Commit Graph

6203 Commits

Author SHA1 Message Date
Ton Roosendaal
3291adc997 Compositing workflow upgrade;
You now can set a Preview panel in the Image window, to define a sub-rect
of an image to be processed. Works like the preview in 3D Window. Just
press SHIFT+P to get it activated. Very nice speedup!

This is how it works:

- The compositor still uses the scene image size (including % setting) for
  Viewer or Composite output size
- If a preview exists, it calculates the cropped rect from its position
  in the Image window, and stores that in the Scene render data
- On composite execute, it copies only this part from the 'generator nodes',
  right now Images or Render Results. That makes the entire composite tree
  only using small rects, so it will execute fast.
- Also the render window will only display the cropped rect, and on F12
  only the cropped part is being executed
- On rendering in background mode, the cropping is ignored though.

Usability notes:

- translating or zooming view will automatically invoke a recalculation
- if you zoom in on details, the calculated rect will even become smaller
- only one Imagewindow can have this Preview Panel, to prevent conflicts of
  what the cropped area should be. Compositing is on Scene level, not local
  per image window. (Note; 3D Previews are local per window!)
- Closing the preview panel will invoke a full-size recalculation
- All passes/layers from rendering are nicely cropped, including Z and
  vectors.

The work to make the compositor do cropping was simple, but getting the
Image window displaying correctly and get all events OK was a lot of work...
indeed, we need to refactor Image Window usage once. Sorry for making the
mess even bigger now. :) I've tried not to interfere with UV edit or Paint
though... only when you're in compositing mode the panel will work.

BUG fix:

3D Preview render didn't work when multiple layers were set in the current
scene.
2006-02-09 11:07:04 +00:00
Stephen Swaney
6ca0a74b86 add #include <sys/time.h> to get declaration of struct timeval on
loonix for that ${BADWORD} webserver thingie.
2006-02-08 23:00:34 +00:00
Kent Mein
3bd2066221 Changed Composit Composite.
(Voted on #blendercoders and did some websearching and it seems like
this is more correct.)

Kent
2006-02-08 22:04:54 +00:00
Brecht Van Lommel
3753d817ab Seam Cutting in Faceselect Mode:
- Mark Border Seam: mark edges on the border of face selection as seam.
- Clear Seam: clears seams in selected faces.
Hotkey: Ctrl+E

- Alt+RMB Click: mark/clear edge as seam
- Alt+Shift+RMB Click: mark/clear seams along the shortest/straightest path
  from last marked seam. The cost of the path also includes some measure of
  'straightness' next to the typical distance to make things work more
  predicatble and edgeloop friendly. Note that this cuts a path from edge to
  edge, not vertex to vertex. That gives some nice control over the direction
  of the seam.

Also includes:

- Removed old LSCM code.
- Fix updates glitches with DerivedMesh/Subsurf drawing in FaceSelect mode.
  Now there's a drawMappedFacesTex instead of drawFacesTex.
- Minimize Stretch menu entry called Limit Stitch.
- Removed the lasttface global, was being set before it was used anyway, so
  might as wel return from a function.
- Moved some backbuf sampling code to drawview.c from editmesh, so it can be
  used by Faceselect and VPaint.
- Use BLI_heap in parametrizer.c.
2006-02-08 21:01:00 +00:00
Ton Roosendaal
eb42008067 Upgraded max limit for faces in render. Up to now, quads were zbuffered
as triangles, with a tag bit to denote which triangle was which part of
the quad. That was hardcoded bit 0x800000, which allows a maximum of
about 8 million quads...

I've made this a nice #define, set to be 16 times larger. So, now the
facejunkies can go up to 128 Million faces, were it not that this will eat
up a load of memory!
I only have 1 Gig in this machine. A test with 9M vertices and 7.5M quads
eats up 912 MB of memory already. If this becomes a real issue, I know
tricks how to make the vertices 20 bytes smaller, and faces 4 bytes, which
would in the above case save about 200 MB. Not much... but probably worth
the try? A much better method is of course 'bucketing' the renderdata per
tile. It's a spec of the render recode, but not a quicky to add.

