Age | Commit message (Collapse) | Author |
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Code attempted to sync them with materials,
but its not needed (and wasn't reliable).
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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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use bools for return values and some api naming consistency.
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Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
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Do not generate materials/images/UVs if they are missing.
Now we spawn a panel ("Missing Data") with operators to generate the missing data and
pop a warning if user tries to paint without them.
The reason we have reverted this is that it is too easy to end up with more textures
than we wanted. It was impossible to enter texture paint without having textures added,
and code makes too many assumptions about what user may want.
Discussed during Sunday's meeting.
This might be a candidate for 2.72a but I'm not sure how other artists will take this
(and how refined and crash-free it is), better make a few iterations first.
And for interested parties...test please, don't wait until after a release to poke with such issues.
Also, add slot operator now adds a new unconnected image node in cycles. Only
used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because
it relies too much on changes done here and can be reverted easily if complainstorm occurs again.
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The stored context object was used for creation of shade nodes. A closer look at the
node system showed that the context is not actually used when shader nodes are
added to a shader node tree. Relying on this fact, now a NULL pointer is passed to
nodeAddStaticNode() instead of the stored bContext pointer.
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settings.
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associated line style.
This commit amends a de-duplication of error messages in the commit rB6067fa682b0c.
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Reset 'use_texture' flag of a material tex slot when creating/assigning
a texture to an empty slot.
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style modifiers.
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Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle
Reviewed By: brecht, kjym3
Differential Revision: https://developer.blender.org/D246
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Opted to keep includes if they are used indirectly (even if removing is possible).
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render layers.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D346
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search menu.
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target object uses more materials
We need to update object data, like when removing a mat slot, since some mat indices might have become invalid!
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Also fix crash for files which could have been saved with
wrong active render layer.
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minor style edits.
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styles.
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sizeof() use in BLI_array.h
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indent.
also indent case's within the switch (we already did both of these almost everywhere)
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BKE_editmesh_bvh.h
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EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
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- crash
Simply add a poll func to (re)move freestyle module ops, to check whether we actually have an active module in context.
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cleanup.
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Also done a few cleanup here and there...
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and RNA for it independent of the build flag for enabling Freestyle. Suggested
by Sergey Sharybin through a code review of the branch.
* Many #ifdef WITH_FREESTYLE blocks were removed to always have Freestyle-specific
DNA file specification and RNA for it built in Blender. This will allow Freestyle
setting survive even when a non-Freestyle build is used for loading and saving
files. It is noted that operations are still conditionally built through #ifdef
WITH_FREESTYLE blocks.
* To this end, new blenkernel files BKE_freestyle.h and intern/freestyle.c have
been added. All API functions in FRS_freestyle_config.h as well as some of those
in FRS_freestyle.h were moved to the new files. Now the relocated API functions
have BKE_ prefix instead of FRS_.
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