Age | Commit message (Collapse) | Author |
|
- On each re-render, the node image was cleared. Skipping this gives
nicer pictures
- Node render was using AA, but unfortunately only 1 sample for Nodes
is being stored. Disable AA render for now, nice speedup too.
|
|
compositor
Now ungrouping grouped-nodes copies the animation back to the main
nodetree. This means that it is now possible to successfully roundtrip
group/un-group nodes and their animation data.
---
This should also be done for the Separate Armature operator... hmm...
|
|
compositor
This commit fixes the original bug reported here by adding some
methods to move the relevant F-Curves (and drivers) over to the new
Node-Tree's (i.e. group-node) AnimData. Animated nodes which
subsequently get grouped will still be able to animate as a result of
this commit.
TODO's:
- Ungrouping now will not yet merge the animation back (or at least
copy it)
- Buttons for nodes freshly grouped do not correctly show animated
status indicators for some reason, yet normal animation does
|
|
Compositor: Texture node didn't use texture-nodes itself.
Now composites initialize texture nodes correctly.
Also reviewed the fix for crashing texture nodes for displace.
It appears texture nodes also are used for sculpt/paint
brushes, in these cases it can be allowed again. But, don't
do this during rendering for now!
|
|
Code cleanup to allow switching active output nodes in Compositor
made shader nodes output not set correctly.
Now you can have multiple output nodes in shaders too, and switch
on click-activate.
|
|
Preview render for node shaders broke, caused by localizing
materials last week, to prevent thread crashes. Fixed now.
Also added a temp fix to draw color-management corrected
node previews default. Will follow scene setting tomorrow.
Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
|
|
An error seems to have been introduced to the node-tree building at some point, which means that the ID-type for data-attached node trees was incorrect (i.e. scene->nodetree->id.name = NTREE_COMPOSIT instead of ID_NT).
This in turn meant that the ID AnimData availability poll would fail, as the ID-type could not be determined.
|
|
- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
|
|
'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
|
|
bpy.data.node_groups.new(name, type)
made some minor changes.
|
|
Compositor: If scene render size changed, a Texture node didn't get tagged
to re-render, using previous size instead.
|
|
now duplicating ID data wont duplicate actions by default and the user preference is used with duplicate operators.
|
|
|
|
|
|
there is no Nodetree
also use const prefix in solidify modifier where possible.
|
|
Related to another bug fixed recently, both viewer + split viewer
could be set to output to the same image. That also could make node
tree localization/sync go wrong.
|
|
crash, with two threads writing to the same image.
|
|
[#23637] Replacing an image used in the compositor crashes
[#23343] changes in images doesn't update compositor image nodes
|
|
replace with defgroup_find_name() and BLI_findstring()
|
|
- remove MEM_guardedalloc.h from header files (include directly)
|
|
|
|
copying a scene would still have nodes point back to the old scene which would crash (in some cases) or break rendering.
|
|
correct between localize/merge, bugfix for #21727 only did it one way.
|
|
turns out this isnt exactly a bug since support was never written for this but may as well support it.
now rna/py can do image.copy() too.
|
|
- write_crash_blend() was writing to the original path.
|
|
Now, rather than the bit-too-alarming stop sign, threaded wmJobs
display a progress indicator in the header. This is an optional feature
for each job type and still uses the same hardcoded ui template
(could use further work here...).
Currently implemented for:
Render - parts completed, then nodes comped
Compositor - nodes comped
Fluid Sim - frames simulated
Texture Bake - faces baked
Example: http://mke3.net/blender/devel/2.5/progress.mov
|
|
|
|
Hopefully this is correct - looks like the CompBuf->node pointer was getting left
out of the per-thread copying/localisation.
|
|
(commit 27690 by Campbell from render25 branch)
|
|
(commit 27684 by Campbell from render25 branch)
|
|
|
|
|
|
in compositor and outliner yet.
|
|
use sizeof() with other instances of BLI_uniquename too
|
|
memory frees or node trees sharing animdata when they shouldnt.
|
|
also some corrections to memory debug stuff.
|
|
|
|
changed some malloc to MEM_mallocN while trying to track down a memory leak.
|
|
Now the compositing node tree will update on frame change if any of the
nodes are animated.
This doesn't work for playback (i.e. alt a), that's better off waiting until we
have some kind of frame caching system.
|
|
Was very quick to do, now re-aquainted with node editor.
http://mke3.net/blender/devel/2.5/hue_correct_node.jpg
Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and
I can help :)
|
|
similar to sequence editor.
--> http://mke3.net/blender/devel/2.5/color_balance_node.jpg
Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value.
Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value
components that that widget affects.
Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative),
which causes havoc along the image pipeline. I added a check in the node code to prevent this.
Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
|
|
* Cleaned up dead code, removed all traces of socket selection
* Modified border select so it's possible to have border select on mouse tweak.
With this change, by default, click+dragging on a node will select and move it,
but click+dragging on empty space will border select.
|
|
Testing a new method that hopefully will be faster to use than finicky socket
selection - now just select multiple nodes and press F - available output sockets
on the selected nodes will get automatically connected to the active node.
It works for one socket type each time, to avoid getting lots of extra connections
when you join up, but as a shortcut you can easily press F again to connect up
other socket types. For example, to connect a render layer node (with vector pass)
to a vector blur node, select the render layer then the vector blur, and press F
three times to connect up the Image, Z and Vector sockets. It now also
preferences sockets with the same name to connect up first.
There's also another option (ctrl F) which will replace existing input links, rather
than only connecting up links to available input sockets.
* Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak
|
|
Extend the 'only selected' property in the graph editor to only show curves
from selected sequence strips and nodes as well.
|
|
actually happened when clicking on any input
|
|
* Fixed a nasty bug which meant that it was impossible to set an active node. Was caused by ntreeCopyTree() getting called when compo updates were done and clearing the active flags. The active flag clearing is only really needed for the "internal_select" case which is only used for duplicating selected nodes (from Shift-D duplicate).
* Recoded click-selection code. Was a mess of old code, bad exceptions from the old code half ported, duplicate operators, unnecessary flags/modes.
* Fixed bug #19927: compositing node groups can't be access via "tab" or ungrouped via "alt+g". Was probably related to the active group not being able to be set.
* Made resizing nodes work again. Again, this was due to the active node bug.
* Made adding a new group with Ctrl-G correctly update the views
|
|
Now the rna path to nodes happens via the node name, which is ensured to be unique via RNA.
As part of this, the node->username string has been removed, upon renaming the node itself it takes care of making sure it's unique (like bones, constraints, etc). There's currently no interactive rename tool, but you can do it via the datablocks editor.
- plus a few notifier tweaks, using the newer NC_NODE notifier to refresh graph editor etc.
|
|
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
|
|
Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there.
Would also be good to wrap the input/output sockets, too, will check on it.
This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
|
|
|