Age | Commit message (Collapse) | Author |
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in SocketReader.
Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered).
This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing).
Differential Revision: http://developer.blender.org/D7
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float array
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Applying this mattes before clamping produced ugly outline around
matte boundaries.
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input image to be calculated in some cases, use only actual area which is
needed to calculate current tile.
Seems to be giving some % of speedup. Verified result of keying before
this patch and after this patch and they were identical, so hopefully
now area of interest is indeed correct.
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This matte could be used to force alpha be at high values in areas where
algorithm detects it as edge or background color.
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This adds garbage matte input to new keying node which is used to
force occluding things which can not be eliminated by color operations.
White areas defines areas which should be removed from final result.
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Merge keying node from tomato branch into trunk.
It was considered stable and helpful by Mango team and it'll help
studio pipeline, because nodes would stop disappearing when opening
files in current trunk.
Full information about keying nodes could be found there:
http://wiki.blender.org/index.php/User:Nazg-gul/Keying
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Could be helpful to be played around. Default value is 0.5,
Most probably this default value should be set manually for
older files.
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- Replace FastGaussian blur with GaussianBokeh blur which should give better results.
- Changes a bit formula of saturation which in some cases gives better result.
Also included (commented out) original formula which was also checked by Brecht
and which gave better result in some other cases.
- Made clipping white/black temporal dependent, so hopefully it wouldn't destroy
gradients on edges.
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First node is called Keying Screen (Add -> Matte -> Keying Screen) and it's
aimed to resolve issues with gradients on green screens by producing image
with gradient which is later used as an input for screen color in keying nodes.
This node gets motion tracks from given movie clip and trackign object and uses
them to define color and position of points of gradient: for position marker's
position on current frame is sued, for color average color of pattern area is
used.
Gradient is calculating in the following way:
- On first step voronoi diagram is creating for given tracks.
- On second step triangulation of this diagram happens by connecting sites
to edges which defines area this site belongs to.
- On third step gradient filling of this triangles happens. One of triangle
vertices is colored with average track color, two rest vertoces are colored
with average color between two neighbor sites. Current pixel's color in
triangle is calculating as linear combination of vertices colors and
barycentric coordinates of this pixel.
This node is implemented for both tile and legacy compositor systems.
Second node is basically a combination of several existing nodes to make keying
more straighforward and reduce spagetti mess in the compositor, but it also
ships some fresh approaches calculating matte which seems to be working better
for not actually green screens.
This node supports:
- Chroma preblur
- Dispilling
- Clip white/black
- Dilate/Erode
- Matte post blur
This node doesn't support chroma pre-blur for legacy compositor (yet).
There're still lots of stuff to be improved here, but this nodes night already
be used i think.
Some details might be found on this wiki page:
http://wiki.blender.org/index.php/User:Nazg-gul/Keying
This patch also contains some currently unused code from color math module, but
it was used for tests and might be used for tests in the future. Think it's ok
to have it in branch at least.
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