- Scene support in RenderLayers
You now can indicate in Compositor to use RenderLayer(s) from other scenes.
Use the new dropdown menu in the "Render Result" node. It will change the
title of the node to indicate that.
The other Scenes are rendered fully separate, creating own databases (and
octrees) after the current scene was finished. They use their own render
settings, with as exception the render output size (and optional border).
This makes the option an interesting memory saver and speedup.
Also note that the render-results of other scenes are kept in memory while
you work. So, after a render, you can tweak all composit effects.
- Render Stats
Added an 'info string' to stats, printed in renderwindow header. It gives
info now on steps "creating database", "shadow buffers", and "octree".
- Bug fixes
Added redraw event for Image window, when using compositor render.
Text objects were not rendered using background render (probably a bug
since depsgraph was added)
Dropdown buttons in Node editor were not refreshed after usage
Sometimes render window did not open, this due to wrong check for 'esc'.
Removed option that renders view-layers on F12, with mouse in 3d window.
Not only was it confusing, it's now more efficient with the Preview Panel,
which does this nicely.
optionally save a jpg next to it, with compression as set in buttons.
This allows quick previews or download from farms.
Button: next to the 'half' and 'zbuf' options for exr.
http://www.blender.org/bf/filters/
I found out current blur actually doesn't do gauss, but more did regular
quadratic. Now you can choose common filter types, but more specifically;
- set gamma on, to emphasize bright parts in blur more than darker parts
- use the bokeh option for (current circlular only) blur based on true
area filters (meaning, for each pixel it samples the entire surrounding).
This enables more effects, but is also much slower. Have to check on
optimization for this still... use with care!
This commit removes old preview-image signals for Compositor, this was
obsolete when event-based updates were added, and was still causing
recalculations for example on loading files.
- RenderLayers with 'view layers' set, now also take visible lights into
account. Works just like for scene layer settings.
- On ESC from render, compositing (if set) is being skipped too
- While rendering with multiple RenderLayers it will end with a display
of the current RenderLayer (as in Scene buttons)
the duplicated object correctly. This appeared like object disappeared.
Note; to see this fix work on older files, you have to invoke a depsgraph
call, like by grabbing the duplicated object.
- Enabled Groups to execute in Compositor. They were ignored still.
Note; inside of groups nothing is cached, so a change of a group input
will recalculate it fully. This is needed because groups are linked
data (instances use same internal nodes).
- Made Composit node "Viewer" display correctly input for images with
1/2/3/4 channels.
- Added pass rendering, tested now with only regular Materials. For
Material nodes this is quite more complex... since they cannot be
easily separated in passes (each Material does a full shade)
In this commit all pass render is disabled though, will continue work on
that later.
Sneak preview: http://www.blender.org/bf/rt.jpg (temporal image)
- What did remain is the 'Normal' pass output. Normal works very nice for
relighting effects. Use the "Normal Node" to define where more or less
light should be. (Use "Value Map" node to tweak influence of the
Normal node 'dot' output.)
- EVIL bug fix: I've spend almost a day finding it... when combining AO and
mirror render, the event queue was totally screwing up... two things not
related at all!
Found out error was in ray-mirror code, which was using partially
uninitialized 'ShadeInput' data to pass on to render code.
- Another fix; made sure that while thread render, the threads don't get
events, only the main program will do. Might fix issues reported by
people on linux/windows.
- Live scanline updates while rendering
Using a timer system, each second now the tiles that are being processed
are checked if they could use display.
To make this work pretty, I had to use the threaded 'tile processor' for
a single thread too, but that's now proven to be stable.
Also note that these updates draw per layer, including ztransp progress
separately from solid render.
- Recode of ztransp OSA
Until now (since blender 1.0) the ztransp part was fully rendered and
added on top of the solid part with alpha-over. This adding was done before
the solid part applied sub-pixel sample filtering, causing the ztransp
layer to be always too blurry.
Now the ztransp layer uses same sub=pixel filter, resulting in the same
AA level (and filter results) as the solid part. Quite noticable with hair
renders.
- Vector buffer support & preliminary vector-blur Node
Using the "Render Layer" panel "Vector" pass button, the motion vectors
per pixel are calculated and stored. Accessible via the Compositor.
The vector-blur node is horrible btw! It just uses the length of the
vector to apply a filter like with current (z)blur. I'm committing it anyway,
I'll experiment with it further, and who knows some surprise code shows up!
fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c
makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
added newline at end of file.
intern/boolop/intern/BOP_Face2Face.cpp
fixed indentation and had nested declarations of a varible i used
for multiple for loops, changed it to just one declaration.
source/blender/blenkernel/bad_level_call_stubs/stubs.c
added prototypes and a couple other fixes.
source/blender/include/BDR_drawobject.h
source/blender/include/BSE_node.h
source/blender/include/butspace.h
source/blender/render/extern/include/RE_shader_ext.h
added struct definitions
source/blender/src/editmesh_mods.c
source/gameengine/Ketsji/KX_BlenderMaterial.cpp
source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
source/gameengine/Ketsji/KX_RaySensor.cpp
removed unused variables;
source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
changed format of case statements to avoid warnings in gcc.
Kent
to rounding noise when trying to detect if previewsize changed. Made it
use a threshold now.
Fix: SHIFT+P in editmode is still push/pull, outside editmode it'll do
the preview render. (Note; editmode changes are not updated anyway!)
Yesterdays commit slightly extended clipping area for window, to ensure
no empty borders get rendered. Unfortunately it reveiled a case in code
that was never handled; clipping code was throwing away good faces. Old
bug... but apparently never showed up?
for compositing code.
Officially malloc/calloc/free is threadsafe, but our secure malloc system
requires all memory blocks to be stored in a single list, so when two
threads write in this list you get conflicts.
- the sub-pixel masks for applying correct filters (gauss and friends)
accidentally were y-flipped, causing bad looking results.
- zbuffer was clipping extremely narrow, causing border pixels to miss
samples, and reveiling alpha that way (was in old render a prob too)
Two new mouse cursors (paintbrush and text I-bar) made by basse (he even made the patch!), inspired by Bart's page.
I also changed screenmain() ever so slightly, so that the standard cursor is always used when the mouse is over a window header.
A commented if in toets.c for flipping the render buffer prevented the propagation of the keypress to handler in space.c
Ton: I added a temporary check for no qualifier but it's missing a test for an opened render window.