Age | Commit message (Collapse) | Author |
|
Also remove duplicate & mismatching comments from grease-pencil header.
Keep comments close to implementation to avoid getting out of sync.
|
|
|
|
|
|
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.
|
|
Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
|
|
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.
|
|
|
|
|
|
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.
|
|
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.
|
|
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!
|
|
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
|
|
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
|
|
This function was modifying texture datablock, which makes the call
unsafe for call from multiple threads. Now we pass the argument that
we don't need nodes to the underlying functions.
There will be still race condition in noise texture, but that should
at least be free from crashes. Doesn't mean we shouldn't fix it tho.
|
|
|
|
This was only used for progress report, and it's wrong because:
- Pool might in theory be re-used by different tasks
- We should not make any decision based on scheduling stats
Proper way is to take care of progress by the task itself.
|
|
|
|
|
|
This way it's more clear whether some issue is caused by lots of geometry in
the node or by lots of "transparent" BVH nodes.
|
|
This splits `interp_weights_face_v3` into `interp_weights_tri_v3` and
`interp_weights_quad_v3`, in order to properly handle three sided polygons
without needing a useless extra index in your weight array. This also
improves clarity and consistency with other math_geom functions, thus
reducing potential future errors.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2461
|
|
Other than implementing a `mid_v3_v3_array` function, this removes
`cent_tri_v3` and `cent_quad_v3` in favor of `mid_v3_v3v3v3` and
`mid_v3_v3v3v3v3` respectively.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2459
|
|
D2365
|
|
|
|
Lamp Data node requires shadow sample array which is only enabled when
Shadows are enabled in the shading settings.
This commit prevents crash but might not give expected render results
in such a configuration.
|
|
in BI
Nice to have in 2.78a, though not a regression.
|
|
|
|
|
|
For some reason (which I can't recall), backing was doing backface
culling. Since Cycles itself doesn't ignore them (nor does Blender
Internal), they should be visible.
|
|
The idea is to have a dedicated thread which is responsive for all the
file writing to a separate thread, so slow disk will not slow down
OpenGL itself.
Gives really nice speedup around 1.5x when exporting barber shop layout
file to h264 video.
|
|
|
|
For now just check for such incompatible configuration, real fix
requires quite some work to be done.
|
|
|
|
oclusion in Blender internal renderer
|
|
|
|
This happens when cmath.h is included after math.h in cpp code.
Kudos to Sergey for pointing this out.
|
|
movie strips
Now we free sequencer cache and close all unneeded FFmpeg handles when rendering.
This is the same logic as image sequence memory freeding.
|
|
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
|
|
Suspicious conditional found by PVS-Studio T48917
Original code (from Blender’s initial open-source commit!) looks like
it’s testing inputs to atan2f, to avoid undefined function values.
Passing xn=0 does *not* always evaluate to 0 though… I’m not sure if
this is a coding error or was done for a desired visual result.
Also changed xn==0 to xn>=0 to avoid function call in more cases.
Good description and visualization of atan2f function:
http://en.cppreference.com/w/c/numeric/math/atan2
|
|
Checking a condition right after we’ve checked it (and it hasn’t
changed). Most of these are trivial to understand.
split_quads in convertblender.c:
It seems quads should be processed and triangles should be marked as
not needing split. So I removed the outer vlr->v4 check.
Found with PVS-Studio T48917
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
image.
|
|
full sample.
Differential Revision: https://developer.blender.org/D2080
|
|
This patch fixes shortcoming of D2046.
The original behavior without world_space_shading flag is that Texture node expects the reflected vector in view space. But with world_space_shading it should be in world space.
In attached file you will see a simple material setup and a node material analogue.
Simple material must have the same behavior regardless world_space_shading flag.
{F318866}
Alexander (Blend4Web Team)
Reviewers: brecht
Reviewed By: brecht
Subscribers: campbellbarton, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2072
|
|
|
|
This is in fact very hairy situation here... Objects are only refcounted by scenes,
any other usage is 'free', which means once all object instanciations are gone Blender
considers it can delete it.
There is a trap here though: indirect usages. Typically, we should never modify linked data
(because it is essencially useless, changes would be ignored and ost on next reload or
even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking.
For unlinking preceeding deletion however, this is not acceptable - we are likely to end with
a zero-user ID (aka deletable one) which is still actually used by other linked data.
Solution choosen here is double:
I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks
should not be allowed (indirect data or indirectly used data), and abort (with report) if needed.
II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data,
which makes actual deletion possible and safe.
Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data -
but then, once file is saved and reloaded, indirect usage would link back the deleted object,
without any instanciation in scene, which made it somehow virtual and unreachable...
With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles
(two linked objects using each other), linked objects become impossible to delete (from user space).
Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
|