Fixed by adding a "texture_user_property" member to spacebuts' context, and using it to get the prop identifier in ui script.
Thanks to Brecht for its advice!
The problem was (again) the x86 extended precision float register being used for
one float value while the other was rounded to lower precision. This caused the
strictly weak order requirement for std::sort to be broken.
a maximized Blender window in Ubuntu Unity. The window size would slightly change
as part of the unminimize effect.
Now cycles waits 0.2 seconds before restarting rendering after a viewport resize,
also a bit less flickery when changing the 3d view size in Blender itself.
and preview running at the same time.
It seems there's something in OSL/LLVM that's not thread safe, but I couldn't
figure out what exactly. Now all renders share the same OSL ShadingSystem which
should avoid the problem.
This is a experimental collision detection function, so the API might
change in the future.
Note: The simulation needs to be stepped before this function can be
used, otherwise the rigid body world might not be valid.
Patch [#34989] Bullet Convex sweep test API
by Vilem Novak (pildanovak), thanks!
After planar codecs support minimal FFmpeg was
bumped to 0.10 which was not so much nice because
it was only released only later last year.
Didn't find a way to make compatibility code local
in ffmpeg_compat, so there're some ifdefs in
audaspace and writeffmpeg.
Not entirely happy, but having a bit of ifdefs in
code better than lots of real PITA for platform
maintainers.
Now there is a single BVH traversal code with #ifdefs for various features.
At runtime it will then select the appropriate variation to use depending if
instancing, hair or motion blur is in use.
This makes scenes without hair render a bit faster, especially after the
minimum width feature was added. It's not the most beautiful code, but we can't
use c++ templates and there were already 4 copies, adding 4 more to handle the
hair case separately would be too much.
panel now has an option to specify how to use them. There's three options:
* Use: render layer samples override scene samples
* Bounded: bound render layer samples by scene samples
* Ignore: ignore render layer sample settings
Code is added to restrict the pixel size of strands in cycles. It works best with ribbon primitives and a preset for these is included. It uses distance dependent expansion of the strands and then stochastic strand removal to give a fading. To prevent a slowdown for triangle mesh objects in the BVH an extra visibility flag has been added. It is also only applied for camera rays.
The strand width settings are also changed, so that the particle size is not included in the width calculation. Instead there is a separate particle system parameter for width scaling.
AVCODEC_MAX_AUDIO_FRAME_SIZE was deprecated and
finally removed from current trunk.
Initial patch by Lawrence D'Oliveiro (ldo) with
own modification, Thanks!
The latest ffmpeg versions include a workaround to deal with a certain
pecularity in Canon DSLR footage: instead of decoding pictures with the
proper resolution of 1920x1080 they decode it with 1920x1088 and add a
black bar at the bottom.
Needless to say, that this screws up things in a lot of areas within blender
(proxy indices, mask animations etc.)
Since all blender versions besides Linux x86 32bit seem still to include
older ffmpeg versions which still contain this bug, this patch adds
a workaround for older versions until we have all versions on all platforms
up to date.
See also: http://git.libav.org/?p=libav.git;a=commit;h=30f515091c323da59c0f1b533703dedca2f4b95d
Custom implementation for resizing (GHOST_SizerWin32)
Some things still don't work:
* esc cancel
* max windows size
* aero (sizing) snap on win7
hbrBackground = 0 to disable clear screen.
Thanks to dfelinto for help in finding of root cause.
low roughness and same index of refraction.
Problem was bad float precision due to low roughness, which caused the pdf for
the different closures to not match properly.
* Cycles Render layers UI was broken after freestyle merge (changes were not merged). Did manual edits now with some tweaks.
* Some layout fixes for Mask Layer.
per render layer samples in addition to the progress bar.
Also fixed job progress bar not working at all on high DPI / retina, was so small
the actual progress was not visible.
Issue was caused by some mesa drivers does not support GL_RGBA16F.
Now added check around glTexImage2D to verify whether requested
internal format is actually supported. If not blender will fall
back to non-GLSL image display.
- GLSL shader wasn't aware of alpha predivide option,
always assuming alpha is straight. Gave wrong results
when displaying transparent float buffers.
