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2011-11-03Fix #28998: sequence rendering with wrong progress barSergey Sharybin
Show overall progress when doing sequence rendering. Nice for cases when you're using sequencer to combine video strips only, without rendering scenes and so. If scene strips are used in sequencer, per-frame rendering would be used (because of scene rendering sets per-frame progress).
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-22Code refactoring: move external engine functions into own file.Brecht Van Lommel
2011-08-31catch exception and report an error when failing to write exr files - was ↵Campbell Barton
crashing with debug builds.
2011-08-29patch [#28355] Better Environment Map scriptingCampbell Barton
from Tom Edwards (artfunkel), with minor edits. This patch makes the following improvements to environment map scripting: * Adds a "is_valid" RNA property to envmaps. True if the map is ready for use, False if it needs rendering. * Adds a "clear" RNA function to envmaps. Deletes any envmap image data. * Adds a "save" RNA function to envmaps. Writes the envmap to disc with a configurable layout. (Defaults to the current hard-coded layout.) * Updates bpy.ops.texture.envmap_save with configurable layout support as above. These changes, particularly configurable layouts, make exporting envmaps to other software much easier.
2011-06-30minor edits, no functional change.Campbell Barton
2011-06-28RenderEngine API: add self.report() error reporting function for render engines,Brecht Van Lommel
works the same as for operators. Also includes some refactoring of render error reporting code to use ReportList.
2011-06-12Bugfix #27519Ton Roosendaal
Full Sample AA (FSA) was failing in cases. Bug report was an empty scene (with compo nodes) linking in another .blend scene (with render). That case gave warning "FSA not supported with rendering". That now is allowed. Then I noticed FSA was giving corrupt sample buffers or crashes in cases, especially on first buffer, this appeared to be a missing compo tag on first sample buffer. Lastly, to make FSA render a tiny bit less frustrating: added render window statistic to show which of the FSA steps is being done.
2011-05-18additional bake modesM.G. Kishalmi
(refined patch #23430) + specular color + specular intensity + mirror color + mirror intensity + alpha (tranparency) + emission (glow)
2011-04-30add back support for rendering local view camera.Campbell Barton
2011-03-25Bugfix #26195Ton Roosendaal
When rendering, during processing scene data, drawing in 3d window is now locked. Can get extended to more areas in UI easily. At least this solves all crashes with conflicting memory access in render && 3d drawing. Deleting objects via operators or delete modifiers isn't locked yet. Also fixed: crash on quitting a renderwindow when it was rendering.
2011-02-21doxygen: entry for gpu, modifiers, nodes, python and renderNathan Letwory
2011-02-08add back options for loading a renderlayer to offset the image when copying ↵Campbell Barton
the buffer to a smaller renderlayer. This was reverted by Brecht r22541 because its inefficient but there is no way to work around this with povray at the moment so adding it back as optional args.
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2010-12-03Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for ↵Campbell Barton
'const char's,. Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-11-17use 'const char *' by default with RNA functions except when the value is ↵Campbell Barton
flagged as PROP_THICK_WRAP. Also use const char in many other parts of blenders code. Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-16option to write images to a files on single frame renders, this isn't ↵Campbell Barton
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 *'
2010-11-03[#23095] If no camera is present, a render starts but does nothing, and we ↵Sergey Sharybin
have no "No camera" warning Improve camera checking and move it before starting render jobs
2010-11-03bugfix [#24508] Render and changing scenes crashes.Campbell Barton
The scenes 'Render' is kept by blender while blender runs but the callbacks were not cleared when the render was done. In this case the callback would reference a freed render job. This isn't normally a problem because on re-rendering new callbacks are set, however the sequencer can render a previously rendered scene without setting up callbacks. Simple fix is to to dummy callbacks applied onto the scenes 'Render' struct once its finished.
2010-10-31Fix crashing running read full sample layers operator.Brecht Van Lommel
2010-08-12Fix #23238: crash rendering multiple scenes from compositor.Brecht Van Lommel
2010-08-02Fix preview render crash after recent G.main changes.Brecht Van Lommel
2010-08-012.5: code changes to reduce the usage of G.main and pass it alongBrecht Van Lommel
or get it from the context instead.
2010-07-07Fix #22354, #22727, #22501: image window not display correctBrecht Van Lommel
renders with compositing and slots.
2010-05-27Progress indicators for threaded jobsMatt Ebb
Now, rather than the bit-too-alarming stop sign, threaded wmJobs display a progress indicator in the header. This is an optional feature for each job type and still uses the same hardcoded ui template (could use further work here...). Currently implemented for: Render - parts completed, then nodes comped Compositor - nodes comped Fluid Sim - frames simulated Texture Bake - faces baked Example: http://mke3.net/blender/devel/2.5/progress.mov
2010-04-01Attempted fixes for render crashes on windows, still can't redo them hereBrecht Van Lommel
in a virtual machine, maybe that has some different threading behavior. Also should fix a problem with displaying render passes and multiple slots.
2010-03-28External render engines now have option bl_postprocess to determineBrecht Van Lommel
if compositing, sequencer, fields, etc should be rendered, or if the render does that itself. The weak point is that this only applies to rendering, so if you open the compositor, it will still run on the rendered result. Enabled by default, set to False to disable.
2010-03-28External render engines can now render previews as well, disabled byBrecht Van Lommel
default, set RenderEngine property bl_preview = True to enable it.
2010-03-27Second attempt at committing the different render slot implementation. ThisBrecht Van Lommel
has a fix that hopefully solves the problem on mac/win. Also fixes #21322, render slots not working well with FSA.
