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Allows users to select a font for text strips in the video sequence editor.
Related: 3610f1fc43d0 Sequencer: refactor clipboard copy to no longer increase user count.
Reviewed by: Brecht
Differential Revision: https://developer.blender.org/D3621
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Needed for clang-format in some cases, see: T53211
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- Clear deprecated flags for ID's:
Scene, Sequence, World, Object & Mesh.
- Clear deprecated flags for Spaces: outliner, 3D view & image.
- Remove unused `Mesh.drawflag`
- Remove unused `USER_ALLWINCODECS`, `USER_MMB_PASTE`.
- Remove `V3D_SOLID_TEX` & `V3D_ZBUF_SELECT` - used in a few areas.
- Flip `Object.empty_image_visibility_flag`
(avoids do-version on each new flag)
- Rename 'Backside' -> 'Back' in context of drawing - showing 'Back'
makes sense.
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Suggested by cezarfarias on RightClickSelect. Code snippet by MalDuffin.
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Differential Revision: https://developer.blender.org/D3719
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Differential Revision: https://developer.blender.org/D2872
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D1930 by @NiKoZLaB
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This made byte & float images behave differently, where other modifiers remain the same.
Also remove scene from the modifier (should have been passed as arg but no longer needed).
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This is handy for cases when mask is created on top of the edit and
used for tasks like color grading and other enhancement.
That was the main purpose of the masks which was totally broken in
6786ef6. Now it's possible to have masks created as both a part of
input movie roto process (which then better be re-mapped to the strip
timing) and as a grading tool (which should be using scene timing
for the animation).
Thanks artists from the Nieve for screaming about such a broken case.
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Behaves same exact way as compositor node, but could be applied
in the sequencer and used as a grading tool.
Requested by the Nieve project artists.
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This snippet creates a white balance modifier for the video sequence editor. It is useful for everyone who likes to set a new white point in the video source (easily via the eyedropper). Just select a point in the source file where you know that it should be white. The algorithm will then shift the colors towards your new white point.
See attached the image for a quick demo.
{F270576}
Reviewers: psy-fi
Reviewed By: psy-fi
Subscribers: Blendify
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1698
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This makes it possible to use scenes as a kind of
multi-user meta-strip (with their own time).
Currently this supports rendering & drawing nested strips,
but no convenient way to tab-enter into a scene strip.
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Also add vertical alignment option,
default align to bottom for subtitles.
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- default alignment to lower center.
- placement is now relative,
so changing output size keeps correct placement.
- instead of center override, add align option (left/right/center).
Also don't use pixel-size for setting the font size, on new strips.
Better not have UI prefs impact low level API's.
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Is pretty much what it says :)
Easy subtitles for everyone!
Supports size, positioning,
a cheap shadow effect (probably will need more work),
and autocentering on x axis.
Now you can go wild with long spanish names
in your soap opera videos.
Will probably be refined as days go by,
but at least it's now ready for testing.
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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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There are two per-editor settings now, the Per-Strip setting (default)
and the Project setting.
The per strip setting basically uses the previous, per-strip options for
storing the proxies.
The project setting though will use a specified directory for -all-
proxies, or the blend file directory if no directory is given.
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directory is used.
This is done by appending the name of the file as extra folder. Existing
projects may need to regenerate their proxies but it should be possible
now to have all proxies nicely in the same custom folder.
Next commits will include operators to copy directory settings between
selected strips, making the process faster.
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enable more storage options, since seq->flag is running out of space
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This is a per-strip option next to the build proxy size which tells blender
whether to skip building proxy size if the file for it already exists or not.
The option is called "Overwrite" for simplicity.
This option is enabled by default to avoid changes in the file behavior.
TODO: Would be nice to do something like that for movie clips as well.
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On second thought, it is probably still worthwhile to be able to disable GPencil
drawing on strips. By default, GPencil strokes are still shown by default now,
but they can be turned off using this option if it turns out that they are
getting in the way (e.g. a director/animator make some planning notes in the shot
at an earlier stage which are hidden for normal display now, but are still there
popping up sproadically during the animatic).
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This patch includes the work done in the terrible consequencer branch
that hasn't been merged to master minus a few controversial and WIP
stuff, like strip parenting, new sequence data structs and cuddly
widgets.
What is included:
* Strip extensions only when slipping. It can very easily be made an
option but with a few strips with overlapping durations it makes view
too crowded and difficult to make out.
* Threaded waveform loading + code that restores waveforms on undo (not
used though, since sound_load recreates everything. There's a patch for
review D876)
* Toggle to enable backdrop in the strip sequence editor
* Toggle to easily turn on/off waveform display
* Snapping during transform on sequence boundaries. Snapping to start or
end of selection depends on position of mouse when invoking the operator
* Snapping of timeline indicator in sequencer to strip boundaries. To
use just press and hold ctrl while dragging.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D904
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Old behavior of shuffling the meta made it hard to use metas
in a complex edit since you couldn't be sure if exiting a meta would move it in the stack.