- GLSL display wasn't aware of float buffers with number
of channels different from 4, crashing when trying to
display image with different number of channels.
This required a bit larger changes, namely now it's
possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
to glaDrawPixelsTex, This also implied adding format to
glaDrawPixelsAuto and modifying all places where this
functions are called.
Now GLSL will handle both 3 and 4 channels buffers,
single channel images are handled by CPU.
- Replaced hack for render result displaying with a bit
different hack.
Namely CPU conversion will happen only during render,
once render is done GLSL would be used for displaying
render result on a screen.
This is so because of the way renderer updates parts
of the image -- it happens without respect to active
render layer in image user. This is harmless because
only display buffer is modifying, but this is tricky
because we don't have original buffer opened during
rendering.
One more related fix here was about when rendering
multiple layers, wrong image would be displaying when
rendering is done. Added a signal to invalidate
display buffer once rendering is done (only happens
when using multiple layers). This solves issue with
wrong buffer stuck on the display when using regular
CPU display space transform and if GLSL is available
it'll make image displayed with a GLSL shader.
- As an additional change, byte buffers now also uses
GLSL display transform.
So now only dutehr and RGB curves are stoppers for
using GLSL for all kind of display transforms.
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
Apparently C== allowed to have implementations of
OCIOImpl::setupGLSLDraw, OCIOImpl::finishGLSLDraw and
OCIOImpl::freeGLState in two different files.
STUPID!
* Unnecessary shader inputs inside the Mix Shader are now ignored, in case the factor is 0.0 / 1.0 and not connected.
This way we save some render time for complex node graphs.
Example: http://www.pasteall.org/pic/show.php?id=48226
Check the Mix Shader at the end: In this case, Cycles will now avoid the complete huge shader tree, and only calculate the Diffuse Shader.
Rendertime decreased from 1:50 min to 1:20 min on CPU. GPU rendering benefits as well from this.
This only affects SVM, OSL was already doing these optimizations.
Implemented using GLSL API from OpenColorIO library and
some general functions were added to it's c-api:
- OCIO_setupGLSLDraw prepares OpenGL context for GPU-based
transformation for a giver processor.
This function compiles and links shader, sets up it's
argument. After this transformation would be applied
on an image displaying as a 2D texture.
So, glaDrawPixelsTex called after OCIO_setupGLSLDraw will
do a proper color space transform.
- OCIO_finishGLSLDraw restores OpenGL context after all
color-managed display is over.
- OCIO_freeOGLState frees allocated state structure used
for cacheing some GLSL-related stuff.
There're some utility functions in IMB_colormanagent which
are basically proxies to lower level OCIO functions but
which could be used from any place in blender.
Chacheing of movie clip frame on GPU is also removed now,
and either glaDrawPixelsTex or glaDrawPixelsAuto are used
for display now. This is so no code duplication happens
now and no large textures are lurking around in GPU memory.
Known issues:
- Texture buffer and GLSL are no longer checking for
video card capabilities, possibly could lead to some
artifacts on crappy drivers/cards.
- Only float buffers are displaying using GLSL, byte
buffers will still use fallback display method.
This is to be addressed later.
- If RGB curves are used as a part of display transform,
GLSL display will also be disabled. This is also thing
to be solved later.
Additional changes:
- glaDrawPixelsTexScaled will now use RGBA16F as an
internal format of storing textures when it's used
to draw float buffer. This is needed so LUT are
applied without precision loss.
- pass string size to BLI_timestr() to avoid possible buffer overrun.
- quiet warning for mingw.
- include guards for windows utf conversion funcs.
- fix for mistage in edge-angle-selection check.
- some style cleanup.
Added new build option WITH_JACK_DYNLOAD for CMake and
WITH_BF_JACK_DYNLOAD for SCons, which means there'll be
no build-time linking against libjack and getting symbols
from libjack will happen runtime using dlopen and dlsym
tricks.
Alternative would be to use weak linking, but it'll require
having wrapper for preloading libjack.
This new options are disabled by default and they only
intended to be used on linux. Other platforms shall not
be using this and there shall be no functional changes
on non-linux platforms at all.
Mac OS X full screen: the old option to go full screen now didn't hide the
dock/topbar anymore. Also made it use dock auto-hide now, not permanent hide.
