Age | Commit message (Collapse) | Author |
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accessed by the UI at the moment, but could eventually be used for saving test-renders.
The main reason to have this is so renders can be scripted to write to a specific file without having to do annoying tricks like set a dummy start/end frame range, render an animation and work out the current frame image will be written to, then rename after rendering.
Also made some 'char *' args into 'const char *'
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ZCombine node in compositor ignored alpha values. Enabling it
would break compatibility though, so it's a tickbox option now.
Patch provided by reporter, Martin Lubich. Thanks!
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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* non-rgba passes shouldn't use color correction
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skip blur x/y when either is set to zero.
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also fix memory leak.
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this is because of fairly confusing logic, when an SRGB image has a float buffer added its always LINEAR, so we have to account for this elsewhere.
So the conversion from byte to float works like this:
* NONE -> NON-LINEAR
* SRGB/LINEAR -> LINEAR
...but none change the profile variable.
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image node was modifying the original buffer color management, now only modify a copy.
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from Alexander Kuznetsov (alexk)
--- copied from the tracker
Every image inside Blender is in linear color space and gets converted to SRGB upon saving.
Level node analyzed the linear image, which was not the one user saw because other output nodes converted image to
sRGB.
This fix analyzes the image that user see (converting it to correct color space).
Here is difference:
http://www.pasteall.org/pic/show.php?id=5559
First histogram (before the fix) tells that image is underexposed, which is not the case.
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from Jeroen Bakker (jbakker)
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(previously only used constant values)
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good.
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unused vars from CMP_chromaMatte.c
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-1..1) to fix errors in keying. Simplified chroma key to not take
despill into consideration (handled elsewhere). Simplified user
interface for pieces not used.
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nodes (inverting sign was impossible using value input in CMP before).
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the gamma was inverted. fixed.
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work linear/srgb conversions need to be done which that nice since it has to convert from/to the color spaces each time, after quite a lot of testing I think its the best way to go.
The problem was that typical lift values (0.5 - 1.5, in our case ) would over saturate shadows so that even minor adjustments would give unusable results.
tweaking the input lift to compensate for this helped with the shadows but would loose the color adjustments for the mid-tones.
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curves etc).
Fixed by adding a 'slope' parameter to curvemap_reset() to mirror curve presets around Y axis.
Also removed curve preset with 'random' icon, wasn't doing what it looked like it should,
this was intended only for hue correct node anyway.
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lift for values above 1.0 was too intense.
Use: 1 + ((lift-1) * (lift-1)) so 2.0 is still a full lift but 1.x isnt so strong.
Changed color picker to give more precission, we were having to edit the buttons to see what the numbers were.
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This is because problem reported by venomgfx on the irc.
If you have a render of 2k with a render size of 25% (and this
problem is for any resolution/size) and you try to use a image
of 1k in the compo, the first thing you do is put a scale node.
Here come the problem, if you set the option "Scene Size" in the
node scale, the buffer output is not the same size that the render.
This is because the "Scene size" work with the image size and
not the render size, so in this case is the 25% of 1k.. not
the 25% 2k.
So this new option "Render Size" scale the output buffer to the
render resolution, taking into account the render size (percentage) too.
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The texture node was not taking into account the precentage of the
render when create the output buffer.
Reported by venomgfx at irc.
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- In my changes lift was acting like a second gamma.
- In blender 2.4x it was being added which gave ugly clipping.
- in Magic Bullet Looks it scales the color about 1.0: (col - 1 * (2-lift)) + 1
Did more testing and made sure the order of applying lift/gamma/gain works the same as MagicBulletLooks (tested on Collin's mac laptop).
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changes from sequencer applied to compositor mostly noticable is how the lift works.
Before & After,
http://www.graphicall.org/ftp/ideasman42/color_balance_before_after.png
even with lower values these kinds of errors can be seen.
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longer on a 4k render than on a 2k render (due to O(n^2) scaling).
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Now it only outputs files when rendering, otherwise, it overwrites the output files
whenever the compositor updates (i.e. just scrubbing through the timeline )
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Changed displace node sampling to use EWA filtering, and removed old hacks
for calculating derivatives - I think it should be generated correctly now.
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Image node wasn't properly getting marked to free compbuf data when using premul.
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[#21841] SplitViewer doesn't backdrop in Node Editor
[#21803] Cant See Split Viewer on UV editor
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YCbCr conversion function according to ITU-R BT.601/709 and JFIF
Clarifies color space usage in rgb->ycc conversion, doesn't change existing results.
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has a fix that hopefully solves the problem on mac/win. Also fixes #21322,
render slots not working well with FSA.
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0.0-2.0 range
(default 1.0), like the other controls. Thanks!
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* Viewer node could free image while it is being redrawn, viewer image
buffers now need acquire/release to be accessed as was already the
case for render results.
* The Composite node could free the image buffers outside of a lock,
also causing simultaneous redraw to crash.
* Especially on Windows, re-rendering could crash when drawing an image
that was freed. When RE_RenderInProgress was true it would access the
image buffer and simply return it while it could still contain a pointer
to a render result buffer that was already freed. I don't understand
why this case was there in the first place, so I've removed it.
Possibly fixes bugs #20174, #21418, #21391, #21394.
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fixed bug in difference matte node that prevented using a solid color for second input
-also clairified some variable names to be more meaningful
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channel by another channel or limit by max of remaining channels.
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in compositor and outliner yet.
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* Fixed up RNA and UI
* Brought back 'Save' and 'Clear' operators (in the little triangle menu in
environment map properties)
* While I was at it, noticed that environment maps were only using 8bit
colour, changed it to use full 32bit float instead for proper HDR colour etc,
so environment map reflections have the correct colour range
--> http://mke3.net/blender/devel/2.5/env_hdr.jpg
This fixes [#20904] Environment Map does not render; also missing panel
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instead of flat/straight
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it myself, there will still be render slots just old implementation.
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image code, this should be clearer and makes reusing the Render struct later
on easier.
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