Age | Commit message (Collapse) | Author |
|
Is available when doing "View -> Show Metadata". Will draw all the
fields which are not part of the stamp at the bottom of the image.
Couple of hand-picked fields are ignored, since those are not very
useful to be seen.
Aimed to ease review of rendered shots.
Reviewers: brecht
Reviewed By: brecht
Subscribers: fsiddi
Differential Revision: https://developer.blender.org/D4316
|
|
This is a request by the studio here to make it possible to see how
many samples were used to render a specific shot or a frame. It is a
bit more tricky than simply stamping number of samples from a scene
since rendering is happening in multiple ranges of samples.
This change makes it so Cycles saves configured number of samples for
the specific view layer, and also stores start sample and number of
samples when rendering only a subrange of all samples.
The format used is "cycles.<view_layer_name>.><field>", which allows
to have information about all layers in a multi-layer EXR file.
Ideally we can store simplified "cycles.<field>" if we know that there
is only one render layer in the file, but detecting this is somewhat
tricky since Cycles operates on an evaluated scene which always have
single view layer.
The metadata is shown in the Metadata panels for clip, image and
sequencer spaces.
Example screenshot which shows the metadata:
{F6527727}
Reviewers: brecht
Reviewed By: brecht
Subscribers: fsiddi
Differential Revision: https://developer.blender.org/D4311
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
Quite straightforward: first, convert metadata from file to
stamp data which is stored in the render result, and then
for every requested layer/pass use that as a metadata.
|
|
|
|
That way it is obvious when we are using default ID copy behaviour, and
when we are using advanced/specialized ones.
|
|
Time to follow conventions for that one as well.
|
|
This was used in *one* place only... much better to have a dedicated
helper for that kind of things. ;)
|
|
Was confusing eg: G_AUTOPACK belonged to G.fileflags, G_PICKSEL to G.f.
|
|
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This is often invalid, outdated or misleading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.
|
|
Part of D4277 by @sobakasu
|
|
|
|
|
|
|
|
Helps separate variable names from descriptive text.
Was already used in some parts of the code,
double space and dashes were used elsewhere.
|
|
This makes the `#include <Windows.h>` use more localised and out of the
`image.c` file.
Reviewers: LazyDodo
Reviewed by: LazyDodo
Differential revision: https://developer.blender.org/D4049
|
|
Having the hostname allows us to identify which machine rendered which
frame in our render farm.
This simply uses the host's name, and doesn't do any DNS lookup of any
IP address of the machine. As such, it's only usable for identification
purposes, and not for reachability over a network.
Reviewers: sergey, brecht
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D4047
|
|
|
|
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.
|
|
|
|
|
|
Continuation of https://developer.blender.org/D3802
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3808
|
|
Was used in the game engine and is no longer used.
|
|
|
|
Differential Revision: https://developer.blender.org/D3719
|
|
|
|
Bad removal of 'Fields' option for image sequences...
|
|
|
|
|
|
|
|
Remove support for loading interlaced image sequences because
its less common now to record interlaced video,
the option to de-interlace video on load remains.
|
|
|
|
|
|
Use BLI_path_extension_* prefix.
|
|
|
|
Previously, render slots were hardcoded to a fixed amount.
With this change, render slots now are stored in a list. Therefore, users can add and/or remove as many slots as they want.
Credit to brecht for the UI part.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3474
|
|
This simplifies code, and will hopefully make UDIM usage of GPUTexture
a little easier.
|
|
This reverts commit 8242a5bc853a74da1273fc7ad4b959ac716c563c. This isn't
quite ready to use yet.
|
|
|
|
Conflicts:
source/blender/blenkernel/BKE_mesh.h
source/blender/blenkernel/intern/mesh_convert.c
source/blender/editors/interface/interface_eyedropper_color.c
source/blender/editors/object/object_add.c
source/blender/editors/space_image/image_ops.c
source/blender/makesrna/intern/rna_image.c
source/blender/windowmanager/intern/wm_draw.c
|
|
BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
|
|
Conflicts:
source/blender/blenkernel/intern/blendfile.c
source/blender/blenloader/intern/readfile.h
source/blender/blenloader/intern/versioning_250.c
source/blender/blenloader/intern/versioning_260.c
source/blender/blenloader/intern/versioning_270.c
source/blender/blenloader/intern/versioning_legacy.c
source/blender/editors/render/render_shading.c
source/blender/makesrna/intern/rna_movieclip.c
source/blender/render/intern/source/pipeline.c
source/blender/render/intern/source/voxeldata.c
|
|
|
|
|
|
thread.
Icin/preview only works in main thread, while image loading can be done
from others too... This could have generated random crashes and such.
|
|
This feature is limited (only byte PPM output, no multi-view),
only works with specific configurations.
This also causes some maintenance overhead
when testing changes to the render pipeline.
|
|
The following properties were used by the Blender Game Engine and no longer
need to be around:
* Animated
* Tiles
* Clamp
* Mapping
|
|
|
|
|