Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.
That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.
Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.
Future plans are also to be able to relocate missing libs and reload them at runtime.
Code notes:
- Placeholder ID is just a regular datablock of same type as expected linked one,
with 'default' data, and a LIB_MISSING bitflag set.
- To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
+ Allocation of memory itself.
+ Setting of all internal data to default values.
See also the design task (T43351).
Reviewed by @campbellbarton, thanks a bunch!
Differential Revision: https://developer.blender.org/D1394
Needed for node insert offset (Auto-offset in UI), but kept separate so people notice it without having to check insert offset commit (not for commit ratio of course ;) )
Currently only works correct with single float output, RGBA and vector are not
supported so if one need to use this passes he'll need to wait a bit still.
It is coming, don't worry.
This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
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
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
If the active image node contributes to the final material shader
(meaning it's either directly or indirectly connected to an Output Node)
the user will receive an alert about circular dependency.
Similar to what we do for Blender internal the baking will still happen,
but the user will receive the alert which should prevent the image
saving to happen if the result was not intentional.
Core function to check for node output written by Lukas Toenne.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D673
This was suggested by Christopher Barrett (terrachild). Corner pin is a common feature in compositing.
The corners for the plane warping can be defined by using vector node inputs to allow using perspective plane transformations without having to go via the MovieClip editor tracking data.
Uses the same math as the PlaneTrack node, but without the link to MovieClip and Object.
{F78199}
The code for PlaneTrack operations has been restructured a bit to share it with the CornerPin node.
* PlaneDistortCommonOperation.h/.cpp: Shared generic code for warping images based on 4 plane corners and a perspective matrix generated from these. Contains operation base classes for both the WarpImage and Mask operations.
* PlaneTrackOperation.h/.cpp: Current plane track node operations, based on the common code above. These add pointers to MovieClip and Object which define the track data from wich to read the corners.
* PlaneCornerPinOperation.h/.cpp: New corner pin variant, using explicit input sockets for the plane corners.
One downside of the current compositor design is that there is no concept of invariables (constants) that don't vary over the image space. This has already been an issue for Blur nodes (size input is usually constant except when "variable size" is enabled) and a few others. For the corner pin node it is necessary that the corner input sockets are also invariant. They have to be evaluated for each tile now, otherwise the data is not available. This in turn makes it necessary to make the operation "complex" and request full input buffers, which adds unnecessary overhead.
Implements a more flexible internal connect function for standard nodes
(compositor, shader, texture). Allow feasible datatype connections by
priority.
The priorities for common datatypes in compositor, shader and texture
nodes are encoded in a simple function. Certain impossible connections
(e.g. color -> cycles shader) are excluded by giving them -1 priority.
Priority overrides link status: If a higher priority input can be found,
this will be used regardless of link status. Link status only comes into
play for inputs with same priority.
Reviewers: brecht
CC: sebastian_k
Differential Revision: https://developer.blender.org/D356
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.
Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.
Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.
File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.
Reviewers: brecht, jbakker, mdewanchand
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D290
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
moved the hide preview logic to a method on bNodeTreeType. This way the node.c keeps clean, but logic could still be shared.
Implementing this per node, can lead to future errors.
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
mimics the previous behavior when settings were shared by both modes (but not equivalent).
NOTE: Due to the use of additional sRGB conversion in the LGG mode the result is not entirely accurate, this should perhaps be fixed.
Settings for each mode are kept in their own color values nevertheless, this avoids potential problems with float precision.
become invalid because the render database is not immediately freed after the job finishes. To avoid access to dangling node pointers, store the function callback in the exec data itself. The node
pointer must not be accessed in the free function (wasn't used before either), these functions are purely for the execution data.
an input value. This is now a special case in the standard socket type drawing, but should eventually become a socket type of its own for the File Output node.
This aims to establish a common pattern for the various confusing draw callback function pointers in bNodeType:
draw_<purpose>_<nodetype>[_ex]
Currently there are 4 different types of draw callbacks:
* draw_nodetype, draw_nodetype_prepare: Main draw functions, allows specialized node drawing for things like frames and reroute nodes. Not exposed in the API.
* draw_buttons, draw_buttons_ex: Optional non-socket buttons, most commonly used callback. Extended version used in sidebar for verbose buttons that don't fit into a node.
* draw_backdrop: Draw elements in the backdrop (compositor only). Not exposed in the API.
* draw_input, draw_output: Specialized socket drawing for some nodes, only for OutputFile node. Should not be used any further and be removed at some point. Not exposed in the API.
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
This commit includes all the changes made for plane tracker
in tomato branch.
Movie clip editor changes:
- Artist might create a plane track out of multiple point
tracks which belongs to the same track (minimum amount of
point tracks is 4, maximum is not actually limited).
When new plane track is added, it's getting "tracked"
across all point tracks, which makes it stick to the same
plane point tracks belong to.
- After plane track was added, it need to be manually adjusted
in a way it covers feature one might to mask/replace.
General transform tools (G, R, S) or sliding corners with
a mouse could be sued for this. Plane corner which
corresponds to left bottom image corner has got X/Y axis
on it (red is for X axis, green for Y).
- Re-adjusting plane corners makes plane to be "re-tracked"
for the frames sequence between current frame and next
and previous keyframes.
- Kayframes might be removed from the plane, using Shit-X
(Marker Delete) operator. However, currently manual
re-adjustment or "re-track" trigger is needed.
Compositor changes:
- Added new node called Plane Track Deform.
- User selects which plane track to use (for this he need
to select movie clip datablock, object and track names).
- Node gets an image input, which need to be warped into
the plane.
- Node outputs:
* Input image warped into the plane.
* Plane, rasterized to a mask.
Masking changes:
- Mask points might be parented to a plane track, which
makes this point deforming in a way as if it belongs
to the tracked plane.
Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578
This is mine and Keir's holiday code project :)
* Render Passes are now available for Subsurface Scattering (Direct, Indirect and Color pass).
This is part of my GSoC project, SVN merge of r58587, r58828 and r58835.
* First step towards a new vector transform node, to convert Points/Vectors between World/Object/Camera space.
This only contains the Blender UI, RNA... code, no Cycles integration yet.