Age | Commit message (Collapse) | Author |
|
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
|
|
Currently there are many function declarations in `BKE_node.h` that
don't actually have implementations in blenkernel. This commit moves
the declarations to `NOD_composite.h`, `NOD_texture.h`, and
`NOD_shader.h` instead. This helps to clarify the purpose of the
different modules.
Differential Revision: https://developer.blender.org/D13869
|
|
For code style and clarity.
|
|
To convert old code to the current convention and
use a single code style.
|
|
And move unneeded includes in frequently used headers
to source files.
Slightly reduces compile time.
|
|
|
|
When using a Cryptomatte node and selecting 2 views in Multi-View,
its output values are doubled. When selecting 3 tripled and so on.
This causes incorrect compositing results for all the views.
The node creates an input operation for each rendered cryptomatte
pass. In Multi-View, passes are rendered for each view but compositor
is executed per view and should only create operations for those
corresponding to the current view being executed. Otherwise duplicated
operations add up later in cryptomatte operation.
Reviewed By: jbakker
Maniphest Tasks: T89998
Differential Revision: https://developer.blender.org/D12216
|
|
The view layer was always set to 0. This patch increments it.
|
|
timeline.
Cause is that initializing the cryptomatte session would reset the
current frame of an image sequence. The solution is to always use the
scene current frame so it resets to the correct frame.
This was a todo that wasn't solved after it landed in master.
Needs to be backported to 2.93.
|
|
|
|
|
|
The image user wasn't updated to reflect the correct render layer.
|
|
|
|
Minor manual tweak to prevent wrapping an array into columns.
|
|
|
|
In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.
This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.
With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.
Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.
Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.
In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.
Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D3959
|
|
|