Also: bug fix in curve code. There was a short counter still, crashing on
large curves with resol set to 1024 :)
2006-02-08 18:28:28 +00:00
Brecht Van Lommel
7861ae53cc A Heap / Priority Queue ADT, will be used for Dijkstra shortest path. 2006-02-08 18:06:35 +00:00
Ton Roosendaal
919411a32b Three fixes;
- Composit cache now gets fully freed on a render. Each output socket of a
  node stores the entire image... and while render that's a waste of memory

- Sky 'paper' render was using wrong texture coordinates

- Found missing test_break() in ztransp rendering.
2006-02-08 17:30:28 +00:00
Toni Alatalo
a3d0d456ac More things for easying the job of replacing proxy/working armatures in the scenes of Elephants Dream with the final ones: 1) adds removing Fakeusers from Actions to PyAPI, now with a hackish call in the Blender module. Possibility of better ways should be discussed on bf-python. 2) adds BPY Object.copyNLA(otherob) - that was simple 'cause the copy_nla function was nicely in kernel nla.c. 3) Object.convertActionToStrip(), here it gets tricky: the function to convert the active action of an object to a NLA strip was buried inside the respective function in the GUI editnla.c which had also code for reading mouse coordinates and whatnot. So I took the actual copying out of it and moved it to the kernel nla.c as a new function, bActionStrip *convert_action_to_strip (Object *ob). that code used other functions, of which find_stridechannel() was also in editnla.c but free of UI code so i moved it to kernel too. kept things with UI code in editnla.c. tried to be careful with keeping mallocs and the pointer business intact, and tested that this works and after usage Blender gives no memory warnings or anything, so seems ok - but certainly is best reviewed by ppl more active with c coding than me. hopefully this little refactor makes it possible to add this function to the menus too, which was not straightforward earlier when Matt took a look at it. 2006-02-08 16:58:12 +00:00
Ton Roosendaal
839b338be3 New:
- ZTransp render now also delivers Z values and Speed vectors in passes
  Note that speed vectors accumulate within a pixel to store the minimum,
  so rendering ztransp on top of a non-moving plane won't give speed...
  Best results you get is by rendering it in a separate layer.

  The Z value stored is the closest visible transparent face in the pixel.

Fixes:

- Render to 'spare page' has been enabled again. Because of the strict
  separation of Render and UI, but especially because a 'render result' now
  can consist of unlimited images, I've not made this a Render feature.
  Instead, the render-window itself stores the 'spare' image... I also
  had to change the convention for it a bit.

  Now, instead of having two "render buffers" (which was a render feature),
  the RenderWindow will store each previous frame on a re-render. This
  storing will only start after you've pressed 'Jkey' once, but then always
  will happen for as long the rendered image is same size as previously.
  For clarity, I've also renamed the window title, to 'previous frame'.

- RenderWindow shows alpha again on Akey

- Display of the Zvalues in ImageWindow has been tweaked. White now denotes
  closest, and the color range goes from camera clip-sta to clip-end.

- Bugfix: on splitting/merging/duplicating windows, the 3D Previewrender was
  not always freed correctly, potentially causing crashes or memory leaks.
2006-02-08 16:51:09 +00:00
Campbell Barton
10acbf00ab This script converts open and closed edge loops into polylines
Supported:
	 Polylines where each vert has no more then 2 edges attached to it.
2006-02-08 14:38:47 +00:00
Campbell Barton
06b432dfa4 Changed MEM_freeN(nu->knotsu);
to..
if (nu->knotsu) MEM_freeN(nu->knotsu);
Python created curves have nu->knotsu set to zero and was throwing.
  Memoryblock free: attempt to free NULL pointer
2006-02-08 12:52:57 +00:00
Ton Roosendaal
f5a22bc937 - Autosmooth now calculates smoothing based on original object-space
vertex locations, not global coordinates. This ensures consistant
  autosmoothing for each frame. Also fixes missing vectorblur for parts.

