Implementation note: this was done by giving each Render a slot number,
and for every slot a new Render will be created. Not sure if this is
ideal, but it ensures that all passes, render info, etc are separate so
you can also compare render layers and passes, in 2.4x only whatever it
was currently displaying was backed up.
Ambient occlusion: multiplied with direct lighting by default, add
is also still available and more blending methods might be added if
they are useful. This is fundamentally a non physical effect.
Environment lighting: always added as you would expect (though you can
subtract by specifying negative energy). This can be just white or take
colors or textures from the world.
Indirect lighting: only supported for AAO at the moment (and is still
too approximate), and also is always added. A factor is available to
specify how much is added, though value 1.0 is correct.
Also:
* Material ambient value now defaults to 1.0.
* Added Environment, Indirect and Emit pass.
* "Both" blending method is no longer available.
* Attenuation, sampling parameters are still shared, some could be split
up, though if they are different this would affect performance.
This works with operator properties - if you pass the name of a scene and renderlayer to
the screen.render operator, it will render that layer as a single layer re-render.
for panels it would fail silently but for menu's it meant further references would give errors.
increase the registered class name from 32 to 64 and raise an error if the limit reached.
This brings back the single bounce indirect diffuse lighting for AAO,
it's not integrated well but that will be tackled later as part of
shading system refactor and subdivision changes. The caveats are the
same as AAO, with one extra thing, the diffuse lighting is sampled once
per face, so it will not be accurate unless faces are subdivided.
I'm committing this now so we can start testing it for Durian, and
since changes need to make it work properly are planned.
*Disabled ray counter (can be enabled on render/extern/include/RE_raytrace.h by commenting out the define)
*marked bvh_node_merge() as static inline (hopping it now compiles on gcc and mingw)
* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash
* Starting to rendering while preview render / compo was
still running could crash.
* Exiting while rendering an animation would not abort the
renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
were being rendered at the same time.
There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.
Implementation:
* Rather than assuming the render result does not get freed
during render, which seems to be quite difficult to do given
that e.g. the compositor is allowed to change the size of
the buffer or output different passes, the render result is
now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
writers) at the same time, but only allows one writer to
manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
images being rendered, cases where this is not needed (most
code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
time, rather than the G.rendering check which was not reliable.
#define RE_RAYCOUNTER (/source/blender/render/extern/include/RE_raytrace.h)
*Some other small organization on code
(will be disable as this only matters for testing and developping)
(this is a generalization of some of the experimental stuff i tried during SoC,
but only had time to improve a few days ago)
- it should yield slightly better results
- the cost model can somehow be tweaked to optimize for diferent trees.
*cleaned up some code
*added counters for number of SIMD BB tests
*added GPL license block on missing files
* Add RenderResult.load_from_file to load whole multilayer exr's at once.
* Removed x/y offset from RenderLayer.load_from_file, better to encourage
using offset in begin_result() to minimize memory usage.
* Added WITH_OPENEXR in some screen/file/image module for scons/make, exr
was not working in some places there.
* Transparency is now it's own panel, with a boolean toggle
+ enum for z/ray transparency (following mockup made by
William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983
More to come, but this makes things much easier to work on for me :)
lay = result.layers[0]
lay.rect_from_file("somefile.png", part.x, part.y)
If the source image is bigger then the render layer x/y offsets can be used to choose the part of the image use.
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
This adds a RenderEngine type to RNA, which can be subclassed
in python (c++ will follow once we support subclassing there).
It's very basic, but plugs into the pipeline nicely. Two example
scripts:
http://www.pasteall.org/6635/pythonhttp://www.pasteall.org/6636/python
Issues:
* Render runs in a separate thread, and there is unrestricted
access, so it's possible to crash blender with unsafe access.
* Save buffers and full sample are not supported yet.
It creates a tree cut after knowing that a given point will pass on a BB.
This tree cut is used to accelarate the rays casted from a given BB, eliminating unnecessary BB tests from root till the tree cut.
*Added vbvh - Just a experimental tree type :)
Variable Way BVH - there is no hardcoded number of childs per each Tree Node
- idea is to optimize a tree to reduced the expected number of BB tests even after applying SAH (for that an hardcoded n-way is not enough)
- for now childs are stored on a linked list
*"Added" SCE_PASS_RAYHITS to visually see each pixel primitive and BB tests (not-completed for UI)
*Added runtime exchange of tree structure
*Removed FLOAT_EPSILON from BLI_bvhkdop BB's
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
*Octree works nicely on hierarchic trees
*the old code was quite destructive at the Isect variable
changing isec->start, end, vec..now it only changes isec->labda (and hit results)
Currently rendering a BVH of all objects, where each object has it own octree.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.