Age | Commit message (Collapse) | Author |
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selected, but no clip in the view.
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image
image-save now poll's for rendering while saving an image, this can't easily work in a reliable way (buffers are being written to), so disable and set the poll fail message so the tooltip explains why this tools disabled.
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editing,
it should just keep the last image in that case.
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Color management would be applied on both of float and byte buffers on image
save in cases if file format doesn't require linear float buffer and if image
is saving as render result.
This solves both initial report issue and TODO marked in previous fix.
Also de-duplicated image buffer color managing code and gave some more
meaningful names for few functions. Also wrote documentation around this
function, so current assumptions about spaces should be clear enough.
Made regression tests by saving EXR/PNG images to all supported format and
rendering OpenGL/Normal animation, in all cases seems everything is fine,
but more tests for sure would be welcome.
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with masks which default to fake user).
- Make mask
- assign to image editor
- disable fake user
This would make the image space reference a zero user mask datablock which wouldn't be saved.
solve the bug by making mask and image assignments check the real usercount of the ID block (not taking into account fake user).
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or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc
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textures.
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View as Render enabled.
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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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support.
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also remove some redundant conversions int -> short -> int
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was not selected. Now changed it so that the active face must also have its
UVs shown in the image editor to be used as the source of the image shown.
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it would never update the image, (now check G.moving)
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from the last render which could be meaningless in different render slots.
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use BLI_rctf functions.
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- pass wire color to camera draw_viewport_object_reconstruction() rather then getting the theme color directly.
this makes a change where selection color wont be used for unselected cameras (which IMHO is better, drawing selected wire color on nonselected cameras was confusing).
- use rgb_uchar_to_float()
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image editor or node space.
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and uvedit use them.
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also simplify image listener.
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also remove historic comment which isnt helpful.
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- image space used wrong notifiers.
- image notifier now checks for mask mode before listening to mask edits.
- mask keyframes now draw in the image space.
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- use Alt to modify all mask feather at once while dragging.
- copying a multi-user mask from the interface works now.
- show masks when UV editing isnt used, rather then checking editmode (would give some odd/annoying image space header).
- add a fake mask user by default.
- moving points with LMB drag no longer selects them.
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now UV editing overrides mask.
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then the context.
this allows a fix to be applied that corrects the helper line in the image view when transforming a mask.
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