  Nice task for a dev: put autosmooth code in end of modifier stack... then
  it also shows in 3D window

- BUG FIX! I noticed the last tile rendered quite slow, and even did not
  update scanlines. Found out that the main tiles processor didn't go
  to sleep when the last tile was rendered, because it detected a free
  possible thread. This caused the main thread to go into a very tight
  loop, eating up a lot of cpu and blocking the other thread.
2006-02-08 10:57:48 +00:00
Nathan Letwory
be5429dcf4 ==SCons==
+ install blenderplayer to BF_INSTALLDIR after successful build
2006-02-07 22:41:17 +00:00
Nathan Letwory
57c5db681e ==SCons==
* 'scons blenderplayer' links the blenderplayer now correctly also on win32-vc.
  If the OS X-folks can verify the linking of the blenderplayer too, we'd have
  much of the needed work done.
2006-02-07 22:24:41 +00:00
Nathan Letwory
3ab31078df ==SCons==
* The only lib that needs change in more than one place (two), and I forgot
  that, of course.
2006-02-07 21:47:11 +00:00
Nathan Letwory
ef1b7a5735 ==SCons==
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux
  only, but was only linking issue, so should work on other platforms too).

  NOTE: I noticed some compileflags for GE specific libs that were left out -
  I re-enabled them in the SConscripts, but I'm going to do a test build my-
  self now, so if there are problems with them on win32, I probably already
  know about them :)
2006-02-07 21:24:36 +00:00
Nathan Letwory
b11c92c66e ==SCons==
* use proper seperator instead of *nix-only /
2006-02-07 21:12:01 +00:00
Nathan Letwory
27110ec0f4 ==SCons==
- remove blenderdummy.cpp from list, so that elbeem actually works
2006-02-07 21:04:22 +00:00
Ton Roosendaal
78c87abeed Wanted feature for curves: a render-time resolution. This option is
located under the 'def resolu' button. If not zero, it assigns this
resolution to a curve on render.
Also copies with ctrl+c menu.
2006-02-07 19:59:02 +00:00
Matt Ebb
0b1cf0a01f Add the WITH_OPENEXR to sconscript. I needed this for toni's latest SceneRender stuff to work. Strange that it worked ok on his computer without this. 2006-02-07 19:04:24 +00:00
Toni Alatalo
3fe6fca3f6 additions to make the orange rendering preparation script work, sorry undocumented again (we are testing this now and gotta commit to get this to other compus at studio, Stivs make a note to bug me about the doc or someone add it.. :o) 2006-02-07 18:33:01 +00:00
Ton Roosendaal
617b7b00ca Further tweaking group appending...
Previous commits attempted to link objects in a group to the scene, when
appending the group. Unfortunately... a single append then also linked
objects from previously linked groups. This is still a bit messy, mostly
caused by the way how appending now is coded.

At least things work as expected now!
2006-02-07 18:32:04 +00:00
Ton Roosendaal
59d67818e1 Orange-reported vectorblur bug: when using autosmooth, the amount of
vertices differed on previous/next frame, causing speedvector calculus
to be skipped.
Now that worked OK, where it not that non-existing speed vectors were not
initialized zero while rendering...

Also another issue showed up with autosmooth. When using exact smooth
angles (like 30 degrees) on a model that has been spinned with exactly
30 degree steps, the autosmooth gave different results on each frame...
and only when compiled in O2 (probably thats doing bad float rounding).

Solved this by just adding 0.1 to the user defined smooth angle.
2006-02-07 17:44:02 +00:00
Ton Roosendaal
e4a0390b39 Group Nodes made functional: each group now can be re-used (instanced)
with SHIFT+G. This works as well for local groups as library-linked
groups.

Also fixed that group nodes were copying internal data to the outside,
which made it impossible to use the socket-buttons to set individual
values for each group-instance.

Library-linked groups are prevented from editing. But, try to open a
group and it will give a request for 'make local'. The make local rule
is identical to other library data in blender, meaning:
- if all users of the library data are local -> the library data is
  flagged 'local', and if needed a unique name is made
- if there's mixed users (local and from other library data) it makes
  a full copy, and assigns this copy to all local users.
2006-02-07 15:50:55 +00:00
Matt Ebb
03ae9e70b8 * If an empty is a forcefield, scale the 3D forcefield shape with the empty drawsize 2006-02-07 13:05:17 +00:00
Ton Roosendaal
47054d00e6 Added "Blur factor" button in Vector Blur node, which scales the speed
vectors. It's actually shutter speed, but in this case works identical to
the old motionblur 'blur fac' button.

