Commit Graph

15 Commits

Author SHA1 Message Date
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
d40a24a037 Fix crash on exit with Blender Internal baking and envmap render. 2016-02-17 22:46:11 +01:00
3bd965bc03 Fix T40764: Keyframed Render Layers Don't Work as Intended 2014-06-23 14:33:58 +06:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
de4befb075 Code refactoring: split render result related functions into separate file. 2012-01-05 17:50:09 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
1bdf652b89 Code refactoring: move external engine functions into own file. 2011-10-22 16:24:28 +00:00
Nathan Letwory
a61c41c7a5 doxygen: blender/render tagged. 2011-02-27 19:31:27 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
f68b0ddb2a Recoded Panorama rendering.
The old implementation was added quite hackish (talking about 10 yr ago).
You also had to make a small image slice, which was extended Xparts in
size. That also required to adjust the camera angle. Very clumsy.

Now; when enabling the Panorama option, it will automatically apply the
panorama effect on the vertically aligned tiles. You can just enable or
disable the "Pano" button, to get a subtle lens effect like this:

(without pano)
http://www.blender.org/bf/rt.jpg
(with pano)
http://www.blender.org/bf/rt1.jpg

For Panorama render, the minimum slice size has been hardcoded to be 8
pixels. The XParts button goes up to 512 to allow that. In practice,
rendering 64 slices will already give very good images for a wide angle
lens of 90 degrees, the curvature of straight lines then is equal to
a circle of 256 points.
Rendering a full 360 degree panorama you do by creating an extreme wide
angle camera. The theory says camera-lens 5 should do 360 degrees, but
for some reason my tests reveil it's 5.1... there's a rounding error
somewhere, maybe related to the clipping plane start? Will look at that
later. :)

Also note that for each Xpart slice, the entire database needs to be
rotated around camera to correct for panorama, on huge scenes that might
give some overhead.

Threaded render goes fine for Panorama too, but it can only render the
vertically aligned parts in parallel. For the next panorama slice it has
to wait for all threads of the current slice to be ready.

On reading old files, I convert the settings to match as closely as
possible the new situation.
Since I cannot bump up the version #, the code detects for old panorama
by checking for the image size. If image width is smaller than height, it
assumes it's an old file (only if Panoroma option was set).
2006-02-27 12:39:36 +00:00
7f4b01ccf0 Rendering tricks for improving workflow:
- Button option "Single" in render-layer panel will enable to only render
  the currently indicated render-layer. It will also skip compositing.

- Brought back the 'Local View' render. This will only render the visible
  objects, but with lights from the original view-layers.
  To make the option useful, it also temporal enables 'Single', which has
  the a disadvantage that you need to set the correct render-layer.

  It is a bit a tricky option though... since its quite invisble and
  confusing for people who don't know the feature. This might become either
  a button in 3d header, or use a popup requester to confirm, or... will
  need to think over!

At least; both options display in render window a text to denote the option.
2006-02-16 12:27:46 +00:00
f4e491e2f4 Thread rendering stability commit.
I noticed still several cases where the Imbuf library was called within a
thread... and that whilst the Imbuf itself isn't threadsafe. Also the
thread lock I added in rendering for loading images actually didn't
work, because then it was still possible both threads were accessing the
MEM_malloc function at same time.

This commit nearly fully replaces ImBuf calls in compositor (giving another
nice speedup btw, the way preview images in Nodes were calculated used
clumsy imbuf scaling code).

I've also centralized the 'mutex' locking for threading, which now only
resides in BLI_threads.h. This is used to secure the last ImBuf calls
I cannot replace, which is loading images and creating mipmaps.

Really hope we get something more stable now!
2006-02-11 15:55:00 +00:00
839b338be3 New:
- ZTransp render now also delivers Z values and Speed vectors in passes
  Note that speed vectors accumulate within a pixel to store the minimum,
  so rendering ztransp on top of a non-moving plane won't give speed...
  Best results you get is by rendering it in a separate layer.

  The Z value stored is the closest visible transparent face in the pixel.

Fixes:

- Render to 'spare page' has been enabled again. Because of the strict
  separation of Render and UI, but especially because a 'render result' now
  can consist of unlimited images, I've not made this a Render feature.
  Instead, the render-window itself stores the 'spare' image... I also
  had to change the convention for it a bit.

  Now, instead of having two "render buffers" (which was a render feature),
  the RenderWindow will store each previous frame on a re-render. This
  storing will only start after you've pressed 'Jkey' once, but then always
  will happen for as long the rendered image is same size as previously.
  For clarity, I've also renamed the window title, to 'previous frame'.

- RenderWindow shows alpha again on Akey

- Display of the Zvalues in ImageWindow has been tweaked. White now denotes
  closest, and the color range goes from camera clip-sta to clip-end.

- Bugfix: on splitting/merging/duplicating windows, the 3D Previewrender was
  not always freed correctly, potentially causing crashes or memory leaks.
2006-02-08 16:51:09 +00:00
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00