Age | Commit message (Collapse) | Author |
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int pairs.
overall means less converting between float and int (and short in some cases).
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Final rendering is clamping tile resolution if it's too small, which was missing for viewport
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rename V3D_PROJ_RET_SUCCESS -> V3D_PROJ_RET_OK
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Generated and UV coordinates from the duplicator of instance instead of the
object itself.
This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
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- make view3d project names more consistent.
- remove apply_project_float() its not needed.
- update comments referencing an old function name.
- move doxygen docs into the C file, prefer they are kept here to avoid getting out of sync with code.
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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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Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.
Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture
Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/
Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
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BLI_endian_switch_int32/int64/float/double...
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previewing models with footage.
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macros which results in calling the function multiple times needlessly.
also added some comments.
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draw mode did not draw the 3d view properly.
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stretch/fit/crop to compositor scale node, default behavior isnt changed.
this is only added for the old compositor, will add to the new compositor next.
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(transforms X/Y in the same space).
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generic name and was passed about to many functions.
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camera, same as in render. It draws objects in solid draw mode outside of
the border.
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use glGetFloatv(GL_CURRENT_COLOR, curcol), which also become confusing to debug if in some cases the color was set beforehand.
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- only keyframe selected mask layers
- fix for crash in deleting animated mask layers (other than the first)
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- fix bug where forground images could be invisible when clipping was enabled.
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scale that sets the default size.
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property.
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just the active window.
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Roots are drawn with a view-oriented dashed red circle around the
vertex location. The circle's radius is the average if the skin
vertex's X and Y radii.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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draw clipping box alpha 0 so reprojection and rendering show the background as alpha 0.
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- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
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