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2007-02-04== Sequencer ==Peter Schlaile
Bugfixes: - Effect dependencies sometimes went wrong. seq3 was always calculated, even if the effect already told the upper layer, that there is an early out available... - On render, only free _all_ buffers, if memory usage is above the memcache limit. This made my render times drop from 17 hours to only 4 hours on a 2 hour movie. Ton: I don't want to start an edit war at this point, but if you really need the old behaviour, just use a very low, non-zero memcache limit in the preferences. (In most cases, the default of 32 Mb _is_ very low ;-)
2006-11-22Crash in sequencer caused by incorrect checking for 'last seq'. This fixTon Roosendaal
doesn't make the feature peter added (to set last-seq based on selection) work... I'll ask him to review code.
2006-11-17== Sequencer ==Peter Schlaile
Fixes Bug #5239 reported by Anders Gudmundson: - Sequencer eats memory like popcorn with metastrips - Crash on gaps in metastrips Both were introduces by my last patch that added "Speed Control". I also forgot to add "Speed Control" and "Color" to the "Add"-menu. (Simply haven't noticed, I use the spacebar all the time...)
2006-11-16Bugfix: sequencer scrubbing crashed in cache limitor, missing NULL check.Ton Roosendaal
2006-11-12== Sequencer ==Peter Schlaile
Major sequencer rewrite to add Speed Control effect. Changes: - Cleaned up large parts of sequence.c removing a lot of unnecessary code. (We first built old seqar array to decide, what is visible, then build dependencies with new code, then used old code to iterate through the strips and deciding using new code what is used and so forth and so on...) Should be much faster now. - Now we build the strips recursively thereby elemenating the need of a seperate dependency calculation. - Added a Speed-Control effect to change strip speed afterwards. (Offers global speed as well as IPO-controlled speed. There are several modes to play with: - Control by velocity (IPO = velocity where 1.0 is normal speed) - Control by frame number (IPO = target frame) - IPO-Value can be rescaled to frame-value, to make frame exact matching possible. (Matching video tracks to audio tracks with IPOs ;-) Demo-Blend file is here http://peter.schlaile.de/blender/sequencer/speedcontroltest.blend Since this was also a Plumiferos request I hope to be mentioned in the credits ;-) Enjoy! And please test the new sequencer thoroughly. It is really more like a rewrite this time.
2006-11-10== Sequencer ==Peter Schlaile
This adds support for "generator effect strips", which don't need necessarily an input strip and my version of Matt Ebb's [ #5035 ] 'Solid Color' sequence strip. TODO: With a little bit more tweaking it will be possible to make animated effect plugins and my still unfinished "Bake"-Strip. For the 'Solid Color'-Effect, to quote Matt: This is nice and simple, just provides a solid colour that's set in a colour picker in the properties popup. This is something we've needed for a long time, and I got totally sick of having to make 'black.png' and 'white.png' just to do fades, so I coded this.
2006-11-09== Sequencer ==Peter Schlaile
Added enhancements by blendix (Patch #4919: Insert sequence effect between) It adds the following things: - You can add a sequence strip afterwards in the middle of an effect chain (you have to move strips around before, so that there is "room" for it. Blender will ask you then, if you want to add in between or after the selected strips) - In the case you messed it up and want your effect strips to be reassigned in a different way, there is the new "R"-key. Just select three arbitrary strips and press "R". If you don't create a cycle, those will be connected to a new effect chain. - Fixed freeing of imbufs on changes to properly take into account dependencies. An example of a simple case that went wrong is one image strip with two glow effects, changing the parameters of the first glow strip will not result in any updates. Basically only direct dependencies were taken into account, which resulted in the image preview not being updated in some cases. - Let the sequencer detect an active sequence strip if none is defined, to get rid of annoying error messages when trying to add an effect to a selected sequence strip right after loading a file. - Delete is less destructive. If you delete somewhere between other strips, Blender now tries to relink in a reasonable way. - The active sequence strip is now displayed with a light instead of a dark outline, which makes it easier to spot, and is especially useful for the tools using the active sequence strip. - Ability to view the final result when editing inside meta strip. The channel button was modified to also allow negative numbers, where -n is n levels up the meta stack. There is probably a nicer way to specify this, instead of (ab)using the channel button, but this seems to work quite efficient. - Also a small bugfix: don't crash on loading files from newer versions with an unknown effect strip.
