Commit Graph

334 Commits

Author SHA1 Message Date
b82d571c85 Cleanup: style 2015-04-21 15:53:32 +10:00
Dalai Felinto
d5f1b9c222 Multi-View and Stereo 3D
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
2015-04-06 10:40:12 -03:00
8a183aa26b Cleanup: use BKE_texture_ prefix 2015-03-29 03:16:55 +11:00
88efcdc376 Compositor: Expose Alpha socket for multilayer EXR node
This way re-mapping scene nodes to EXR files becomes much easier,
no extra trickery with separate RGBA setups is needed.

Plus makes it more consistent with regular EXR files.

This uses EGBA pass to get alpha from.
2015-02-11 18:28:41 +05:00
1dddcfbaff Compositor: Implement sampled motion blur for plane track deform node
Quite striaghtforward change, and in theory we can even try supporting motion
blur for the corner pin node (which is tricky because coordinates actually
coming from sockets, but with some black magic should be doable).
2015-02-04 01:17:59 +05:00
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
b7d053beaa Cleanup: warnings & space 2014-11-30 19:28:59 +01:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
08fd38cf52 BLI_utildefines: add UNUSED_VARS() macro 2014-11-24 12:03:25 +01:00
7d040d2a08 Cleanup: use BLI_listbase_*** prefix for count,sort,sort_r 2014-11-16 13:57:58 +01:00
e15cdec2d4 New compositor node "Sun Beams"
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).
2014-07-26 12:59:29 +02:00
2f03cccecd No preemptive removal of muted and reroute nodes from compositor node
trees for localization (previews and viewer evaluation).

This is handled entirely by the compositor already. Doing this during
localization is redundant and risks divergent behavior.
2014-07-15 11:03:07 +02:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
1e3f8b517b Nodes: make default group nodes slighly wider, to match other node width defaults. 2014-04-20 14:47:46 +02:00
288147334c Fix T39547: Toggling render passes on active scene does not update
render layer nodes in a pinned tree from different scene.

The way these updates work is a nasty legacy hack:
https://developer.blender.org/diffusion/B/browse/master/source/blender/nodes/composite/node_composite_tree.c$277

This function is called //very frequently// by the get_from_context
method. However, this does not get called for pinned node trees, so
when showing a different scene's compositing nodes in the editor they
may not get updated correctly.

Now moved this update call out of get_from_context so it happens in any
case. Will be called no more frequently than before (on every redraw).
Eventually the depsgraph should handle this more precisely, it's just a
simple ID dependency anyway ...
2014-04-02 11:04:09 +02:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
032b42d48d Code cleanup: de-duplicate switch statement, style edits 2014-03-13 06:31:06 +11:00
658b4c0d56 New Corner Pin node: uses explicit corner values for a plane warp transformation.
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.
2014-03-11 14:12:08 +01:00
b7fa08f88a Code cleanup: style 2014-02-22 11:14:15 +11:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
af180ccf8a Quiet warning 2014-02-06 02:12:46 +11:00
1687023776 Fix T38340 and T38473: fixed Scene pointers in Composite and Defocus nodes don't get updated based on context.
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
2014-02-05 13:51:51 +01:00
af93ebcb50 Code Cleanup: style and redundant casts 2014-01-16 19:15:53 +11:00
c48c62a831 Code Cleanup: replace checks for ima->source with BKE_image_is_animated 2014-01-14 04:59:58 +11:00
4d4222b761 Changed percentage and 0-1 number fields to use sliders. This is more consistent.
Reviewed by Brecht van Lommel, Thomas Dinges and Jonathan Williamson
2014-01-03 21:12:56 +01:00
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
8dc80e9d73 Style Cleanup 2013-12-10 13:45:17 +11:00
4332cd16fb Compositor node preview:
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.
2013-12-09 20:22:16 +01:00
8f7f8d679c Style Cleanup: whitespace 2013-11-17 22:00:57 +11:00
Lukas Toenne
4d4ef0434b Make dynamic node labels possible as a registerable function 'draw_label' (simple 'label' identifier is already in use, need to avoid API breakage). This should simply return a string. The dynamic label can still be overridden by the user-defined node.label string. 2013-11-12 18:18:04 +00:00
Lukas Toenne
8663b940ed Instead of requiring a const char* return from the (optional) node label callback function, let it write into a mutable string buffer. This will allow actual dynamic labels for nodes using the python
API.
2013-11-12 18:17:58 +00:00
Lukas Toenne
b8f22a0565 Syncing methods for Color Balance node LGG and ASC-CDL modes. The settings for either mode are converted into equivalent settings of the other. This keeps the result of both modes roughly the same and
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.
2013-11-06 12:44:54 +00:00
Lukas Toenne
b91e841f8f Fix #37333: Bad default value in Color Balance. Use independent offset/power/slope variables for the CDL mode in color balance node. This avoids stupid default values in particular for offset, which would be 1 when just using the lift value for it. 2013-11-06 12:44:51 +00:00
1b4afb161d code cleanup: typos 2013-11-05 04:23:46 +00:00
712c8f3cae code cleanup: warnings 2013-10-31 03:30:20 +00:00
1dc6d8ece1 Fix related to [#36926] 'scale' Node doesn't work properly.
Scene/Render "spaces" are actually absolute values, they do not use the input X/Y scale factors, hide them in this case.

