Age | Commit message (Collapse) | Author |
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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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- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
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actually be implemented simpler now.
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-r27895:27901; svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r27902:27907, skipping 27902
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Image node wasn't properly getting marked to free compbuf data when using premul.
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Hopefully this is correct - looks like the CompBuf->node pointer was getting left
out of the per-thread copying/localisation.
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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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(revision 27415 from render25 branch)
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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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Modifier code was asking for filtered textures without sending derivatives.
Disabled this and also checks for filtered/non-filtered.
Brecht, I assumed this was ok due to the existence of the p->osatex variable
- if this isn't what you had in mind, please change or let me know :)
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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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* Remove the manual OSA method but rather pass on derivatives to the
textures. This means that at the moment e.g. the bricks node is not
antialiased, but that image textures are now using mipmaps. Doing
oversampling on the whole nodetree is convenient but it is really
the individual textures that can do filtering best and quickest.
* Image textures in a texture node tree were not color corrected and
did not support 2d mapping, now it's passing along shadeinput to
make this possible. Would like to avoid this but not sure how.
* Fix preview not filling in all pixels when scaling or rotating in
the texture nodes.
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Implementation note: this was done by giving each Render a slot number,
and for every slot a new Render will be created. Not sure if this is
ideal, but it ensures that all passes, render info, etc are separate so
you can also compare render layers and passes, in 2.4x only whatever it
was currently displaying was backed up.
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changed some malloc to MEM_mallocN while trying to track down a memory leak.
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* The Lift/Gamma/Gain formula previously was incorrect, fixed this and
removed conversions - now the RNA values are the same as what goes into
the formula.
* Because of this, added the ability for the Value slider to map to a wider range
than 0.0-1.0. The black/white gradient remains the same, in this case just
indicating darker/brighter rather than absolute colour values. Also added ability
for color wheels to be locked at full brightness (useful for this case, where the
color value itself is dark).
* Added an alternate formula - offset/power/slope (asc-cdl). This fits the standard
Color Decision List formula, here for compatibility with other systems, though
default Lift/Gamma/Gain is easier to use and gives nicer results.
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Saturation. Works the same way, selectively hue shifting or darkening/
brightening pixels based on their original hue.
Example:
http://mke3.net/blender/devel/2.5/hue_correct_hue_val.jpg
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