2006-11-01Bugfix #5030Ton Roosendaal
- Removed obsolete IRIZ image support from menus. This was a Blender-only version of SGI Iris images, used internally in the nineties because it was the only format supporting Z easily A much better Z exporting - and industry compliant - is via OpenEXR - Scene strips in Sequencer now get Z buffers as well. This is only in float format, containing actual distances from the camera.
2006-08-10Sequence render fix (report Johnny Matthews):Ton Roosendaal
When a sequencer has mixed use of 32 bits and float images (note, Scene strip returns float image too), the old 32 bits image should be freed, otherwise it keeps saving that image.
2006-07-08Bug fix #4642Ton Roosendaal
When a Sequence setup had a gap, it returned default black frames. However, this black frame was overriding the float buffer when a new strip started to render again, so the Sequencer kept saving black. Also: added extra info print for Scene strip, this didn't tell yet what the start/end frame of Scene was, and what current frame was.
2006-07-02Bugfix #4561Ton Roosendaal
Sequence renders, calling scenes with compositing, didn't execute composite correctly. Confusement caused by the rule that a "Render" handle has same name as Scene, which gives conflict for the case when a Scene has sequencing with Scene strips with its own scene in it. The previous solution for that conflict caused composite not to work. This commit solves that, but it is still hackish. Main reason is the still bad global G.scene, in use by compositor.
2006-06-27Bugfixes from own collection:Ton Roosendaal
- when renderwin exists, but not used for render, the ESC timer check still could return ESC event, due to missing flag clearing. (For example in sequencer, a scene strip did not update on frame advance) - option 'single layer' set in combination with render "Do Sequence" didn't free the pushed layers.
2006-06-26Bugs #4488 and #4431Ton Roosendaal
Sequencer: Removing feature that allowed live updates of render progress while using scene strips. In 2.41 and older this also happens invisible, and ESC from it works now anyway. Two reasons: - it is quite annoying, especially on quit renders - new 'render to window' conflicts too much with the sequencer window option that shows previews (in code as well as functional!)
2006-06-24bugfix #4431Ton Roosendaal
Sequence render: when a Scene strip renders from within the UI (because the sequencer preview option demands so), the render-result for this rendering was not stored or accessible for redraws in render window.
2006-06-18Fix #4352Ton Roosendaal
Sequencer render bug: if you use the same Scene as current Scene as a strip (yes yes!) then ANIM didn't work. Render single frame worked.
2006-06-18Bugfix #4351Ton Roosendaal
ESC wasn't supported for sequence-based rendering yet. Solved it with correctly initializing the sequence render with all render callbacks, including render updates (which it didn't do yet). Cleanup: - Bug in ghostwinlay code: the get_mbut() function reads from the window struct if a mouse is pressed. However, when you press the mouse in the sequencer, which causes a render, this value was hanging because then the active window was a render window. - The new render display options (image window) didn't work for sequence render OK. There was a recursion even, because a sequence draw command calls a render, which in turn now calls redraws.
2006-06-11Bugfix #4308Ton Roosendaal
ANIM render with "Do Sequence" set, without sequence strips, crashed. Addded empty black image allocation.
2006-06-08==Sequencer==Peter Schlaile
Added patch by Matt Ebb, that enhances the sequencer GUI in several ways: - It looks a lot better - Strip colours are themeable. - The drawing code is more readable. - The background of the timeline makes now distinguishing the channels easier by alternating between different shades of gray. - Handle-scaling is clamped to min and max-values, making it possible to grab strips at large zooming levels more easily. - Preview-images can be panned by dragging it with the middle mouse button. Home-Key resets the position. - Since some people can't grab the meaning of "C 0", it is renamed to "Chan: 0" - Effect strips have slightly different colors to distinguish them better. Additionally: - fixed an off by one error in Matt's patch - Scene-rendering saves CFRA to avoid jumping current-scene on scrub (might be academic fix, since most likely it only happens if you add the sequencer-scene to the timeline... But nevertheless it bugs you on testing the GUI ;-)
2006-05-22Brought back the Scene strip in Sequencer. Even does a full composite withTon Roosendaal
only images input in compositor. Currently still renders in the scene's own resolution. It also doesn't show scanline/tile updates yet while rendering.