Note; the "Max Speed" button only clips speed, use this to prevent
extreme speed values. Max speed applied before the scaling happens.
2006-02-07 11:39:26 +00:00
Campbell Barton
682c1df9ec This script sets the UV mapping and image of selected faces from adjacent unselected faces.
Use this script in face select mode.

Note- If you make new faces between faces that are alredy UV mapped there is currently no way to say- map from others... this script does exactly that. and can save a lot of time manually moving and welding UV coords one by one.
Its realy usefull for mapping after a scanfill too.
2006-02-07 10:50:35 +00:00
Campbell Barton
02a9f2cf30 works with free verts and a bit faster 2006-02-07 03:58:57 +00:00
Chris Want
caf383a3a8 Cleaning up some bad stuff from the merge in the release/ directory.
Somebody with good knowledge of the current state of icons should
probably check blenderbuttons for correctness. Also, splash.blend
was corrupt, so I restored the old version, but it says 2.40...
2006-02-07 03:58:33 +00:00
Campbell Barton
af4f110de5 From __bpydoc__
This script relaxes selected UV verts in relation to there surrounding geometry.

Use this script in face select mode.
Left Click to finish or wait until no more relaxing can be done.
2006-02-07 03:41:28 +00:00
Chris Want
2c35988fcb Needed to add zbuf_accumulate_vecblur() to the stubs.c for correct
linking of the blenderplayer.
2006-02-07 03:37:35 +00:00
Ton Roosendaal
f45546a1d3 iImage based Vector Blur
After a couple of experiments with variable blur filters, I tried
a more interesting, and who knows... original approach. :)

First watch results here:
http://www.blender.org/bf/rt0001_0030.avi
http://www.blender.org/bf/hand0001_0060.avi

These are the steps in producing such results:

- In preprocess, the speed vectors to previous and next frame are
  calculated. Speed vectors are screen-aligned and in pixel size.
- while rendering, these vectors get calculated per sample, and
  accumulated in the vector buffer checking for "minimum speed".
  (on start the vector buffer is initialized on max speed).

- After render:
- The entire image, all pixels, then is converted to quad polygons.
- Also the z value of the pixels is assigned to the polygons
- The vertices for the quads use averaged speed vectors (of the 4
  corner faces), using a 'minimum but non-zero' speed rule.

  This minimal speed trick works very well to prevent 'tearing' apart
  when multiple faces move in different directions in a pixel, or to
  be able to separate moving pixels clearly from non-moving ones

- So, now we have a sort of 'mask' of quad polygons. The previous steps
  guaranteed that this mask doesn't have antialias color info, and has
  speed vectors that ensure individual parts to move nicely without
  tearing effects. The Z allows multiple layers of moving masks.

- Then, in temporal buffer, faces get tagged if they move or not
- These tags then go to an anti-alias routine, which assigns alpha
  values to edge faces, based on the method we used in past to antialias
  bitmaps (still in our code, check the antialias.c in imbuf!)

- finally, the tag buffer is used to tag which z values of the original
  image have to be included (to allow blur go behind stuff).

- OK, now we're ready for accumulating! In a loop, all faces then get
  drawn (with zbuffer) with increasing influence of their speed vectors.
  The resulting image then is accumulated on top of the original with a
  decreasing weighting value.

It sounds all quite complex... but the speed is still encouraging. Above
images have 64 mblur steps, which takes about 1-3 seconds per frame.

Usage notes:

- Make sure the render-layer has passes 'Vector' and 'Z' on.
- add in Compositor the VectorBlur node, and connect the image, Z and
  speed to the inputs.
- The node allows to set amount of steps (10 steps = 10 forward, 10 back).
  and to set a maximum speed in pixels... to prevent extreme moving things
  to blur too wide.
2006-02-06 22:11:50 +00:00
Brecht Van Lommel
4c59280ed8 ABF:
- Improved splitting of quads, which helps to avoid some degenerate triangles.
- Also improvements to choosing pins to preserve symmetry better in a few
  typical cases.
2006-02-06 20:24:15 +00:00
Ton Roosendaal
93dee282be Sky textures were using wrong pixel-size vectors, so images got sampled
totally blurred.

