This commit ports Hue Saturation Value node to the material node system.
Unlike in composite version, each value is an input. Composite node version
will be updated later to use the same scheme.
These nodes allow the user to separate and combine RGB color channels
as in the composite node editor. However they don't contain Alpha
channel as it is treated separately in case of material nodes.
"Combine RGB" allows the user to use values beyond standard float range
([0.0, 1.0]) if value input node is used to feed the value to it.
* Geometry node: Front/back output
This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov
Give 1.0 if it's the front side, and 0.0 if it's the back side.
* Extended material node
This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it.
== Comp nodes ==
* Invert node
Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node:
- makes it a lot faster to set up, rather than all the clicking required with the mix node
- is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree.
- has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too.
There's also a shader node version too.
* Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor:
- adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input
- making the fac value on RGB curves still work when there's nothing connected to it
* refactor copying and freeing of node->storage by handlerizing them.
- freestoragefunc
- copystoragefunc
- node_util.c/h have generic handlers for these.
Works simple; just check for
if(node->exec & NODE_BREAK)
break;
The main process (node processor) sets such a flag, checking for esc
20 times per second. That means you can check for ESC while doing image
processing without much cpu overhead.
Currently only added in blur nodes and defocus. Needs to be added all over,
nice for others... needs careful tests too.
What we now could do is even calling ESC on editing commands or mouseclicks
in composite editor? Could give user feeling of interactive app :) Further,
finished nodes are kept in memory anyway.
This will allow python or plugin defined nodes to work as well.
(And fixes compile issues with MSVC in yesterdays commit for nodes)
Code provided by Nathan L.
Fixes in his code:
- free_nodesystem() was called too late (after guarded alloc was closed)
- free_nodesystem() was freeing nodes that were not malloced even
- free_nodesystem was using free, not freeN :)
- the typedefs needed to be malloced yes, to allow duplicate nodes like
group but also for dynamic nodes.
Group nodes with animation nodes inside (like Time) did not get updated
correctly.
I also noticed that with time Nodes, the hotkey "E" (execute) fails to do
a composite after frame changes, fixed that too.
Composite: when using multiple scene render-nodes, and one of these
scenes got re-rendered (by making scene active temporary), the composite
cache should free the used buffers.
Now, on each render, all scenes in a Blender project are being checked.
Vertex color node worked only if VCol Paint/Light was enabled. Fixed
that, and removed the vertex color node making it part of the geometry
node instead.
Also, preview.blend had black vertex colors for the sphere, so set them
to white like the other primitives.
* Added a new top-level add menu category for compositing nodes: Distort
It currently contains Translate, Rotate, Scale, Flip, Displace and Map UV
Also did some cleaning up of the ordering of add node menu items to be a
bit better organised.
Adding missing define for displace node (Matt can change the number when he gets back, this is just to fix compilation)
Removing "#pragma mark" from node.c. IIRC, that's XCode leaving crap around, so be sure to remove them when you commit (it outputs warnings on other compilers).
- New Passes: UV and Rad(iosity)
- New Nodes: UV Map and Index Mask
- Z-combine now is antialiased
As usual, please check the log. Has nice pics!
http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html
For devs: the antialias code from Vector Blur is now exported in compo
too. Works pretty good. Even fixed a bug in antialias, so vectorblur
will be better.
Also: found out that OpenGL display list speedup accidentally was still
triggered with the rt button... so it did not work by default.
Loadsa new compo nodes, most added in new menu "Mattes".
- Seperate into YCC
- Combine YCC
- Seperate into YUV
- Combine YUV
- (Chroma) Difference Matte
- Chroma Key
- Luminance Key
- Color Spill correction
Main problem is missing docs still... Bob is working on it, he'll also
make tooltips for all buttons.
Some UI things might change too, like more clear names.
Added: Scale node in Compositor.
- Only works for RGBA buffers now
- I have added an option "Relative" or "Absolute" scale. So you can also
define actual pixels for scale. Values for scale are reset when you
switch, to prevent too weird situations.
- Scaling wasn't foreseen to work with the preview-panel in UV window, this
preview cropping only happens for Image and RenderResult nodes... actually
should be done for the scale too. I wait with t hat though... this preview
method isn't very advanced yet.
- The pass_on_compbuf() here crashed in tests with preview panel, that's
weak code... I have to recode that. For time being I use the
dupalloc_compbuf to have it stable.
Compositor: Rotate Node
It only delivers RGBA buffers for now. Also Image size is unaltered, so
parts get cropped away. Doesn't work with translation Node before this
node yet.
