Age | Commit message (Collapse) | Author |
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* forgot to revert this with previous commit
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* chop the nodes library into smaller parts
- the addition of texture tree pushed the limits for scons/mingw
- This should still have everything compile nicely, but please,
maintainers of other build systems should check. The only interesting
change for them is the difference in headers.
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premultiplied and key alpha.
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Bilateral Blur node allows the user to blur images while retaining their
sharp edges. Blurring can be controlled by following controls:
*Iterations
*Color Sigma
*Space Sigma
Also image input to blur and a determinator image is provided. The node produces
a blurred image as its output.
The more iterations are provided, the smoother the result. Use color and space
sigmas to control the amount of blur. One way to use the determinator input is
to feed a mix (add) of Z and normal passes to it.
Examples of usage:
Ambient Occlusion smoothing - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_01.blend
Blurry Refraction - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_02.blend
Smoothed shadows and smoothed Ambient Occlusion combined - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_03.blend
If you check out the examples, render the image and alter the values to see how
they affect.
More information about the algorithm can be found at
http://homepages.inf.ed.ac.uk/rbf/CVonline/LOCAL_COPIES/MANDUCHI1/Bilateral_Filtering.html .
Thanks to Vilem Novak for contributing the patch.
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Directional Blur node allows the users to do various blur operations on the input
image. It essentially offers three different kind of ways of blurring in one node.
It is possible to blur using a certain direction, spin and zoom. These three ways
can be used in conjunction.
The node contains following controls:
*Iterations, Wrap
*Center: X, Y
*Distance, Angle
*Spin
*Zoom
Iterations is used to determine the smoothness of the result. The more iterations,
the smoother result. Low values are good for preview.
Wrap means that the image is wrapped as if it was tiled on both x and y directions.
To see better what this means, try it with spin for instance.
Center values (X and Y) determine the location which is used as a pivot point for
the operations. It is center (0.5) of the image by default.
Distance and angle are used to adjust directional blur. The result can be described
as a sweep that varies based on given distance (bigger distance, longer sweep) and
angle. Angle is given in degrees.
Spin produces rotating blur based on given angle. Yet again it is in degrees. Also
negative values work.
Zoom causes the image to be zoomed towards set center point (Center values).
Thanks to Alfredo de Greef (eeshlo) for contribution.
Possible development ideas:
*Make an algorithm to extend image in case spin is used. Extend would temporarily
change the size of the canvas of the input image. Canvas would be filled based on
colors on the edges of the input image. After the blur operation has been done,
the image would be cropped back to normal size. The advantage of this would be nicer
result of spin (no problems with image size) on a computational cost.
*Make values animatable. This is something that is better solved on more general
level. ("everything is animatable" paradigm)
*Provide an option to calculate automatic value for iterations. A good value that
produces a smooth result could be calculated based on direction deltas. This would be
useful in conjuction of animatable values.
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This commit adds a new node, crop, to the compositor. This node can be used to
crop input image. It has two modes of operation. It can either crop image
size (Crop Image Size option) or crop while retaining original size of the
image. This latter mode can be used to preview the crop.
Use X1, Y1, X2, Y2 controls to manage the area to be cropped.
Note that I added a check for image preview min and max values to node_update.
This is because it could give inappropriate values in certain cases when
Crop Image Size option was toggled (values such as x1=0, y1=0, x2=60, y2=0 would
result in eternal loop due to bad min and max (min bigger than max!)). The check
makes sure that min and max values are always valid.
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* glare
* tonemap
* lense distort
* fast gauss blur
http://projects.blender.org/tracker/?func=detail&atid=127&aid=7505&group_id=9
made fast gauss blur an option for the blur node rather then a separate node.
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* Geometry node: Front/back output
This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov
Give 1.0 if it's the front side, and 0.0 if it's the back side.
* Extended material node
This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it.
== Comp nodes ==
* Invert node
Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node:
- makes it a lot faster to set up, rather than all the clicking required with the mix node
- is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree.
- has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too.
There's also a shader node version too.
* Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor:
- adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input
- making the fac value on RGB curves still work when there's nothing connected to it
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This will allow python or plugin defined nodes to work as well.
(And fixes compile issues with MSVC in yesterdays commit for nodes)
Code provided by Nathan L.
Fixes in his code:
- free_nodesystem() was called too late (after guarded alloc was closed)
- free_nodesystem() was freeing nodes that were not malloced even
- free_nodesystem was using free, not freeN :)
- the typedefs needed to be malloced yes, to allow duplicate nodes like
group but also for dynamic nodes.
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this point. Will commit modified versions of existing files once build system is tested.
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