Rationale - this panel also enables metadata that get written on files.
Also moved draw_stamp property in the panel - to make it clearer it only
controls the drawing, not individual metadata.
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Simply add an option to render settings to save an EXR cache,
just when the render is finished. Also changed RE_ReadRenderResult() to read
cache instead of temp sample files (those are fully volatile now anyway).
Path to save cached render results is an UserPreferences setting.
Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend,
and in an Image Editor hit ctrl-R to (try to) reload last render from cache).
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D553
Added function called WM_set_locked_interface which does
two things:
- Prevents event queue from being handled, so no operators
(see below) or values are even possible to run or change.
This prevents any kind of "destructive" action performed
from user while rendering.
- Locks interface refresh for regions which does have lock
set to truth in their template. Currently it's just a 3D
viewport, but in the future more regions could be considered
unsafe, or we could want to lock different parts of
interface when doing different jobs.
This is needed because 3D viewport could be using or changing
the same data as renderer currently uses, leading to threading
conflict.
Notifiers are still allowed to handle, so render progress is
seen on the screen, but would need to doublecheck on this, in
terms some notifiers could be changing the data.
For now interface locking happens for render job only in case
"Lock Interface" checkbox is enabled.
Other tools like backing would also benefit of this option.
It is possible to mark operator as safe to be used in locked
interface mode by adding OPTYPE_ALLOW_LOCKED bit to operator
template flags.
This bit is completely handled by wm_evem_system, not
with operator run routines, so it's still possible to
run operators from drivers and handlers.
Currently allowed image editor navigation and zooming.
Reviewers: brecht, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D142
* Remove "Edge" post processing effect and the corresponding render layer.
Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again).
Reviewed By: brecht, ton
Differential Revision: http://developer.blender.org/D14
* Removed audio-only options from ffmpeg render settings (added some versionning code too)!
* Moved the Mixdon button from the Scene->Audio pannel to the Render->Render panel.
This means that if you have WITH_BF_QUICKTIME or WITH_CODEC_QUICKTIME enabled,
it will always use QTKit.
The old backend was only used on 32 bit OS X builds, now 32 and 64 bit builds will
give consistent input/output. On Windows or Linux quicktime isn't being used.
Added support for derivative map baking, which
is accessable as a dedicated baker type. Works
pretty much the same as displacement map baker,
but gives you derivative map.
In fact, inernally this baker is just a filter
which applies on the result of displacement map.
Both regular and multires baking are supported.
Patch by Morten Mikkelsen and self.
Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
There is a new option in the Bake panel to enable baking to vertex colors. Unlike regular baking, this mode does not require a UV map or image to bake to, however the object must have a vertex color layer.
Thanks to:
- AutoCRC for funding
- Brech van Lommel and Dalai Felinto for their initial advice on how to implement it
- Campbell Barton for helping to make this feature work with modifiers and bmesh
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.
Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.
Works in single-thread yet, multi-threading would be implemented later.
* Removed the ../include and ../src include directories from scons/cmake files.
These directories do not exist and are very noisy when building.
* Coding style clean-up in Python scripts: 'string' is used for enum values,
and "string" for usual stings.
* UILayout.active is used instead of UILayout.enabled to grey out "inactive"
settings. This still allows users to edit them, which can be handy sometimes.
* Improved UI layout of the Line Style panel by means of:
- The standard “column” paradigm is used in more places;
- More compact layout where possible; and
- Tweaks to the modifiers' header.
* Improved UI layout of the Line Set panel by rearranging the "Selection by"
options into a compact row of toggle buttons.
Now tile size is setting up explicitly instead of using number of tiles.
This allows better control over GPU performance, where having tiles aligned
to specific size makes lots of sense.
Still to come: need to update startup.blend to make tiles size 64x64.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/bmesh/operators/bmo_utils.c
This commit also includes a fix of a bug identified during the merge and committed in revision 51853.
Thanks Thomas (dingto) for the timely fix!
This commit makes a set of fixes and improvements based on the results of
Freestyle branch review by Brecht. The discussion thread is:
http://lists.blender.org/pipermail/bf-committers/2012-October/037927.html
* The Layers panel and Freestyle-related panels in the Render tab of the
Properties window were moved to the newly created Render Layers tab.
The idea is to separate per render layer rendering options into a distinct
Properties window tab, and use the existing Render tab to accommodate
per scene rendering options.
* The new Freestyle panel was added in the Render tab. The panel header
contains a toggle button for globally enabling Freestyle, with the aim of making
Freestyle easier to find. Those Freestyle options in the Post Processing panel
were also moved to the new panel.
* GUI code was updated so that UI controls will be greyed out (instead of
being hidden) when Freestyle is disabled. Additional UI changes were also
made to reduce space consumption.
* The list of line sets was moved from the Freestyle panel to the Freestyle:
Line Sets panel.
* Old ray-casting algorithms were removed from the UI. Now only two
algorithms (culled and non-culled cumulative visibility detection algorithms)
are available, and the selection is done by the new "Culling" toggle button
within the edge detection options.