Age | Commit message (Collapse) | Author |
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Should remove from master since its workaround for Cygwin
but too close to release.
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Ideally need to clean and sane and impossible-to-break way of making sure
evaluation context is fully initialized, but that would need some thoughts
and experimentation.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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This commit effectively makes workspace switching useless as far as the
active scene layer goes.
The functions from the scene layer API to get the correct scene layer
from "context" were a placeholder to be addressed by the workspace
commit.
When workspace was merged, however G.main was used as a replacement to pass the
correct argument for the functions. As it turned out (surprise!) this
leads to crash on render preview.
We need to get rid of:
* BKE_scene_layer_context_active_ex_PLACEHOLDER
* BKE_scene_layer_context_active_PLACEHOLDER
And either use SceneLayer explicitly or replace it by:
* BKE_scene_layer_from_workspace_get
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This is a first step towards proper depsgraph "ownership", where
we would allow scene to be in multiple states dependent on active
workspace or scene layer.
This commit introduces a basic API to get proper dependency graph
for a given scene layer. It also renames scene->depsgraph to
depsgraph_legacy, so it's easier to search0-n-replace in the future.
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The code was somewhat weird: it was first copying border/crop settings from
the "source" scene, then was checking border settings of the current scene
and only then was copying border from "source" scene.
Now we first copy border/crop flags, then copy border from source and then
check whether border is a full-frame.
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render
Move check for psys render data before it is actually requested for creation.
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Patch by Alexander, with some refactoring by Brecht.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2709
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Also remove duplicate & mismatching comments from grease-pencil header.
Keep comments close to implementation to avoid getting out of sync.
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If users wanted to bake only a few of the mesh materials, they would
still need to create dummy textures for the other parts.
This commit report (as RPT_INFO) the materials with no texture, but move
on to bake the others materials.
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- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
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- Derived-mesh drawing.
- All non UV members of TexFace structs.
MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
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TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.
To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.
This is used as a bake-target when not using Cycles too.
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Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
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hidden orig objects of group crash at render.
Note that this is speculative fix, actually precisely understanding what
happens in this code is... not easy.
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/depsgraph/intern/depsgraph_tag.cc
source/blender/editors/mask/mask_draw.c
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Found when was looking into T49864. The issue is caused here
by render_copy_renderdata() doing a copy of views with
BLI_duplicatelist() so we can not just zero the pointers out.
Similar thing is happening for layers as well.
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The code only updated nodes in the nodetree of the scene to which the render layer belongs. Therefore, when using scene B in the compositor setup of scene A, A's node wouldn't be updated.
With this fix, the update function loops over all scenes and checks them for relevant nodes.
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This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.
To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.
Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.
Finally, thanks to all the people who supported this project:
- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
that could and/or should work better!
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This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
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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
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We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
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This is part of the new draw manager design. Any engine (even clay, eevee, ...) should be able to draw to the viewport, as well as render to an image directly.
Changing the API names to conform to that.
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This reverts commit 76425feed8644a8fe1c0e52ef3f77b95012ba44e.
** Note **
This was supposed to be a merge, but it was rebased.
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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
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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
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These bits became obsolete with the new layer system, so we can
simplify some code around them or avoid existing workarounds which
were trying to keep things working for them.
There are still work needed to be done for on_visible_change to
avoid unnecessary updates, but that can also happen later.
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