier!
|
|
instead of flat/straight
|
|
|
|
|
|
* Added a generic 'histogram' ui control, currently available in new image editor
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.
It's a baby step in unifying the functionality and code from the sequence editor,
so eventually we can migrate the sequence preview to the image editor too,
like compositor.
Still a couple of rough edges to tweak, regarding when it updates. Also would
be very nice to have this region as a partially transparent overlapping region...
|
|
also moved brush curve presets code into curvemapping code.
|
|
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
|
|
- 1st stage: Linear Workflow
This implements automatic linear workflow in Blender's renderer. With the
new Colour Management option on in the Render buttons, all inputs to the
renderer and compositor are converted to linear colour space before
rendering, and gamma corrected afterwards. In essence, this makes all
manual gamma correction with nodes, etc unnecessary, since it's done
automatically through the pipeline.
It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management
And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg
This also enables Colour Management in the default B.blend, and changes the
default lamp falloff to inverse square, which is more correct, and much
easier to use now it's all gamma corrected properly.
Next step is to look into profiles/soft proofing for the compositor.
Thanks to brecht for reviewing and fixing some oversights!
|