Age | Commit message (Collapse) | Author |
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Things like `BLI_uniquename` had nothing, but really nothing to do in
BLI_path_util files!
Also, got rid of length limitation in `BLI_uniquename_cb`, we can use
alloca here to avoid overhead of malloc while keeping free size (within
reasonable limits of course).
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- division often visibly clipped channels.
- division by zero caused NAN pixel values.
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This made byte & float images behave differently, where other modifiers remain the same.
Also remove scene from the modifier (should have been passed as arg but no longer needed).
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This is handy for cases when mask is created on top of the edit and
used for tasks like color grading and other enhancement.
That was the main purpose of the masks which was totally broken in
6786ef6. Now it's possible to have masks created as both a part of
input movie roto process (which then better be re-mapped to the strip
timing) and as a grading tool (which should be using scene timing
for the animation).
Thanks artists from the Nieve for screaming about such a broken case.
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Behaves same exact way as compositor node, but could be applied
in the sequencer and used as a grading tool.
Requested by the Nieve project artists.
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This snippet creates a white balance modifier for the video sequence editor. It is useful for everyone who likes to set a new white point in the video source (easily via the eyedropper). Just select a point in the source file where you know that it should be white. The algorithm will then shift the colors towards your new white point.
See attached the image for a quick demo.
{F270576}
Reviewers: psy-fi
Reviewed By: psy-fi
Subscribers: Blendify
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1698
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- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
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Now mask animation is offset to start of strip, instead of staying at frame 1!
Warning: this may break existing files, in case some would be using (hacking around!)
current bad behavior...
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No functional changes just creepy to send rather huge structure by value.
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This modifier uses a mask set in the modifier settings
and multiplies strip by it. Alpha channel will also be
multiplied by mask, which makes it easy to mask some
objects on footage and alpha-over them in sequencer.
Actually, this modifier sets alpha for byte strips
directly (since byte is always straight alpha) and
multiplies float buffer by mask (flaots are premulled)
so in both cases masked strip could be easy alpha-overed
without any artifacts.
It uses own structure with only SequenceModifierData
property in to preserve both forward and backwards
compatibilities (using new structure ensures modifier
will be ignored on load in older blenders, the same
happens for mesh modifiers actually).
Request from Pablo Vazquez.
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-> BLI_findstring()
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Also done a few cleanup here and there...
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This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
assumptions.
- There's an input image setting to say whether it's stored with
straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
deliver straight alpha.
Some implementation details:
- Removed scene's color unpremultiply setting, which was very
much confusing and was wrong for default settings.
Now all renderers assumes to deliver premultiplied alpha.
- IMB_buffer_byte_from_float will now linearize alpha when
converting from buffer.
- Sequencer's effects were changed to assume bytes have got
straight alpha. Most of effects will work with bytes still,
however for glow it was more tricky to avoid data loss, so
there's a commented out glow implementation which converts
byte buffer to floats first, operates on floats and returns
bytes back. It's slower and not sure if it should actually
be used -- who're using glow on alpha anyway?
- Sequencer modifiers should also be working nice with straight
bytes now.
- GLSL preview will predivide float textures to make nice shading,
shading with byte textures worked nice (GLSL was assuming straight
alpha).
- Blender Internal will set alpha=1 to the whole sky. The same
happens in Cycles and there's no way to avoid this -- sky is
neither straight nor premul and doesn't fit color pipeline well.
- Straight alpha mode for render result was also eliminated.
- Conversion to correct alpha need to be done before linearizing
float buffer.
- TIFF will now load and save files with proper alpha mode setting
in file meta data header.
- Remove Use Alpha from texture mapping and replaced with image
datablock setting.
Behaves much more predictable and clear from code point of view
and solves possible regressions when non-premultiplied images were
used as textures with ignoring alpha channel.
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images
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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!
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C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
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This means that modifier would operate on buffer which was passed to it,
without creating copy of image buffer and operating on it.
All current modifiers fit into this model and if it would need to have
original buffer on modifier calculation, that particular modifier can
create copy.
Gives some percentage of boost.
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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Behaves in exactly the same way as bright/contrast compositor node.
Some code could be de-duplicated, like contrast formula and mask
influence, but wouldn't call it stopper for commit since it's
already needed for grading Mango.
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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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