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Currently this gaussian blur implementation accumulates values in the
square kernel rather that doing X direction and then Y direction because
of the lack of using multiple-staged filters.
Once we can we'll implement a way to apply filter as multiple stages we
can optimize hell of a lot in here.
Another thing we can do is to use SSE2 instructions here.
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also fully remove freestyle raycasting_algorithm
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This modifier uses a mask set in the modifier settings
and multiplies strip by it. Alpha channel will also be
multiplied by mask, which makes it easy to mask some
objects on footage and alpha-over them in sequencer.
Actually, this modifier sets alpha for byte strips
directly (since byte is always straight alpha) and
multiplies float buffer by mask (flaots are premulled)
so in both cases masked strip could be easy alpha-overed
without any artifacts.
It uses own structure with only SequenceModifierData
property in to preserve both forward and backwards
compatibilities (using new structure ensures modifier
will be ignored on load in older blenders, the same
happens for mesh modifiers actually).
Request from Pablo Vazquez.
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* Remove "use_frame_blend" from RNA and UI file, not used anywhere in the code, also mark SEQ_SPEED_BLEND as deprecated.
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DNA headers when its not so obvious what their purpose is.
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This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
assumptions.
- There's an input image setting to say whether it's stored with
straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
deliver straight alpha.
Some implementation details:
- Removed scene's color unpremultiply setting, which was very
much confusing and was wrong for default settings.
Now all renderers assumes to deliver premultiplied alpha.
- IMB_buffer_byte_from_float will now linearize alpha when
converting from buffer.
- Sequencer's effects were changed to assume bytes have got
straight alpha. Most of effects will work with bytes still,
however for glow it was more tricky to avoid data loss, so
there's a commented out glow implementation which converts
byte buffer to floats first, operates on floats and returns
bytes back. It's slower and not sure if it should actually
be used -- who're using glow on alpha anyway?
- Sequencer modifiers should also be working nice with straight
bytes now.
- GLSL preview will predivide float textures to make nice shading,
shading with byte textures worked nice (GLSL was assuming straight
alpha).
- Blender Internal will set alpha=1 to the whole sky. The same
happens in Cycles and there's no way to avoid this -- sky is
neither straight nor premul and doesn't fit color pipeline well.
- Straight alpha mode for render result was also eliminated.
- Conversion to correct alpha need to be done before linearizing
float buffer.
- TIFF will now load and save files with proper alpha mode setting
in file meta data header.
- Remove Use Alpha from texture mapping and replaced with image
datablock setting.
Behaves much more predictable and clear from code point of view
and solves possible regressions when non-premultiplied images were
used as textures with ignoring alpha channel.
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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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Initial idea of this input was re-designed in a bit more flexible
way using modifiers.
Also since Color Balance (which was the only thing using effect
mask input) was moved to the modifiers, this input field became
rudiment.
It's pretty tricky to write versioning code to prevent possible
data in cases this field was used, but hope it wouldn't be difficult
to switch to modifiers masks.
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Having two ways to control color balance now seems a bit overkill
and not clear.
Removed old Color Balance settings from the interface and logic,
added versioning code to convert this settings to modifier.
Unfortunately, since color balance was a pointer, it's not actually
possible to preserve compatibility of old files saved in new
blender and opened back in old blender.
Hopefully there's no regressions :)
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Behaves in exactly the same way as bright/contrast compositor node.
Some code could be de-duplicated, like contrast formula and mask
influence, but wouldn't call it stopper for commit since it's
already needed for grading Mango.
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- ColorBalanceModifierData wasn't aligned on 32bit systems.
- BM_vert_find_first_loop() was missing NULL check.
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This implements basic color grading modifiers in sequencer, supporting
color balance, RGB curves and HUE corrections.
Implementation is close to object modifiers, some details are there:
http://wiki.blender.org/index.php/User:Nazg-gul/SequencerModifiers
Modifiers supports multi-threaded calculation, masks and instant
parameter changes.
Also added cache for pre-processed image buffers for current frame,
so changing sequence properties does not require rendering of original
sequence (like rendering scene, loading file from disk and so)
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of problems with library linking.
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This implements option which could be used to color balance only
specified area. Currently done by adding Mask input to Adjustment
effect. Affects on color balance and multiply settings.
Supporting masked saturation control is in the list, not supported
in this commit.
Also show value slider in the right of color wheel.
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then defines.
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* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.
* DNA structures are kept, all read/writefile code is gone.
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