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2017-11-08Fix various issues with (multiview) OpenEXR file save/load.Brecht Van Lommel
* Fix saving a multiview render from the image editor giving invalid files. * Fix failure to load multiview images with a single view per part. * Fix loss of multiview metadata when saving/loading a single view. * Fix Z-Buffer writing option for single layer EXR not being respected. Multiview EXRs are now always handled as multilayer internally, significantly reducing the amount of code. Reviewed By: dfelinto Differential Revision: https://developer.blender.org/D2887
2017-11-02Fix T53182: cancelling save buffers + denoising render clears image.Brecht Van Lommel
2017-08-03Remove volatile, causing issues w/ GCC/ubsanCampbell Barton
Was Cygwin workaround, no longer needed.
2017-07-02Fix T51746: normal map tangents not working correctly when there are no UV maps.Alexander Romanov
Patch by Alexander, with some refactoring by Brecht. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2709
2017-05-03Render API/Cycles: Identify Render Passes by their name instead of a type flagLukas Stockner
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago. However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images. Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification. Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes. To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available. To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers. To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated. From a user perspective, nothing should change with this commit. Differential Revision: https://developer.blender.org/D2443 Differential Revision: https://developer.blender.org/D2444
2017-04-14Object Info node support for GLSL mode and the internal renderAlexander Romanov
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI. {F499530} Example: {F499528} Reviewers: merwin, brecht, dfelinto Reviewed By: brecht Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2425
2016-12-15Layer Weight node support for Blender Internal RenderAlexander Romanov
2016-08-04Grease Pencil v2 BranchAntonio Vazquez
Improve current Grease Pencil in order to get a better 2D animation tool. More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov Reviewed By: Severin, aligorith, campbellbarton Patch by @antoniov, with edits by @Severin. Differential Revision: https://developer.blender.org/D2115
2016-07-15Bump maximum threads number to 1024Sergey Sharybin
This commit contains all the changes required for most optimal maximum threads number bump. This is needed to avoid possibly unneeded initialization or data allocation on systems with lower threads count. TODO: Still need to review arrays in render data structures from render_types.h, P.S. We might remove actual bump of max threads from this patch, so when we'll be applying the patch we can do all the preparation work and then do actual bump of max threads. Reviewers: mont29, campbellbarton Reviewed By: mont29, campbellbarton Maniphest Tasks: T43306 Differential Revision: https://developer.blender.org/D1343
2016-07-05Render border: make it work together with with cache result / save buffers / ↵Brecht Van Lommel
full sample. Differential Revision: https://developer.blender.org/D2080
2016-06-06Fix T48550: Imperfections when Bake displacement map to plane if camera is ↵Sergey Sharybin
not in front The issue was caused by non-watertight nature of intersection, which is now addressed. Hopefully it doesn't cause any regression caused by uninitialized precalculated storage.
2016-04-26Support multiple tangents for BI render & viewportAlexander Romanov
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
2016-03-13Full Inverse-Quadratic-Equation Lamp FalloffJack Andersen
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in Blender-Internal and GLSL. The current falloff modes use a formula like this inverse-square one: `I = E × (D^2 / (D^2 + Q × r^2))` While such a formula is simple for 3D-artists to use, it's algebraically cumbersome to work with. Game-designers authoring their own shaders could benefit much more by having direct control of falloff-coefficients: `I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))` In this mode, the `distance` parameter is unused (except for 'Sphere' mode); instead relying on the designer to mathematically-model the falloff-behavior. The UI has been patched like so: {F153843} Reviewers: brecht, psy-fi Reviewed By: psy-fi Subscribers: brita_, antidote, campbellbarton, psy-fi Differential Revision: https://developer.blender.org/D1194
2016-03-11Fix T47753: World equirectangular regressionCampbell Barton
D1729 fixed 'View' projection but broke 'Equirectangular'. This commit also changes equirectangular projection to match Cycles and the viewport.
2016-03-02Fix T47610: Texture node in compositing nodes does not updateSergey Sharybin
The issue was caused by some code accessing R from a functions which are marked as safe for use from outside of render pipeline. Now those functions are safe(er) for use.
2016-02-18Fix T45343: incorrect Cycles baking of bump maps from selected to active.Brecht Van Lommel
The differentials were incorrect, now they are properly transferred from the low to the high poly mesh.
2016-02-18Fix crash on exit with Blender Internal baking and envmap render.Brecht Van Lommel
2016-01-28cleanup: spelling / typosMike Erwin
no functional changes
2016-01-23Vector Transform node support for GLSL mode and the internal rendererAlexander Romanov
The Vector Transform node is a useful node which is present in the Cycles renderer. {F144283} This patch implements the Vector Transform node for GLSL mode and the internal renderer. Example: {F273060} Alexander (Blend4Web Team) Reviewers: brecht, campbellbarton, sergey Reviewed By: campbellbarton, sergey Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov Projects: #bf_blender:_next Differential Revision: https://developer.blender.org/D909
2016-01-13Use const qualifier in do_sky_texSergey Sharybin
Will be needed for D1729.
2015-11-16Speedup OpenGL sequencer animation renderingSergey Sharybin
The idea is to avoid having roundtrip from byte to float and back to byte buffer and use render result's byte buffer to store result of sequencer rendering. This actually matches to what regular render pipeline is doing and this gives around 2-3 times speedup of sequencer export on a simple scenes.
2015-10-05Fix T46333: Particle Info Node broken w/ BICampbell Barton
Patch from @a.romanov This also fixes multiple particle systems - which never worked.
