Age | Commit message (Collapse) | Author |
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Previously if the texture node was not connected directly as the
second input to a node like Mix, the size of the generated image
was initialised to 140x140, which is not that useful. It now is
initialised to the size of the render result if it exists, and if
not, the size of the scene render sizeX/sizeY.
This alleviates bug #7068, which is caused by the displace node
trying to get pixels from a texture node, where the texture node
doesn't contain pixels to cover the entire image (only 140x140)
but it's not really a bulletproof solution...
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panel but the distance is calculated on the camera object only so linked cameras work.
Alt+Period - sets active pivot
some tooltips didnt make much sense, edited a few.
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fix a few no newlines at end of file warnings
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Basically I moved -funsigned-char -fno-strict-aliasing
from individual Makefiles to nan_compile.mk defines for CFLAGS and CCFLAGS
Kent
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This commit ports Hue Saturation Value node to the material node system.
Unlike in composite version, each value is an input. Composite node version
will be updated later to use the same scheme.
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This commit adds the file missing in previous one.
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These nodes allow the user to separate and combine RGB color channels
as in the composite node editor. However they don't contain Alpha
channel as it is treated separately in case of material nodes.
"Combine RGB" allows the user to use values beyond standard float range
([0.0, 1.0]) if value input node is used to feed the value to it.
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for an image to be processed with a value.
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the math node. Now it functions with two values as inputs (no image
neccissary). Kinda back where it started ;)
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of the nodes, I realized I had strayed from the path of enlightened blending
by causing the math node to create an output the size of the larger of the
two inputs.
It has been corrected create the output the size of the
first image, and in its abscense the second image. In the event of
nether input containing image data the node does not function. I also
added some early out checks at the beginning of the function to speed it
up a tad in these cases and commented the code a bit more.
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closes patch #6215-Normalize.
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behavior.
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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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node_composite.c file was split into separate files for each node, it didn't
include a recent defocus node commit.
For the other half of the problem, see comments in code.
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Additionally fixed another bug, never reported, but a zero bokeh rotation
offset seemed to cause missing center lines.
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This cleanup the output buffer to execute the node again until it's complete.
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* refactor copying and freeing of node->storage by handlerizing them.
- freestoragefunc
- copystoragefunc
- node_util.c/h have generic handlers for these.
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* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
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* refactor of shi access
* extension of shi access (see http://wiki.blender.org/index.php/BlenderDev/PyNodes#ShadeInput).
Note: tex_coords and global_tex_coords have been renamed: texture, texture_global
* patch still needed. Uploading after commit
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* changes in alloc/dealloc of pynode internal objects
* changes to shd_dynamic.
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Crashes in composite; caused by bad bad bug in freeing "passed on" buffers,
only happens with option "Free unused" set though.
Appeared to be mixup of variable names. Code changes with 2 bytes... :)
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Works simple; just check for
if(node->exec & NODE_BREAK)
break;
The main process (node processor) sets such a flag, checking for esc
20 times per second. That means you can check for ESC while doing image
processing without much cpu overhead.
Currently only added in blur nodes and defocus. Needs to be added all over,
nice for others... needs careful tests too.
What we now could do is even calling ESC on editing commands or mouseclicks
in composite editor? Could give user feeling of interactive app :) Further,
finished nodes are kept in memory anyway.
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This code
is not activated unless patch is applied
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I still have linking issues with it but it is better as is so I'm
commiting it. Hopefully will have it fixed fully shortly.
Kent
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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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deal with stubs/linking for blenderplayer (I wish people would plan
these 'libraries' better).
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To do: either tweak link order, or check functions declared as static.
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again.
Robert promised to work on fixes for makefile today!
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- removed all UI .h include stuff! (Not allowed outside of src/)
- Makefile had typo error, compilation failed
Now it survives make, but it does not enter the two the subdirectories for
shader and compo nodes. So a linking gives unrecovered stuff in the end.
How does that work? I need help!
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this point. Will commit modified versions of existing files once build system is tested.
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