2006-03-27==Sequencer==Peter Schlaile
This patch is mostly a usability patch for the sequencer, mainly written by Anders Gudmundson and twisted a little bit by me. - Lock Time to other windows - Possibility to switch the X-Axis between frames and seconds-display - IPO-Frame Locking for plugins (T-Key) - Additional Popup to add HD-Sound and Movie at once - In Timeline-Window: Sequencer windows only playback - Make the IPOs a little bit IPO-Frame-Lock friendlier (doesn't jump; the frame that is drawn has the right dimension) - Wheel-Mouse buttons make the sequencer window zoom again. - The "This is not a sound/movie-file message" now reads "... or FFMPEG-support not compiled in!" since I learned some prominent people who complained, that hdaudio does not work for them ;-) - Make SPACEKEY open up the "Add Strip"-Popup on the timeline and start playback in the preview window.
2006-03-16We're now doing final conversions... float exrs to dpx amd png. Found aTon Roosendaal
couple of bugs in the new float support in sequencer; - when effects have float buffer input, the effect strip itself only got byte buffers assigned, which bypassed the float versions of effects - the float version of cross effect used ints to fade... should be float - tests if an effect should be recalculated didn't check for float yet - display of float buffer in sequencer preview showed black when no byte rect was in imbuf Peter; we need this urgent, so I commit now.. check if this is according to how you thought floatbuffers to work? thanks!
2006-03-14Restored syntax for function calls in sequence.c.Ton Roosendaal
Schlaile; do you have a weird texteditor setting or so? It breaks up function calls in a very strange way, with each argument of a call on a new line. That's not code that way, that's movie credits! :) (Check the diff below to see)
2006-03-12Sequencer now outputs float buffers to render too, when available.Ton Roosendaal
2006-03-07this patch features several cleanups and bugfixes for the sequencer:Peter Schlaile
- blur works again (this was a serious bug in gamwarp...) - seperates all sequence effects into a seperate file with a clean interface - thereby fixing some obscure segfaults - seperates the scope views into a seperate file - adds float support to all effects and scope views - removes a bad level call to open_plugin_seq - FFMPEG seeking improved a lot. - FFMPEG compiles with debian sarge version cleanly - Makes hdaudio seek and resample code really work
2006-02-27Restored the free_imbuf_seq_except() in sequencer, to free all memoryTon Roosendaal
of sequencer, except current frame. Apparently the cache limitor doesnt work for floatbuffers yet... and while rendering, I prefer to have all memory available for the render itself. Schlaile; you might check on what is wrong, in case imbufs have have a rect_float or zbuf_float, the cache doesnt work yet?
2006-02-23Work in progress commit on saving OpenEXR with all render-layers andTon Roosendaal
passes in single file. Code is currently disabled, commit is mainly to have a nicer method of excluding OpenEXR dependency from render module. This should compile with disabled WITH_OPENEXR too. Reason why EXR is great to include by default in Blender is its feature to store unlimited layers and channels, and write this tile based. I need the feature for saving memory; while rendering tiles, all full-size buffers for all layers and passes are kept in memory now, which can go into 100s of MB easily. The code I commit now doesn't allocate these buffers while rendering, but saves the tiles to disk. In the end is it read back. Overhead for large renders (like 300 meg buffers) is 10-15 seconds, not bad. Two more interesting aspects: - Blender can save such multi-layer files in the temp directory, storing it with .blend file name and scene name. That way, on each restart of Blender, or on switching scenes, these buffers can be read. So you always see what was rendered last. Also great for compositing work. - This can also become an output image type for rendering. There's plenty of cases where you want specific layers or passes saved to disk for later use. Anyhoo, finishing it is another days of work, and I got more urgent stuff now!
