Age | Commit message (Collapse) | Author |
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Thanks to @chadf for finding
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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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No functional changes just creepy to send rather huge structure by value.
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Summary:
Behaves very much the same as cache for Movie Clip datablock:
- Image now have `MovieCache *cache` field which replaced
legacy `ListBase ibufs`.
This allows image datablock to easily keep of image
buffers which are owned by itself. This field isn't
saved to the file and getting restored on undo steps.
However, cache limit is global for movies, sequences
and image datablocks now. So overall cached image buffers
size will not go above cache limit size in user
preferences.
- Image buffers which are marked as BITMAPDIRTY will never
be freed from the cache.
- Added utility function to iterate over image buffers
saved in movie cache.
- Movie cache cleanup check callback now have ImBuf argument
which can be used in a condition of cleanup.
- Added some utility functions which replaces legacy ibufs
iterations with image cache iteration which happens from
inside a lock.
- Fixed `image_mem_size()` which was only counting one of
the buffers if both float and byte buffer present.
Additional notes:
- `BKE_image_get_first_ibuf()` is rather stupid, but direct
access to ibufs->first was also the same stupid idea.
Would consider avoid this function is another project.
- There are some places which doesn't look threadsafe, but
they already were not so much threadsafe anyway before.
So think not a big deal with solving this later.
Finally solves infinite memory usage by image sequences! :)
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: sebastian_k
Differential Revision: http://developer.blender.org/D95
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remove MEM_sys_types.h which was a duplicate.
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Invalidate preprocessed cache when when global sequencer cache is
begin invalidated.
This is needed so scene would be rendered with a proper settings,
not taken from preprocess cache.
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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)
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Before this the the whole sequencer cache would be invalidated
when hanging sequence settings.
This was completely annoying because changing color balance
settings would re-load image file for which color balance
is happening on every change,
In fact it's still an issue if color balance is changing for
image strip itself, but if this strip has got effect and
color balance is changing for it file wouldn't be reloaded.
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Replace pseudo-LRU approach of determining which buffer
to remove when running out of space allowed for cache
with approach which would remove the frame which is most
far away from newly added frame.
This is still a bit tricky because it's impossible to
distinguish which frame to delete in situation of:
CCCC...CC
^
it's either user wants to extend left segment of cached
frames and buffers from right segment should be removed
or he wants to join this two segments and in that case
buffers from right segment should be removed.
Would need a bit more investigation which situation
is more common in general usecase.
Additional changes:
- Cleanup some memutil files (which are familiar to cache limiter)
- Add option to make moviecache verbose. If DEBUG_MESSAGES is
defined in moviecache.c detailed logs would be printed to the
console.
- Movie caches are now named which helps reading debug messages.
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else if's
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http://markmail.org/message/fp7ozcywxum3ar7n
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Fixes Fix for [#25713] VSE shows and renders wrong straight alpha gradient even after convert to pr
(see revision: 34540, fix by Janne)
By not breaking the seqcache interface API.
Added comments to header file, so that it is easier to understand, how the
cache API is supposed to work.
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python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
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after convert to premul is checked
* Caching of the start and end stills were just referencing the original imbuf (which got premultiplied after the caching), so as a result most of the time the premul was applied twice.
* Now the start and end stills are stored in the cache as duplicates of the original (non modified) imbuf.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
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* documented and rewrote the render interface of the sequencer.
(now, the geometry / render_type / etc. settings are stored within a
seperate structure called SeqRenderData that is passed within the code.)
* that fixes
* cache problems, since the caching system didn't keep track of
proxy files vs. final renders.
* is a necessary step, to bring back frame blending in speed effect
(the SeqRenderData structure elements are already there)
* will make motion blur render options available within the sequencer!
* this patch also fixes:
* "easy retiming" using speed effects. (in Blender 2.49, you could
add a speed effect and resize the source track to retime it to that
length)
* adds labels for the Original dimensions for Image + Movie tracks
(worked in 2.49, too)
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make hash distribution a little bit better.
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This patch cleans up the sequencer core by replacing the caching system
(TStripElems) with a hash based system, which is:
a) a lot faster
b) a lot more readable
c) a lot more memory conserving
The new caching system is also a good building ground for
a) sub frame precision rendering (even on scene strips)
b) multi core rendering (threaded rendering is still disabled, but can
be extended now to arbitrary core numbers)
I tested the code on an extensive editing session today and had no
crashes during 4 hours of editing. So I consider it very stable.
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