* Move OpenGL settings out of the film panel into its own.
Imho these should go completely elsewhere, but better separated than mixed with Cycles settings.
Blender now supports the 10.7+ "Full screen" mode, which pushes a window to a permanent
other "screen", with animated zoom and sliding.
Available via the icon in window header (right), Apple+F, or "Window" menu in top.
Works much nicer than Blender's own "full screen" option.
Todo: the zoom effect is still draws a bit ugly, because Blender doesn't have "live resize"
yet.
This commit basically implements frames prefetching for
movie clip datablock.
Number of frames to be prefetched is controlled in User
Preferences, System tab, Prefetch Frames option.
Currently prefetching is destructive-less for movie cache,
meaning mo frames will be removed from the cache when while
prefetching. This is because it's half of simplier to
implement, but it also makes sense from tracking point of
view -- we could want to playback in both directions and
removing frames from behind time cursor is not always a
good idea.
Anyway, smarter prefetching strategy could be developed
later.
Some implementation notes:
- Added MEM_CacheLimiter_get_memory_in_use function to get
memory usage of specified memory limiter.
- Fixed prototype of MEM_CacheLimiter_get_maximum which
was simply wrong (used wrong data type for output).
- Added some utility functions to movie clip and movie
cache for direct cache interaction and obtaining cache
statistics.
- Prefetching is implemented using general jobs system.
which is invoking from clip draw function.
- Prefetcing will stop as soon other job or playback starts.
This is done from performance point of view. Jobs will
likely require lots of CPU power and better to provide
whole CPU to it.
Playback is a bit more complicated case. For jpeg sequence
playback prefetching while paying back is nice. But trying
to prefetch heavy exr images and doing color space
conversion slows down both playback and prefetching.
TODO:
- Think of better policy of dealing with already cached frames
(like when cached frames from other clips prevents frames
from current clip to be prefetched)
- Currently a bit funky redraw notification happens from
prefetch job. Perhaps own ND_ is better to have here.
- Hiding clip while prefetch is active in theory shall stop
prefetching job.
- Having multiple clips opened on file load will prefetch
frames for only one of them.
The issue here was that the proxy nodes created for connecting extern group node sockets to the internal nodes were generated by the input/output nodes themselves.
0 input/output nodes: there would be no proxy that external group node sockets can map to
2+ input/output nodes: additional nodes would overwrite entries from previous nodes, so that only one of the input/output nodes would be used.
Solution is to always generate exactly 1 proxy node for every group socket in advance, regardless of whether it is used internally. Internal node sockets can then all map to this proxy node.
In the case out output nodes there should only ever be one active node, otherwise the connection to the proxy would be ambiguous. For this purpose the NODE_DO_OUTPUT flag has been exposed to RNA, so that cycles can check it and only use the active output.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
- without python builds without warnings.
- replace MAXFLOAT -> FLT_MAX in some areas, MAXFLOAT overflows (lager then float range).
- add cmake option WITH_GCC_MUDFLAP to enable libmudflap use.
before this only active scene would be rendered with border.
When do_render_fields_blur_3d() is finished, it'll modify
render's display rect so it'll correspond bordered render
result placed on black backgrund. Actual border is stored
nowhere, which makes it only way to re-calculate disprect
for all other renders used in compo based on source. Not
so big deal actually.
Also needed to modify Cycles a bit, because before this
patch it used border settings from scene being rendered.
Now made it so render data is passing to external engines.
Using a property inside RenderEngine structure for this.
Not best ever design for passing render data, but this
would prevent API breakage. So now external engines could
access engine.render to access active rendering settings.
Reviewed by Brecht, thanks!
changing the screen resolution wasn't still allowed for larger virtual desktops.
added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11).
It's implemented as a separate constraint instead of adding properties
to the existing constraints.
Motors only apply linear and angular impulses and don't limit the
movement of rigid bodies, so it's best to use them in conjunction with
other constraints to limit the degrees of freedom.
Thanks to Markus Kasten (markus111) for the initial patch.
This is and old patch (June, 2009). The reason it never made into trunk it's that we (me at least) thought that
it should be optional, as a ui or command-line option.