2006-02-06removed inline since it barfs on MSVCPeter Schlaile
2006-02-05* Adds configuration buttons for ffmpeg-outputPeter Schlaile
* Large sequencer rewrite to support: - Audio-tracks, which are not completely loaded into memory (hdaudio) but kept on disk instead. - A dependency tree, that builds only the Imbufs, that are really needed - Cleaner sequencer code - Per instance data in sequencer plugins (without this, the Dynamic Noise Reduction plugin would be impossible) - A Luma Waveform display - A U/V scatter plot display - Memcache limiting in sequencer - Buttons changed according to the boosted framecount limit
2006-02-04More work on render stuff!Ton Roosendaal
- Scene support in RenderLayers You now can indicate in Compositor to use RenderLayer(s) from other scenes. Use the new dropdown menu in the "Render Result" node. It will change the title of the node to indicate that. The other Scenes are rendered fully separate, creating own databases (and octrees) after the current scene was finished. They use their own render settings, with as exception the render output size (and optional border). This makes the option an interesting memory saver and speedup. Also note that the render-results of other scenes are kept in memory while you work. So, after a render, you can tweak all composit effects. - Render Stats Added an 'info string' to stats, printed in renderwindow header. It gives info now on steps "creating database", "shadow buffers", and "octree". - Bug fixes Added redraw event for Image window, when using compositor render. Text objects were not rendered using background render (probably a bug since depsgraph was added) Dropdown buttons in Node editor were not refreshed after usage Sometimes render window did not open, this due to wrong check for 'esc'. Removed option that renders view-layers on F12, with mouse in 3d window. Not only was it confusing, it's now more efficient with the Preview Panel, which does this nicely.
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-09Orange branch: OpenEXR finally in Blender!Ton Roosendaal
Credits go to Gernot Ziegler, who originally coded EXR support, and to Austin Benesh for bringing it further. Kent Mein provided a lot of code for integrating float buffers in Blender imbuf and ImBuf API cleanup, and provided Make and Scons and static linking. At this moment; the EXR libraries are a *dependency*, so you cannot get the Orange branch compiled without having OpenEXR installed. Get the (precompiled or sources) stuff from www.openexr.com. Current default is that the headers and lib resides in /user/local/ Several changes/additions/fixes were added: - EXR code only supported 'half' format (16 bits per channel). I've added float writing, but for reading it I need tomorrow. :) - Quite some clumsy copying of data happened in EXR code. - cleaned up the api calls already a bit, preparing for more advanced support - Zbuffers were saved 16 bits, now 32 bits - automatic adding of .exr extensions went wrong Imbuf: - added proper imbuf->flags and imbuf->mall support for float buffers, it was created for *each* imbuf. :) - found bugs for float buffers in scaling and flipping. Code there will need more checks still - imbuf also needs to be verified to behave properly when no 32 bits rect exists (for saving for example) TODO: - support internal float images for textures, backbuf, AO probes, and display in Image window Hope this commit won't screwup syncing with bf-blender... :/
2005-11-30A small tweak on the Glow effect Alpha channel.Johnny Matthews
2005-11-30Possible fix for bug #3400Johnny Matthews
2005-11-24Bugfix (own discovery!), using sequencer to render a scene updated theTon Roosendaal
depsgraph 2 times to often, also confusing particle drawing when disp % is set. And: little cleanup in render code (move includes in order)
2005-11-08Just have been told fmodf is C99, so I replaced it with fmod and casts...Alexander Ewering
2005-11-08Replaced my noble-prize worthy "float modulo" implementation with fmodf().Alexander Ewering
2005-11-08Changed my mind and made the "Strobe" value a float - this way you can getAlexander Ewering
a strobe effect synced exactly to a beat, for example, by using non-integer values. Is it just me, or are there recently a lot of crashes in sequencer when using audio strips?