This material node takes an input value of any size and fits it to a sigmoid curve (value between 0 and 1) The width of the curve can set to make the sigmoid fall off faster (bigger number) or slower (smaller number) and the centerpoint (what value is mapped to 0.5) can be adjusted as well. Anyone smarter than me can feel free to tweak this and make it better.
moment, but they can useful so rather than let them go to waste I've merged and
committed them.
* Camera Info
Input, just provides a view vector, view z depth, view distance
* Scalar Math
A bunch of various mathematical operations on values
* Vector Math
A bunch of various mathematical operations on vectors
* Combine RGBA
Basically the opposite of separate RGBA, brings 4 value channels into a single
RGBA image). Has interesting possibilities for reordering channels, when used
with separate RGBA!
* Dilate/Erode
Originally written by Brecht van Lommel, with some minor modifications and
tweaking by myself. Positive distances dilate, negative distances erode.
* I also added the 'value' field to the hue/saturation node. Minimal extra cost,
and can be handy.
The "generator" class for nodes then better completely disappears, also
from theme color choices menu. Since there was room for it, made the
generator themecolor to become color for 'Convertor' node types.
naming convention for Compositing:
- Render Result node -> Render Layers node (name only appears in Add menu)
- Compositor image -> Viewer Node image
I've also added a version patch (2.41 saved files only) to rename existing
"Compositor" Images.
- Texture Node
Allows to use any Blender Texture block as input for masks or color
blending. The texture node doesn't generate a real image, but adjusts to
the size as mapped with during an operation. So it won't work to use it
as Image input for Blur or Filter nodes.
Note; the Vector inputs for this node only work with manual input now!
- Translation Node
Give any image an offset in X or Y direction
For the Texture node to work, I needed to move the central 'pixel
processor' up one level... to allow differently sized images to merge
and allow 'procedural images' without size.
Temporal image of the day: http://www.blender.org/bf/rt.jpg
(NOTE: new include dependency in Render module, might need MSVC update!
It has to include the imbuf/intern/openexr/ directory in search path)
-> New Composite node: "Hue Saturation".
Works like the former 'post process' menu. There's no gamma, brightness or
multiply needed in this node, for that the Curves Node functions better.
-> Enabled Toolbox in Node editor
This now also replaces the SHIFT+A for adding nodes. The nodes are
automatically added to the menus, using the 'class' category from the
type definition.
Current classes are (compositor examples):
Inputs: RenderResult, Image
Outputs: Composite, Viewer
Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver
Vector Ops: Normal, Vector Curves, Map Value
Filters: Filter, Blur, VectorBlur
Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha
Generators: RGB, Value, Time
Groups: the list of custom defined nodes
-> OpenEXR tile saving support
Created an API for for saving tile-based Images with an unlimited amount
of layers/channels. I've tested it for 'render result' now, with the idea
that this can (optionally) replace the current inserting of tiles in the
main result buffers. Especially with a lot of layers, the used memory for
these buffers can easily go into the 100s of megs.
Two other advantages:
- all 'render result' layers can be saved entirely in a single file, for
later use in compositing, also for animation output.
- on each render, per scene, a unique temp file can be stored, allowing
to re-use these temp files on starting Blender or loading files, showing
the last result of a render command.
The option is currently disabled, needs more work... but I had to commit
this because of the rest of the work I did!
-> Bug fix
The Image node didn't call an execute event when browsing another image.
they work ok in testing here and get done what I need, any checks or fixes are welcome.
* Separate RGBA: Separates an input RGBA image into its R, G, B and A channels
* Separate HSVA: Separates an input RGBA image into H, S, V and A channels
* Set Alpha: Takes an input RGBA image and an alpha value channel and combines them
into a single RGBA image channel. You can also set the alpha for the entire image
with the number field when there's no input alpha channel. TODO: Allow input alpha
channel with no input image, in order to output a solid colour, with alpha.
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.
- 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.
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.
- 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.
- 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!
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
system tracking changes in nodes, making sure only these nodes and
the ones that depend, are executed.
Further the 'time cursor' now counts down to indicate which node is being
done.
Also: you now can disable the "use nodes" button in the header, edit all
changes, and when you press that button again it nicely executes the
changes.
Still on the todo:
- make compositing threaded
- find a way to nicely exit compositing on input events... so the UI
keeps being responsive
- idea; a 'percentage' menu in header to enforce calculations on smaller
images temporally