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* Remove Stars feature. This was a quite minimalistic feature and there are
better alternatives with more control (particles for example).
Removal discussed during BCon13 developer meeting and already years before, time to do it..
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D17
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It allows effects such as baking vertex dirt maps to textures.
Also vertex based painting painting may be faster in the future,
so this is useful to have.
Thanks to Sergey for the review!
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Added support for derivative map baking, which
is accessable as a dedicated baker type. Works
pretty much the same as displacement map baker,
but gives you derivative map.
In fact, inernally this baker is just a filter
which applies on the result of displacement map.
Both regular and multires baking are supported.
Patch by Morten Mikkelsen and self.
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rendering, in case some script wants to set it in the render_pre callback. In
case of decoupled 3d view layers or local view it will still override this
though.
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inconsistency between 2.67/2.68RC and previous versions
This was in fact really nasty bug, caused by multitex_nodes
function using global variable R (which is a copy of current
renderer). this variable is not initialized to anything
meaningful for until first rendering (preview or final)
happened.
Since multitex_nodes might be used outside of render pipeline,
made it so whether CM is on or off as an argument to functions
multitex_ext_safe and multitex_ext. Now multitex_nodes() is
only shall be used for stuff happening from render pipeline!
Also needed to make some changes to other places, so all the
usages of texture sampling knows for the fact whether CM is
on or off.
And one more change is related on behavior of dispalcement,
wave, warp, weightvg modifiers and smoke. They'll be always
using CM off since texture is used for influence, not for
color.
It's rather bigger patch, but it's mostly straightforward
changes, which we really need to be done.
Reviewed by Brecht, thanks!
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text threading issue.
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buffers option, it requires specific tile sizes and if they don't match what
OpenEXR expects file saving can get stuck.
Now I've made support for his optional, with a bl_use_save_buffers property for
RenderEngine, set to False by default.
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internal viewport rendering. Lots of tweaks here, mainly:
* Stop 3D viewport render and free database before undo.
* Accumulate update flags rather than replace them each time it rerenders, to
avoid previous updates getting lost.
* Don't check against Render struct view parameters for changes, those are set
in the job thread which might not run before the next update call.
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data.
Now the viewport rendering thread will lock the main thread while it is exporting
objects to render data. This is not ideal if you have big scenes that might block
the UI, but Cycles does the same, and it's fairly quick because the same evaluated
mesh can be used as for viewport drawing. It's the only way to get things stable
until the thread safe dependency graph is here.
This adds a mechanism to the job system for jobs to lock the main thread, using a
new 'ticket mutex lock' which is a mutex lock that gives priority to the first
thread that tries to lock the mutex.
Still to solve: undo/redo crashes.
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"Single Layer"
at the start, more clearly indicate what the render time of the last frame was, some
other tweaks for consistency.
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Now add_freestyle() in pipeline.c takes a second argument to enable/disable
stroke rendering. When stroke rendering is disabled, the function allocates
data structures but does not perform stroke rendering. The allocated data
structures (mostly left unpopulated with data elements) are intended to allow
for the Read Full Sample Layers (Shift-R) command in the compositor.
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rendering even if they were not used on any render layers.
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- Put it available as a default now (no debug value needed)
- Fixed viewport size error, viewport was badly set
(visible with border render, property regions)
- Fixed hanging lock in conflict between drawing and initialize
new renders.
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Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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Conflicts resolved:
source/blenderplayer/bad_level_call_stubs/SConscript
Partly reverted changes to intern/cycles/blender/addon/ui.py in revision 52899
to make it easier to merge trunk changes.
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functions.
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Resolved conflicts:
release/datafiles/startup.blend
source/blender/editors/space_nla/nla_buttons.c
Also updated source/blender/blenkernel/intern/linestyle.c as a follow-up of
recent changes for the use of bool.
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before this only active scene would be rendered with border.
When do_render_fields_blur_3d() is finished, it'll modify
render's display rect so it'll correspond bordered render
result placed on black backgrund. Actual border is stored
nowhere, which makes it only way to re-calculate disprect
for all other renders used in compo based on source. Not
so big deal actually.
Also needed to modify Cycles a bit, because before this
patch it used border settings from scene being rendered.
Now made it so render data is passing to external engines.
Using a property inside RenderEngine structure for this.
Not best ever design for passing render data, but this
would prevent API breakage. So now external engines could
access engine.render to access active rendering settings.
Reviewed by Brecht, thanks!
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Conflicts resolved:
source/blender/blenfont/SConscript
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/intern/rna_scene.c
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Issue was caused by the fact that guarded allocator is not thread-safe and
generated images/movies could allocate memory when loading pixels to Cycles.
Currently solved by switching memory allocator to using mutex lock (the same
as sued for jobs) when viewport rendering is used.
Nicer solution would be to make guarded allocator thread-safe by using atomic
operations and lock-free lists, but that's more serious change.
