Age | Commit message (Collapse) | Author |
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Blender-Internal and GLSL-nodes missed converting sRGB to linear color.
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- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
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The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
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Also SSS node was using wrong Normal input index.
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This commit fixes issues with wrong socket type being added to the Cycles debug
pass compositor operation, which lead to crashes with non-value pass types.
This commit also reverts socket renaming thing because while it's was behaving
ok on runtime file reload might have loose the links which is annoying.
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Currently only works correct with single float output, RGBA and vector are not
supported so if one need to use this passes he'll need to wait a bit still.
It is coming, don't worry.
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This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
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With this patch "Particle Info" node from Cycles works in GLSL and BI
Alexander (Blend4Web Team)
Reviewers: psy-fi
Note: moved particle info to object render instance instead of
shadeinput during review - Antony.
Differential Revision: https://developer.blender.org/D1313
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Revert "Nodes: Remove hardcoded BLENDER_MAX_THREADS number of threads"
This reverts commit fdc653e8ce77a188138dc707207139c3d1e6b166.
The threads override is not affected by the scene, and hence the limit of the
threads was not giving correct result. Need to re-consider some things here.
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D1188 by @a.romanov
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correct when root reroute node is plugged in a different type of input
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Was own mistake on adding Alpha socket for Combined pass.
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Use actual available number of threads now, which will make it easier
to increase max number of threads, without having some sloppy memory
usage and without doing some redundant checks on thread data which was
never used.
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as a float.
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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calculations and use the OCIO one instead.
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Differential Revision: https://developer.blender.org/D1003
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node so it's more similar to the names in the material properties
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This way re-mapping scene nodes to EXR files becomes much easier,
no extra trickery with separate RGBA setups is needed.
Plus makes it more consistent with regular EXR files.
This uses EGBA pass to get alpha from.
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This attribute means how "pointy" the geometry surface is, which allows to do
effects like dirt maps and wear-off effects on render geometry. This means the
attribute is calculated for the final mesh which means no baking (which implies
UV unwrap) is needed. Apart from this the behavior is quite close to how vertex
dirty colors works.
The new attribute is available as an output socket of Geometry node.
There's no penalty for the render time, only some delay on scene preparation
(the delay is linear of the mesh complexity).
Reviewers: brecht, juicyfruit
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1086
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Clamping routine was not implemented. This fixes T43450.
Reviewers: #nodes, #rendering, sergey
Reviewed By: sergey
Maniphest Tasks: T43450
Differential Revision: https://developer.blender.org/D1038
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Quite striaghtforward change, and in theory we can even try supporting motion
blur for the corner pin node (which is tricky because coordinates actually
coming from sockets, but with some black magic should be doable).
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bounds instead of window bounds). Fixes remaining part of T43346
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internal.
Similar to fix for T42074 we need to multiply with energy -after-
texture application.
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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Patch by Blend4Web Team, thanks!
Reviewers: psy-fi
Subscribers: yurikovelenov, AlexKowel, Evgeny_Rodygin
Differential Revision: https://developer.blender.org/D899
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There was a differences between how Cycles and BI treats Normal shader:
- Different normal direction assumption
- Different policy about vector normalization
Previous idea of trying to use single function and flip the output if
needed becomes more tricky, so i've just added new GLSL function which
corresponds to how Cycles deals with the Normal shader.
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It was wrong to use invert(), we need to multiply by -1 instead.
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Patch by Romanov Alexander of blen4web team!
Differential: D842
Thanks for the patch!
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This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.
This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.
This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.
There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.
...also </drumroll>
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Also included mirror ball shader, which was missing.
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D781
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Even though GLSL allows to have polymorphic functions our codegen
is not aware of this at all.
Let's rename the functions for now, but in the future would be handy
to make codegen aware of the polymorphic functions.
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