This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
assumptions.
- There's an input image setting to say whether it's stored with
straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
deliver straight alpha.
Some implementation details:
- Removed scene's color unpremultiply setting, which was very
much confusing and was wrong for default settings.
Now all renderers assumes to deliver premultiplied alpha.
- IMB_buffer_byte_from_float will now linearize alpha when
converting from buffer.
- Sequencer's effects were changed to assume bytes have got
straight alpha. Most of effects will work with bytes still,
however for glow it was more tricky to avoid data loss, so
there's a commented out glow implementation which converts
byte buffer to floats first, operates on floats and returns
bytes back. It's slower and not sure if it should actually
be used -- who're using glow on alpha anyway?
- Sequencer modifiers should also be working nice with straight
bytes now.
- GLSL preview will predivide float textures to make nice shading,
shading with byte textures worked nice (GLSL was assuming straight
alpha).
- Blender Internal will set alpha=1 to the whole sky. The same
happens in Cycles and there's no way to avoid this -- sky is
neither straight nor premul and doesn't fit color pipeline well.
- Straight alpha mode for render result was also eliminated.
- Conversion to correct alpha need to be done before linearizing
float buffer.
- TIFF will now load and save files with proper alpha mode setting
in file meta data header.
- Remove Use Alpha from texture mapping and replaced with image
datablock setting.
Behaves much more predictable and clear from code point of view
and solves possible regressions when non-premultiplied images were
used as textures with ignoring alpha channel.
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)
This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.
The UI appears under the particle tab and there is a new hair info node available.
It is only available under the experimental feature set and for cpu rendering.
This codec is absolutely needed to generate DCP using OpenDCP,
before that external application to convert JP2 to J2K was used
which slowed down export a lot.
New codec is exposed to image format settings panel and called
Codec. Default one is JP2 which creates files with .jp2 extension,
new one is called J2K which creates with .j2c extension.
Other changes:
- Fixed avi jpeg warning which was treating as error here.
- Made it so extension is detecting from ImageFormatData instead
of image file type, which makes it possible to have different
extension for the same file type depending on it's settings.
IRIS format should still be changed (depending on number of
channels it'll be .bw, .rgb or .rgba extension)
- Default image format settings would be set from image buffer
when re-saving it. Makes it possible to easily open .j2c file
and save it using J2K codec (without this change it'll save as
.jp2 using JP2 codec)
* Change default blur type (Blur Node) to Gaussian. Feature Request by Sebastian König.
Patch by Troy Sobotka, approved by Campbell, Sergey and myself.
* MEM_CacheLimitier - Size type to int conversion, should be safe for now (doing my best Bill Gates 640k impression)
* OpenNL CMakeLists.txt - MSVC and GCC have slightly different ways to remove definitions (DEBUG) without the compiler complaining
* BLI_math inlines - The include guard name and inline option macro name should be different. Suppressed warning about not exporting any symbols from inline math library
* BLI string / utf8 - Fixed some inconsistencies between declarations and definitions
* nodes - node_composite_util is apparently not used unless you enable the legacy compositor, so it should not be compiled in that case.
Leaving out changes to BLI_fileops for now, need to do more testing.
This commit makes BKE_image_acquire_ibuf referencing result, which means once
some area requested for image buffer, it'll be guaranteed this buffer wouldn't
be freed by image signal.
To de-reference buffer BKE_image_release_ibuf should now always be used.
To make referencing working correct we can not rely on result of
image_get_ibuf_threadsafe called outside from thread lock. This is so because
we need to guarantee getting image buffer from list of loaded buffers and it's
referencing happens atomic. Without lock here it is possible that between call
of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would
be called. Image signal handling too is blocking now to prevent such a
situation.
Threads are locking by spinlock, which are faster than mutexes. There were some
slowdown reports in the past about render slowdown when using OSX on Xeon CPU.
It shouldn't happen with spin locks, but more tests on different hardware would
be really welcome. So far can not see speed regressions on own computers.
This commit also removes BKE_image_get_ibuf, because it was not so intuitive
when get_ibuf and acquire_ibuf should be used.
Thanks to Ton and Brecht for discussion/review :)
this node allows for more control for normalization of the mapped input range.
Made during BlenderPRO 2012 - Brasilia, Brazil :)
Idea and testing: Daniel Salazar
Implementation: yours truly
Reviewed by Lukas Toenne and Sergey Sharybin
This is probably versioning issue happened when both trunk and tomato
were mixed to work on the same file.
Anyway, there're few files here locally and it's probably other users
do have the same files, so lets keep things safe here :)
for now subtype is not defined, but once we start parsing the metadata we can set texture inputs as FILEPATH
also, it takes relative strings and convert to absolute for all strings (which is arguably a good solution, but
should work for now)
A test variable needed to be absoluted (positive).
Gives expected resuts on negative raiser values.
(next; digging in opencl :)
(In old compo code too, not effective).
Shader nodes (Blender Internal), Math node Power() didn't accept negative
values for input. Added same code as for compositor case - only allow to
raise with integer values for negatives.
* Shader script node added, which stores either a link to a text datablock or
file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
to compile the shader and update the node with new sockets.
Thanks to Thomas, Lukas and Dalai for the implementation.
Storing this list in the node has the advantage of requiring far fewer calls to the potentially expensive internal_connect callback. This was called on every node redraw ...
Also it will allow Cycles to properly use the internal links for muted nodes, which ensures consistent behavior. The previous method was not applicable in Cycles because transient list return values are not supported well in the RNA and particularly the C++ API implementation.
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.
Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
Problem here is that muted nodes and reroute nodes are supposed to be removed from the execution node tree during the localize function. However, this is function is apparently only used during preview renders and must be considered a hack (is there anything that is not a hack in BI?)
Now the mute/reroute check happens in the node tree exec functions still used by BI and the legacy compositor and texture nodes. It uses the same internal_connect function from nodes to assign input stack indices directly to outputs (which also avoids overhead). Localize function also still does this. Cycles/Tile should also implement muting/reroute in their intermediate node layers by using this function, then it could be removed from localize too.
It is not a well-supported feature of the primary node systems (shader, compositor, texture) in Blender. If anybody wants to create a node system that has actual use for loops, they can do so much more elegantly with Python nodes, but it does not have to be a core node type in Blender. Removing this should ease node code maintenance a bit.