However, it seems that OSX always have the OpenGL context with alpha enabled. So I think it's consistent to
have the other OSs to follow.
The main usage of this is the BGE (or more specifically people using BGE for TV broadcasting) but I think
pydevs can have their share of fun with it in Blender as well.
* Make Cycles aware of sm_35 (Tesla K20, GeForce GTX TITAN).
The CUDA Toolkit 5.0 is needed for that and this is not officially used yet, but people with access to such cards can start testing. (just build sm_35 kernels).
* Deprecate computing capability 1.3 (sm_13)
This commit disables auto build of sm_13 CUDA platform, which means that starting with Blender 2.67, we don't support sm_13 devices anymore. It has become difficult to support that and it was already feature incomplete (no render-passes, AO, Multi Closure etc).
It's still possible to manually enable sm_13 for own tests, but building might break in the future.
Yes, again.
There's some t within which reset is not allowed. This is so no reset happens
too often for performance issues. If camera changes too often, some reset could
be missed because of this timeout.
For now tag engine for update, which will update viewport from blender side.
Proper solution could be to detect such a changes from blender side and tag
cycles for refresh instead of trying to detect changes form cycles, but that's
for later.
* Enable Lamp MIS again, it works on a GTX 570 (which is sm_20) with latest SVN. Tested by vitos1k in IRC:.
Feedback from GTX 580 users would be appreciated on this.
which makes it impossible to toggle from fullscreen to windowed mode
when startup.blend is saved in fullscreen mode.
Reshuffled checks a bit, which is actually makes sense, will investigate
which change caused regression since 2.65a tomorrow.
Issue was caused by rare cases when camera move happens just after
last sample was finished, this would lead to missing delay reset
because render cycle will go to pause_cond.wait(). No reset will
happen at this point because of some kind of optimization which
checks whether camera is tagged for update and wouldn't do reset
in this case.
Talked to Brecht and seems this optimization is not actually needed
and removing it will solve issue with frozen preview.
Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
When using triangle primitives this fix enables 'closed tip'.
UVs and vertex colours are added when using triangle primitives for hair.
Two new preset modes have also been included to allow easy access to curves and triangle planes.
This modules does not depend on any blender-specific data
structures or algorithms and due to our policy better be
placed to intern/
Shall be no functional changes, tested CMake and SCons on
Linux, hopefully other platforms will work as well.
P.S. SVN history shall be preserved for the files.
Now the active monitor size is used on startup.
Currently the cursor position is checked for intersection with the monitor bounds to find the active screen.
This returns the desktop size, not just the size of the active monitor, useful since this constrains the mouse and we dont have to detect the active monitor (which isn't so straightforward with xlib).
carbon/cocoa are TODO, they still use getMainDisplayDimensions().
Issue was caused by cycles trying to find builtin images in a main
database and in case of preview render images are not in database,
they're just referenced by shader node tree.
Now builtin images in cycles have got void* pointer to store data
needed to load builtin images.
In case ob blender session, this pointer will store pointer from
PointerRNA for image datablock and used later to construct Image
class based on this pointer.
This also saves database lookup for final render which is nice :)
Reviewed by Brecht.
Addition of a RNA function to toggle between the hair settings and rebuild the cache. This enables the usage of the render step, child number and full display percentage with f12 rendering.
A scaling to the strand radius has also been added for the static bvh. This only matches up with dynamic for uniform scaling.
A very small fix is included for multiple uvs/vertex colours when using child particles.
Patch by Sergey, .blend by Thomas and some further tweaks by me.
Still to solve later: allow external engines to specify own preview .blend, for
now the code here is doing too much magic hacking on the preview scene still.
This didnt work well with making blender areas into windows.
Real fix: check such minimums based on what's in the window itself... or just
make scaling work flawless.
non-threadsafe usage of guarded allocator.
Also added small chunk of code to check consistency of begin/end
threaded malloc.
All this additional checks are commented and wouldn't affect on
builds, however found them helpful to troubleshoot issues so
decided to commit it to SVN.
Added export of multiple UV coordinates and vertex colour attributes.
A debugging option to export the strands without using the cache has also been removed.
Add operators to add/remove rigid body world and objects.
Add UI scripts.
The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.
Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)