Thanks plumiferos team for the poke!
2006-02-06 19:29:37 +00:00
Peter Schlaile
b5cbd1c4e6 Fixed problem spottet by Ken Hughes, that prevented FFMPEG-output with
NTSC target from working (floating point exception).
Fixes bug #3879 from the bug tracker.
2006-02-06 19:27:24 +00:00
Ton Roosendaal
605a645e2c Quite weird... I recall I fixed it, then it came back again.
Vertex selection (mesh edit) was using a short to calculate distances,
which can overflow with vertices outside of view.
2006-02-06 17:45:43 +00:00
Campbell Barton
c629128773 - Removed workarounds for Blender 2.41
- Mesh objects split by material- many 3ds objects used more then 16 per mesh. and when a face looses its image texture its tedious to set again.
- Removed a lot of unneeded variable creation.
2006-02-06 14:23:55 +00:00
Ton Roosendaal
6f3c9c4275 Inserting keypositions for a constraint which is part of action that's
part of action strip... now is corrected for action strip offset.
2006-02-06 13:56:47 +00:00
Ton Roosendaal
1c89675a3a Tweaked library link/append rules for groups a bit further;
- append group: appends group + puts objects in scene
- link group: only links group, doesn't put objects in scene

- append particle system with group: appends group + objects in scene
- link particle system with group: only links group
2006-02-06 13:00:42 +00:00
Nathan Letwory
43c95ee9f2 ==SCons==
+ Add python24.dll to list of needed dlls for install
2006-02-06 12:47:11 +00:00
Nathan Letwory
bbcfb14afa ==SCons==
+ Added note about using the config files. I repeat it here: a user NEVER
  should edit config/(platform)-config.py directly. Instead, make a copy of
  config/(platform)-config.py to user-config.py, and change that instead.

  /Nathan

  PS. now I can say "I told you", and be sure I will :P
2006-02-06 06:52:24 +00:00
Chris Want
462941aaf0 Support for ffmpeg for cygwin/gcc. Off by default, enable with
export WITH_FFMPEG=true
(and be sure to update lib/windows). Test, test, test.
2006-02-06 06:34:36 +00:00
Chris Want
b8988d8c19 Using NAN_FFMPEG_CFLAGS to find the right headers, and making linking
with NAN_FFMPEG_LIBS more general (i.e., not just for linux, and
moving some of the linux linking stuff to source/nan_definitions.mk).
2006-02-06 06:22:39 +00:00
Chris Want
7263b0f6df The writeframeserver stuff requires that the cygwin stuff links with
-lwsock32.
2006-02-06 04:25:20 +00:00
Chris Want
cd4a6b669b To aid linking, I added NAN_USE_FFMPEG_CONFIG (true/false).
If "export NAN_USE_FFMPEG_CONFIG=true" is added to user-def.mk,
the system executes the ffmeg-config program to set values
for NAN_FFMPEG (--prefix), NAN_FFMPEGLIBS (--libs avcodec avformat),
and NAN_FFMPEGCFLAGS (--cflags). Only one used so far is the
NAN_FFMPEGLIBS for linking on linux (if requested to do so).
Current default is not to do this.
2006-02-06 01:49:33 +00:00
Peter Schlaile
f4d5d9080d typo 2006-02-06 00:50:21 +00:00
Peter Schlaile
8fad9e527a FFMPEG defs was initialized as an array, a string was appended 2006-02-06 00:49:25 +00:00
Peter Schlaile
d477ee95c8 quick fix quick typo 2006-02-06 00:20:31 +00:00
Peter Schlaile
f1a1aad0e9 skip_frame not available in all ffmpeg versions 2006-02-06 00:19:23 +00:00
Peter Schlaile
bec1ab6f77 Added NAN_NO_FFMPEG user option 2006-02-06 00:10:43 +00:00