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It was caused by own mistake by not noticing externtex is used not
only by render engine. Now this function uses pool passed as argument
rather than using R.pool.
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Previously normalization will happen per image buffer individually, which
was wrong in cases different faces of the sane mesh uses different images.
Also solved possible threading issues when calculating min.max displacement.
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This will calculate maximal distance automatically and normalize displacement
to it. Before this change normalization will not happen at all in cases max
distance is not set manually.
This affects on "regular" baker only, there are still some fixes to come for
multiresolution baker, but that could be solved separately.
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It was caused by image threading safe commit and it was noticeable
only on really multi-core CPU (like dual-socket Xeon stations), was
not visible on core i7 machine.
The reason of slowdown was spinlock around image buffer referencing,
which lead to lots of cores waiting for single core and using image
buffer after it was referenced was not so much longer than doing
reference itself.
The most clear solution here seemed to be introducing Image Pool
which will contain list of loaded and referenced image buffers, so
all threads could skip lock if the pool is used for reading only.
Lock only needed in cases when buffer for requested image user is
missing in the pool. This lock will happen only once per image so
overall amount of locks is much less that it was before.
To operate with pool:
- BKE_image_pool_new() creates new pool
- BKE_image_pool_free() destroys pool and dereferences all image
buffers which were loaded to it
- BKE_image_pool_acquire_ibuf() returns image buffer for given
image and user. Pool could be NULL and in this case fallback to
BKE_image_acquire_ibuf will happen.
This helps to avoid lots to if(poll) checks in image sampling
code.
- BKE_image_pool_release_ibuf releases image buffer. In fact, it
will only do something if pool is NULL, in all other case it'll
equal to DoNothing operation.
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Conflicts resolved:
release/scripts/startup/bl_ui/properties_render.py
source/blender/blenloader/intern/readfile.c
source/blender/editors/interface/interface_templates.c
source/blender/makesrna/RNA_enum_types.h
Also made additional code updates for:
r53355 UIList - Python-extendable list of UI items
r53460 Alpha premul pipeline cleanup
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This commit implements highlight of tiles which are being currently
rendered for both Blender Internal and Cycles (and should be possible
to use it for other external engines as well).
Couple of implementation details:
- Added one extra boolean flag to render engine which should be set
to truth if render engine wants to highlight tiles. If so, property
use_highlight_tiles should be set to True.
- Render Part's ready boolena was changed by status enum, which could
be NONE, IN_PROGRESS and READY. All render part with IN_PROGRESS
status will be highlighted in image editor.
- For external engines render part's status is filling in automatically.
Initially all render parts has got NONE status, then one external
engine acquire render result, corresponding part will change status
to IN_PROGRESS. As soon as render result is finished, corresponding
render part will change status to FINISHED
This should make it easy to highlight tiles for other engines as well.
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* Made Freestyle optional (turned on by default).
* Fix for missing bpath.c updates in the previous merge of trunk changes.
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Conflicts resolved:
release/datafiles/startup.blend
source/blender/blenkernel/CMakeLists.txt
source/blender/blenlib/intern/bpath.c
source/blender/blenloader/intern/readfile.c
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panel
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This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.
Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.
Works in single-thread yet, multi-threading would be implemented later.
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Currently will only keep object editor a bit clearer, but in
the future will be needed because of using some internal renderer
data structures.
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Conflicts resolved:
source/blender/makesdna/DNA_scene_types.h
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Crash would have been happen when changing render ending at the same time
rendering happens. It could be final Cycles render or even preview LUX render.
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Conflicts resolved:
source/blender/makesrna/intern/rna_scene.c
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was added for cycles.
This fixes the case where the option is disabled. I moved the option now to
Blender itself and made it keep the engine around only when it's enabled. Also
fixes case where there could be issues when switching to another renderer.
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This commit adds memory usage information while rendering.
It reports memory used by device, meaning:
- For CPU it'll report real memory consumption
- For GPU rendering it'll report GPU memory consumption, but it'll
also mean the same memory is used from host side.
This information displays information about memory requested by Cycles,
not memory really allocated on a device. Real memory usage might be
higher because of memory fragmentation or optimistic memory allocator.
There's really nothing we can do against this.
Also in contrast with blender internal's render cycles memory usage
does not include memory used by scene, only memory needed by cycles
itself will be displayed. So don't freak out if memory usage reported
by cycles would be much lower than blender internal's.
This commit also adds RenderEngine.update_memory_stats callback which
is used to tell memory consumption from external engine to blender.
This information is used to generate information line after rendering
is finished.
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Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/bmesh/operators/bmo_utils.c
This commit also includes a fix of a bug identified during the merge and committed in revision 51853.
Thanks Thomas (dingto) for the timely fix!
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* Shader script node added, which stores either a link to a text datablock or
file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
to compile the shader and update the node with new sockets.
Thanks to Thomas, Lukas and Dalai for the implementation.
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Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/makesrna/intern/rna_scene.c
release/datafiles/startup.blend
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