Age | Commit message (Collapse) | Author |
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Issue was that the Shader tree execution changed the ShaderInput.
Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel.
When the material is not a node material the pass_index will be shown at the "options" panel
To test enable nodes on the material
Add a new input material
change the pass_index of the material (render pipeline options)
Enable RenderPass material ID and use the compositor to read out the material pass
Jeroen
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remove missing includes and use more strict formatting.
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when using the node on a single white pixel on black background, the output should look like as the bokeh image.
being a round image, but it looked like a donut.
the make_gausstab used dist/rad and bokeh used (dist/rad)*2 - 1
I changed it to reflect the correct bokeh circular image
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this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X
to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X
It should reconnect the nodes as they were muted
limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)
Where reconnect could not be preformed the links will be removed from the model.
Undo works with this delete with reconnect.
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Also cleaned a line of code that was horribly spread over 4 lines.
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A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.
In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal
With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.
In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface
On the properties-space the next changes will be done
Scene⇒Render layer⇒Passes⇒Material index will be added
Material⇒Options⇒Pass index will be added
DNA
Material struct will get an new field called “index”. this will be a short-type.
Material struct the field pad will be removed.
A new Render-layer pass will be added (bit 1«18)
RNA
Material RNA is updated (based on “pass index” from object)
Render layer RNA is updated (based on IndexOB)
Blender internal renderer
The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor
The render layer input will get a new output socket called “IndexMA”
Usage
An example on how to use material index can be found at:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend
This is also example of a commit message longer than the commit itself :)
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- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
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from the input stack argument, but this only exists for directly linked nodes. If a node is linked directly to a group socket, which is not linked externally, the stack argument is actually the external group input.
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Revision for previous fix; fast gaussian now survives on images
with a dimension smaller than 3 pixels!
Thanks Bastien Montagne for patch.
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Scaling in compostior down to 1 pixel size crashed gaussian blur.
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second value to determine how much to round by (can be used like a posterize filter)
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incorrectly using the output rather then the input.
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whether the original material settings or the node input data would be used. This causes trouble when the input data is not the direct input constant of the node nor a direct link in the same tree (i.e. a group socket). Just checks if sockets are linked now (not very nice, but not hackier than the rest of that node).
Fixes bug #27511.
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blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
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RGB color node supports to set alpha too but never put alpha in the output.
Report + fix provided by Dani G. Thanks!
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- add BKE_write_ibuf_stamp() since saving environment maps & screen shots shouldn't have stamp.
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- remove some warnings
- fix typos
- cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined)
- cmake, use an explicit list of rna files (don't glob)
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Compositing, lens distortion node: it delivered RGBA out with alpha zero,
making it not draw previews, violates both premul or straight alpha usage.
Now it just sets alpha to 1 for entire output.
Cleaned code readability a bit as well.
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Clamped the maximum displacement distance to 4 x the input image dimensions - prevents hanging when vary large values are mistakenly plugged in, such as Z buffers,
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[#26945] Hue Correct doesn't Hue But Rather Saturate
thanks!
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own glew library.
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gives warnings with variable length args.
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teapot_envmap.blend
boxsample() expected talpha to be set beforehand, also dont set the int value as a float since its confusing.
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adjust to use floats.
+ minor update to demo_mode
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- Colormanagement code was gamma correcting non-RGBA buffers in composite.
(Like vector buffers).
- Crash on using "use Color Management" button during composites, because
it was freeing all node images. Added code to stop first jobs before
freeing. It sends notifier for recomposites after free anyway.
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made enum items shared with material ramp and mix node.
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Actually a todo item I forgot:
Material nodes previews now follow the scene "color managenent"
setting.
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was not working correctly for negative numbers.
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& editors.
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using a different method.
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initialization, which made it appear as an empty item in the input node category.
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Compositor/texture nodes: math node now allows to use pow() for
negative raising too, but only when that value is near-integer.
For other negative cases result is zero.
Patch provided by Aurel W
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Fast-gauss node didn't respond to socket-input "Size" factor.
Thanks Philipp Oeser for the fix!
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python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
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different sizes for x/y blurring in relative mode, but choose to use aspect correction on either of the axes.
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relative to both axes or just either width or height.
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