Age | Commit message (Collapse) | Author |
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Modification to allow adding a point in a curve button by LMB clicking/dragging directly on the curve, as in GIMP/Photoshop/etc.
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menus. woops!
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- Missing free in AVI writing
- time counter for animation render wasn't reset to zero on successive
renders.
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data to renderdata. However, if a camera has a lens-ipo, this has to be
calculated correctly each time.
Actually, render system suffers like Blender itself from a weak time
system... which still is polluted by confusing globals. Should all work
now, but definitely needs attention later.
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Image Node now supports animations as well. Press the 'Sequence' Icon in
the node to see the options:
- Frs: the amount of images involved in the sequence
- SFra: start frame, the Blender frame number
- First: the number in the name of the first image in the sequence
- Cycl: make the sequence go cyclic
The images are refreshed on each call to execute the node tree, but not
on advancing frames in Blender... I suspect that might make it to slow now,
will first have to code nice threaded/optimized updates in compositor.
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There seems to be a wrong offset for non-osa too, will look into that now.
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The further you drag the bigger the number gets (like gimp/photoshop brush size slider)
Works for ranges: float buttons bigger then 11 and int buttons bigger then 129.
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- New Node "Composite" is output node that puts composited result back
in render pipeline.
- This then also displays in the render window while editing
- But, only with Scene buttons option "Do Compositor" set
- Then, just press F12 or render anims to see the magic!
For clarity, the former 'Output" node is renamed to "Viewer".
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They dont work yet, but i accidentally committed parts of it with a bugfix.
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in a window... didn't know what it was for, but now I do! It uses the
inverse to do pre-clipping on objects.
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- Curves in Image window didn't copy alpha (when no 32 bits rect for
display was made already).
- Code was missing to validate grouped nodes in Compositor, didnt work
at all yet
- Loading new Images in a Node (using filewindow) didn't assign the image
Image window now displays Alpha for float images too
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- Image curves are only applied now when curves panel is in use. Closing
the panel will disable curves, reopen Panel enable curves.
You can minimize the Curves panel to keep it active. That latter then
works as visualization curves are being applied.
- Compositor output now also uses Image window curves, if active.
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Thanks Campbell! :)
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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!
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background to alpha.
Also checking in cleaned up blenderbuttons from Matt.
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DefResolU update automatically when modified.
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Will be useful for updating versions of armatures, and transferring animation between them.
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* Scaled down image can be smaller than icon - bad memory access
* Also needed to copy float buffer for exr images
* rectcpy only copied first row
There probably is some unnessary copying, will check with a little more time.
For now better be safe since it's no huge amount of mem that is copied.
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properly read on current files. This can be uncommented before this is released (a la camera stuff last time)
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This is using instructions from Ton, so hopefully the implementation is ok.
This is really needed here where we are using all sorts of wacky scales, and
empties look too big or too small. Of course we don't want to scale the
empties because there are often things parented to them.
New options are in edit buttons for empties to control the display style
and the size. New styles are easy to add, too. Just needs useful ideas and
minor effort from anyone who wants to.
Support for copying these values has also been added to the Copy Attributes
->Drawtype menu command.
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causing render to crash on cygwin with gcc 3.4.4. Changed
declaration of shadepixel() argument "int facenr" to volatile.
Can anybody recommend a more elegant solution?
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- cleanup of color curves code; goes at least twice faster now!
(includes black/white point stuff)
- When using 'Curves' in image window on a byte rect, it creates a (temp)
float rect to operate on. So curves work for regular pictures too now.
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orange.
Kent
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This fixes that.
I'm going to see if there are other things that weren't merged over
as well.
Kent
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Until now, the zbuffer was written straight from the internal zbuffer,
which has values that are inverse-proportional (like 1.0/z) which makes
it very hard to use it for postprocess, like zblur or other composit effects
that require Z.
Based on info from ILM, the values stored for Z in exr files is the
actual distance from a camera. I think that's about time to migrate to that
convention!
By default now, after render, the z values are converted to floats. This
saves in exr files now, but not in the Iris Z files. That latter was a
blender-only anyway, so might be not a real hassle to drop. :)
You can see the difference in the image window, but notice the range now
is linear mapped from camera clipstart to clipend.
Note; I just discover that ortho Z values need a different correction...
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- Image textures use float colors now, when present. Works for mipmap too,
and for AO skycolor (probes)
- Backbuffer option uses float buffers too. Note that rendering OSA will
resample the backbuffer, filtering it... will need to be solved with the
new composit stage
- LMB sampling in image window now shows float color too
+ bugfix in imbuf, filtering for float buffers had an error.
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'relationship lines' - i.e. the dashed lines that connect objects in parent/constraint/hook/IK relationships. After talking to the others I rolled the Armature-specific one into the same setting for simplicity's sake. We can see how it goes, always possible to put it back.
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'relationship lines' - i.e. the dashed lines that connect objects in parent/constraint/hook/IK relationships. After talking to the others I rolled the Armature-specific one into the same setting for simplicity's sake. We can see how it goes, always possible to put it back.
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- options to show with alpha-over (checkered backdrop), only alpha (BW) and
when available: the zbuffer.
Note: it's icons in the header, I just re-used existing ones, no time now
for fancy design. :)
Also: recoded the way alpha-only draws, also in renderwindow. Mucho faster!
Oh, and sampling the buffer with LMB now displays z values in float range
of 0.0 to 1.0. Note that we still save signed int in files for Z...
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- images with a so-called "data window" (have negative start coordinate)
did not read correctly
- negative colors were not clamped yet in imbuf
Now there's still some compliancy issues with zbuffers... you can save
it either as unsigned int or as float, whilst blender renders zbuffer in
signed int. :)
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some strange merging). Unfortunately, Bullet doesn't build correctly
for gcc under cygwin (some private vs public stuff), so it is
important to be able to disable the game engine in these circumstances.
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- EXR now saves and reads Zbuffers correctly
- EXR reading didn't set alpha to 1 yet when no alpha buffer was present
- ImageWindow: the "black point" only checked for the r value... now is OK
- ImageWindow: Curves panal has button "reset"
- ImageWindow: hold LMB drag shows rgba and z values. With SHIFT or CTRL it
applies black/white point whilte dragging too
- ImageWindow: saving file copied the entire buffer... removed that. Also
made the header print clear; this save only saves in own file type.
- Curves: zoom and drag now gets clamped by the Clipping value
- Imbuf: duplicate buffer only copied one quarter of to new buffer
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Accidentally didn't disable the tests I did for 'translucent raytrace',
a cheapskate SSS method;
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
It slowed down render too much, was default on... but invisible! It needed
the F10 buttons "rt" to be huge (600-1000)
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causing building without OPENEXR to fail. (Hopefully this doesn't mess up
current scons stuff, shouldn't but I haven't tested it after latest
changes in scons)
(I also cleaned up the Makefile a tad so it didn't check twice for WITH_OPENEXR)
Kent
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This fixes most of the UV distortion issues with subsurf. Near seams
however there might still be some distortion, but this should at least
not be worse than before. Subsurf UV is enabled by default on new meshes,
and can be enabled in the modifier panel for existing ones.
Before and after:
http://users.pandora.be/blendix/notsmooth.png
http://users.pandora.be/blendix/smooth.png
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Objects with no modifier could still be converted, but resulting meshes were corrupt and segfaulted Blender when cycling edit mode.
This tests each mesh object for modifiers before converting.
Resulting metaballs meshes were not visible in wireframe.
Also made the selection context nicer, All new converted objects are selected while objects that are converted are deselected.
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Steath Apprentice said its needed for MSC. Bug # 3687
Kent
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