2010-03-14Rendering from 3d view in local view or with unlocked layer was notBrecht Van Lommel
working yet, now layer is passed along to render engine, changes quite a few files because simple swapping trick no longer works with threading.
2010-02-16Revert render slots commit for release, I can't find the bug or even redoBrecht Van Lommel
it myself, there will still be render slots just old implementation.
2010-02-16Render Slots: change the implementation by moving it from the render to theBrecht Van Lommel
image code, this should be clearer and makes reusing the Render struct later on easier.
2010-02-12correct fsf addressCampbell Barton
2010-02-09J-key render switching back, now with 10 slots.Brecht Van Lommel
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.
2010-01-06Restored Compositor 're-render single layer' functionality (buttons on ↵Matt Ebb
renderlayer comp nodes). This works with operator properties - if you pass the name of a scene and renderlayer to the screen.render operator, it will render that layer as a single layer re-render.
2009-12-22Reports: writing movies now uses the reports mechanism to throw errors.Brecht Van Lommel
Also fixes bug #19463: screencast to xvid ffmpeg crash.
2009-12-22quite a few python panels (10 or so) had names longer then the PanelType ↵Campbell Barton
allowed, for panels it would fail silently but for menu's it meant further references would give errors. increase the registered class name from 32 to 64 and raise an error if the limit reached.
2009-09-30Render & Compositing Thread FixesBrecht Van Lommel
* Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-08-172.5: Render ApiBrecht Van Lommel
* Add RenderResult.load_from_file to load whole multilayer exr's at once. * Removed x/y offset from RenderLayer.load_from_file, better to encourage using offset in begin_result() to minimize memory usage. * Added WITH_OPENEXR in some screen/file/image module for scons/make, exr was not working in some places there.
2009-07-27render api utility function to initialize a render layer from an image ↵Campbell Barton
rather then loading through python. lay = result.layers[0] lay.rect_from_file("somefile.png", part.x, part.y) If the source image is bigger then the render layer x/y offsets can be used to choose the part of the image use.
2009-07-242.5: Render/Game EngineBrecht Van Lommel
An engine to use for output can now be selected an influences what shows in the buttons window, only showing relevant data. The idea behind this is to make it more clear what is supported where, make the system more pluggable for external render/game engines, and save space hiding stuff that is not relevant anyway. * Top header now has an engine menu, to choose between the blender render engine, game engine, and other future external engines. * If the game engine is enabled, the buttons window should show only properties that work in the game engine, and similarly for the render engine. * Moved panels from the logic space and game tabs to the physics, scene and world tabs instead, and removed the game tab. * Materials and textures tabs should eventually become game specific too, to better show what is supported.
2009-07-222.5: RenderBrecht Van Lommel
This adds a RenderEngine type to RNA, which can be subclassed in python (c++ will follow once we support subclassing there). It's very basic, but plugs into the pipeline nicely. Two example scripts: http://www.pasteall.org/6635/python http://www.pasteall.org/6636/python Issues: * Render runs in a separate thread, and there is unrestricted access, so it's possible to crash blender with unsafe access. * Save buffers and full sample are not supported yet.
2009-07-21RNABrecht Van Lommel
* Wrapped RenderResult, RenderLayer, RenderPass. * Update RNA_access.h with new structs.
2009-02-052.5Ton Roosendaal
Safe method to move render results to the displayed image. It now allocates a single image for display, and on each refresh callback from render, it copies the refreshed section over to this image, in 32 bits. While rendering that image then only shows progress updates, as usual. This also now works for scenes in composte and results for composite. This should solve reported crashes for MBlur or SSS.
2009-01-222.5Ton Roosendaal
Added WM Jobs manager - WM can manage threaded jobs for you; just provide a couple of components to get it work: - customdata, free callback for it - timer step, notifier code - start callback, update callback - Once started, each job runs an own timer, and will for every time step check necessary updates, or close the job when ready. - No drawing happens in jobs, that's for notifiers! - Every job stores an owner pointer, and based on this owner it will prevent multiple jobs to enter the stack. Instead it will re-use a running job, signal it to stop and allow caller to re-initialize it even. - Check new wm_jobs.c for more explanation. Jobs API is still under construction. Fun: BLI_addtail(&wm->jobs, steve); :) Put Node shader previews back using wmJobs - Preview calculating is now fully threaded (1 thread still) - Thanks to new event system + notifiers, you can see previews update even while dragging sliders! - Currently it only starts when you change a node setting. Warning: the thread render shares Node data, so don't delete nodes while it renders! This topic is on the todo to make safe. Also: - bug in region initialize (do_versions) showed channel list in node editor wrong. - flagged the channel list 'hidden' now, it was really in the way! This is for later to work on anyway. - recoded Render API callbacks so it gets handlers passed on, no globals to use anymore, remember? - previewrender code gets now so much nicer! Will remove a lot of stuff from code soon.
2009-01-042.5Ton Roosendaal
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
2008-09-20== Render ==Diego Borghetti
Commit patch #7788, allow to set the render step, so it's possible make render every N frames only. The step is change in Scene buttons (F10), below start and end frame buttons. Also add a command line options (-j), so it's possible to overwrite the file step (useful for renderfarm). [ Brecht, this work with OpenGL renders and simulated the skipped frames, please double check ]
2008-06-06Added shadow bakingCampbell Barton
2008-05-14uvcalc_lightmap would raise an error on meshes with no faces.Campbell Barton
auto-threads wasnt working for baking.
2008-02-11Bugfix: FSA enabled in compositing scene but disabled in otherBrecht Van Lommel
scenes could crash, there was code to make sure osa level is the same in all scenes, but that was set too late, after sample tables are created. Fix for some unitinialized vector warnings with FSA, these were harmless, unfortunately.