2015-07-31Docs: doxy correctionsCampbell Barton
2015-07-14Particle Info node support for GLSL mode and the internal render.Alexander Romanov
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
2015-06-17Fix T44682: Save Buffers canceled renders show nothing in Image EditorSergey Sharybin
The issue was caused by render pipeline freeing render parts prior to finishing exr file writing which resulted in unfinished parts not being written into the file by save_empty_result_tiles(). As a temporary solution we do explicitly write unfinished parts as empty tiles to the exr file prior to freeing parts. Not ideal solution, but should work for the release.
2015-06-07Fix T44984: wrong texture clamping when applying saturation > 1.0Bastien Montagne
Applying saturation > 1.0 in HSV space easily leads to negative values in RGB space, so we have to clamp again...
2015-04-29RenderResult should have a valid view whenever possibleDalai Felinto
2015-04-07Cleanup: brace placement /w structsCampbell Barton
2015-04-06Multi-View and Stereo 3DDalai Felinto
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
2015-03-29Make point density sampling functions a bit easier for re-useSergey Sharybin
Still not ideal but getting closer. Main annoying thing so far is dependency of Render structure for now. It is used to switch particles to render mode and could probably also be eliminated.
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-03-20Fix race condition and bad memory access highlighting render tilesSergey Sharybin
Is was possible that interface will be refreshed at thesame time as render engine will start freeing render parts. Not sure if we can get away without RW mutex here, seems we need one way of synchronization or another..
2015-01-27Fix T43427: Particle system children sometimes not generated on reloadSergey Sharybin
The issue was caused by the conflict between preview render which would set R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of the render pipeline trying to use this flag. Now the sampler functions accepts extra argument so render pipeline can still skip image load, but calls outside of the pipeline will nicely load all the images. Not cleanest change in the world but good enough to unlock gooseberry team, and assuming we already had pool passed all over the place it should be all fine. Will need to reshuffle arguments into SamplerOptions structure later.
2014-12-26Fix T42641, Graphical fragments showing on Blender 2.71 and higher when baking.Bastien Montagne
Safe for 2.73... This revert rB9b0ab890676790bb1e8e77797629b889ea66f69e - needed to set that threshold to a small negative value to remove the last artefacts reported in T39735, but now I could not reproduce any with the previous 0.0f value, so restoring it for the time being. If this 'shadowed neighbor face' case re-appears, we can always choose a value in-between, like -1e-18f...
2014-08-12Fix T40566: Light instances disappears in rendered viewport (Blender Internal)Sergey Sharybin
This is just another issue caused by convertblender overwriting the object matrix at the time of creating render object. What's even worse here is that original matrix is not stored for the lamps, only lamp_matrix*view_matrix is stored. For sure we can combine lar->co and lar->mat back to mat4, multiply by the inverse view matrix and get object matrix, but this is not suitable for the viewport render because every viewport rotation will accumulate the error. For now let's store worldspace lamp matrix in the LampRen structure and use it when rotating the scene.
2014-07-04Fix T40843: Cycles does not support viewport render overrideSergey Sharybin
2014-07-01Second attempt to fix T40833: Crash when rendering with freestyle.Tamito Kajiyama
The cause of the crash was identified in an uninitialized member variable `Main->lock`. Now that struct Main has a few member variables whose values are dynamically allocated, per-render Freestyle-specific Main data structures will be allocated and released using `BKE_main_new()` and `BKE_main_free()`, respectively. This revision complements the commit rB6135556f4556.
2014-06-28Add render result caching.Bastien Montagne
Simply add an option to render settings to save an EXR cache, just when the render is finished. Also changed RE_ReadRenderResult() to read cache instead of temp sample files (those are fully volatile now anyway). Path to save cached render results is an UserPreferences setting. Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend, and in an Image Editor hit ctrl-R to (try to) reload last render from cache). Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D553
2014-06-23Fix T40764: Keyframed Render Layers Don't Work as IntendedSergey Sharybin
2014-05-02Fix T39985: crash while rendering a scene with compositing nodes using ↵Sergey Sharybin
another scene The issue was caused by the wrong scene used to acquire render result for. Now made it so render pipeline reports currently rendering scene to the job via special callback. This also solves missing tile highlight issue when rendering multiple scenes in the compositor.
2014-04-30Fix T39952: Printing tiles gives negative numbersCampbell Barton
2014-04-21Follow up to previous commit: tweak RE_RAYTRACE_EPSILON (correction value usedBastien Montagne
when checking neighbor faces against shadowing).
2014-04-21Fix T39735: New auto smooth creates artifacts with flat shaded faces(BI)Bastien Montagne
This actually had nothing specific to new split normals, it was an internal limitation of BI raytracer, which would check against neighbor face shadowing only when they shared a common vertex, now it also performs checks when both faces have a vertex with a common "ancestor" (org index). Note this allows to also fix same issue when using SplitEdges modifier (and potentially others?), but only when AutoSmooth is enabled (due to some compute/mem overhead, we do not want to enable this code systematically). Thanks to Brecht for advices and review!
2014-04-11Blender Internal: remove BLI BVH for raytracing.Brecht Van Lommel
It has no benefits over other BVH types, as far as I know it was only added because it was possible. This also fixes T39344.
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-30Style cleanupCampbell Barton
2014-03-05Code cleanup: remove long unused gamma correction tablesCampbell Barton
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-23Fix T36165: blender internal HDR textures with negative values got clamped.Brecht Van Lommel
For example for vector displacement, you may have an EXR texture that has negative colors values. Blender clamps these by default, now the Colors panel for textures has a Clamp option to disable this clamping. This option affects all texture types and is enabled by default, you need to disable it if you want negative values to have an influence. Patch by Fredrik Hansson with modifications by me.
2013-12-26Threaded object update and EvaluationContextSergey Sharybin
Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94