Age | Commit message (Collapse) | Author |
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Behaves in the same way as feather dilate/erode node, applies
after dilate/erode in node.
Also use distance dilate/erode instead of size.
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Screens are usually doesn't have overexposured pixels and all
saturation / gradient math was written assuming that all channels
are withing 0 .. 1 range and in cases when some channel exceeds
this range matte could be completely wrong.
Added special check for overesposure and assume such pixels as
definitely foreground.
Also fixed minimal value for edge kernel size.
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masks its useful to be able to disable.
also rename RNA to 'use_antialiasing'
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increased the inner loop of opencl
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(blur in/out), currently only positive values supported.
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viewport option.
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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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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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Merge Keying Screen node developed in tomato branch into trunk.
This node is aimed to make dealing with non-even greenscreens better
by generating gradiented image which could be used a input for keyer
nodes.
Based on building voronoi diagram using motion tracking markers as
sites position and average pattern color as color for that site.
Pretty straignforward node, some documentation is there
http://wiki.blender.org/index.php/User:Nazg-gul/Keying#Screen_color
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lib. Code is still quite messy but will be replaced when final algo comes in anyway.
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Note that currently the reroute nodes are hardcoded to color values, which means they will not work for shader type connections (and possibly cause overhead for float and vector conversion). Looking into a solution.
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node_tree.nodes.active
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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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* Uncomment COM_OPENCL_ENABLED from COM_defines.h to test
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myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor
note - mask editing tools need continued development, feather option is not working 100%
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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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in particular.
For an detailed user-level description of new features see the following blogpost:
http://code.blender.org/index.php/2012/05/node-editing-tweaks/
TL;DR:
* Frame node gets more usable bounding-box behavior
* Node resizing has helpful mouse cursor indicators and works on all borders
* Node selection/active colors are themeable independently
* Customizable background colors for nodes (useful for frames visual
distinction).
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[#31502] Defocus max radius help tekst
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tooltip be made more clear
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* Color correction node
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[#31408] Code review testing: Button labels are invisible in many nodes
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algorithm
Connected the Glare Fog Flow to use Fast Gaussian in stead of Bokeh blur
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replace do prefix with do_ for bool vars.
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strings with a simple space character. This little hack allows the enum item to be selected from the dropdown list.
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Displaying image layers with flattened names (render_layer.render_pass) can lead to extremely long socket lists, especially with older files that were used with distinct render layers before. In general the flattening of names would be preferable, but it needs a sensible way of limiting the number of displayed outputs. For now the render layer dropdown selection is the best option to ensure usability.
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