2005-11-08New 'feature' for image/movie strips: StrobeAlexander Ewering
In the NKEY flying panel, you can set "Strobe" to something other than 1 for only displaying each nth picture of the strip. You know the effect from movies :) (I put this into the NKEY panel rather than as a effect because effects only affect single frames (?) while this rather has to do with the timing... like "Reverse")
2005-09-22Courtesy of Shaul Kedem:Alexander Ewering
Option to play sequence strips (Movie, Image, Scene) in reverse. New toggle in the NKEY buttons for sequence strips. Thanks Shaul!
2005-07-14Bug fix #2799Ton Roosendaal
Sequence effect "gamma cross" didn't work since 2.36. Caused by not initialized gamma tables...
2005-05-27On Render or Anim, no redraws should happin in the UI for sequence window.Ton Roosendaal
This was enforced in a commit 5 months ago, for proper redraws while working in sequencer itself (with scene strips) Found by Ztonzy, explained by Jesterking. Thanks! :)
2005-03-24Bug fix #2311Ton Roosendaal
File name (40) and dirname (80) were too short in sequence data. Made it compliant using defines FILE_MAXFILE and FILE_MAXDIR. Also replaced all strcpy() and strcat() with strncpy/strncat, with the defines in it. Oh, also fixed plugin path length for sequence, was just 80! Bug fix #2366 Restored old convention that made using SHIFT+CTRL while using button- sliders go with 0.1 stepsize of CTRL. (noticed too late that Chris Burt assigned to self... sorry!)
2005-03-20 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)Daniel Dunbar
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle undefining various crap that windows.h defines. Platform specific headers should only have to be included in a few places. This reduces the number of inclusions of BLI_winstuff.h to 16 which is a much more reasonable number (than the 144 or whatever it used to be)
2005-01-07Bug fix #2104Ton Roosendaal
When using Sequencer for Alpha-Over images, it was assuming "Key" alpha by default, and converting images to "Premul" (= multiplying RGB with alpha). This isn't very nice, also because alpha generated by MBlur in Blender always is of type Premul already. Solution; make this an option. In the Nkey panel for strips you can set or disable Premul now. As extra also added the "Filter" and "Mul" options, as already there for Movie strips. Can easily be extended to more options for various postprocess effects.
2004-12-27Biiig commit! Thanks to 2-3 weeks of cvs freeze...Ton Roosendaal
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-10Bug fix #1994Ton Roosendaal
Sequence editor crash when you delete Scenes which were used as a strip. Related to that, file reading code didn't restore pointers for strips correctly when you save with open "Meta" strip. First bug 8 year old. Second 1 month. :)
2004-12-02Bug fix #1939Ton Roosendaal
Combining panorama scene and Sequencer effect on scene (like glow) crashed. Found two other issues; - on click in sequencer, the image output window didn't redraw correct, but only when a render window was opened. Caused by missing 'activate' call - added a pause in dragging-frame loop to make it idle friendly
2004-08-18Small tweak to the default Glow effect values, so there's aMatt Ebb
noticable difference when you add the effect (preventing people like K-Rich wondering why it's not working :)
2004-08-03This commit changes the sweep effect to be called 'Wipe' in both UI and in ↵Johnny Matthews
backend variable naming.
2004-07-16Bunch of small fixes for warnings and whatnot....Kent Mein
intern/SoundSystem/intern/SND_AudioDevice.cpp Initalized a var that could fall through with no value. source/blender/readblenfile/intern/BLO_readblenfile.c source/blender/src/space.c intern/SoundSystem/intern/SND_Scene.cpp source/gameengine/Converter/BL_MeshDeformer.cpp removed unused var's intern/SoundSystem/openal/pthread_cancel.cpp fixed a nested /* source/blender/imbuf/IMB_imbuf.h added static to the type returned for addzbufImBuf source/blender/imbuf/intern/IMB_bmp.h had a wrong prototype source/blender/src/view.c added newline at end of file. source/blender/src/sequence.c removed unused var added #include <stdlib.h> to avoid: warning: implicit declaration of function `abs' initalized a var that could have been used without being set. Kent