Thanks to Lukas for review and improvement!
2013-10-04 12:11:10 +00:00
c3d3d8be36 Fix cycles issue with mapping node rotation and scale order. When using both
scale and rotation in mapping node, there would be shearing, and the only way
to avoid that was to add 2 mapping nodes. This is because to transform the
texture, the inverse transform needs to be done on the texture coordinate

Now the mapping node has Texture/Point/Vector/Normal types to transform the
vector for a particular purpose. Point is the existing behavior, Texture is
the new default that behaves more like you might expect.
2013-09-25 20:28:49 +00:00
Lukas Toenne
6030c0b68f Partial fix for #36706: Prevent invalid sockets in the FileOutput node by removing sockets without storage data. 2013-09-12 08:43:24 +00:00
734eaab545 Fix #36327: cycles render layers exclude layers animation did not work well.
This is kind of another way to animate layers which is disabled, but add an
exception to make this case work.
2013-09-10 20:26:34 +00:00
24ce60cfe4 Merge plane track feature from tomato branch
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 :)
2013-08-16 09:46:30 +00:00
5fc6f04fc8 Cycles / SSS:
* 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.
2013-08-03 13:12:09 +00:00
46e911d19b fix for crash when unlinking a scene from the renderlayers, also no need for PROP_ID_SELF_CHECK here. 2013-07-23 14:09:53 +00:00
32d5b52f59 re-arrange '--help' output into more useful sections (added debug, python).
also minor style cleanup
2013-06-29 10:09:15 +00:00
Lukas Toenne
0c91ebfeee Fix #35703, Viewer node doesn't updates image sometimes. The viewer node was not getting correctly initialized node->id pointer to the Viewer image (thanks to Sergey for figuring that out). The original
proposal was to add another special init hack for the viewer node->id, but rather would do it right and so moved all the special init hacks for constant ID backpointers (Scene for RenderLayer, Composite,
Defocus, FileOutput and MovieClip for MovieClip, MovieDistortion and Stabilization nodes). These are now part of the local init callbacks functions of the appropriate nodes, using the new initfunc_api
callback which takes a Context pointer, so they have access to Scene.
2013-06-12 11:26:44 +00:00
Lukas Toenne
8d3cdf292c Extended max size for group node types from 200 to 400, in case users need long socket names visible. 2013-06-01 12:45:42 +00:00
Lukas Toenne
2757153d02 Cleanup: Removed all NODE_OPTIONS flags from C node type definitions, these are no longer required and have no effect. Whether or not a node supports additional options buttons is now determined by the
existence of a draw callback (uifunc and/or uifuncbut).
2013-05-29 15:38:51 +00:00
5486016e04 Fix #35547: incomplete tooltips in node editor
Descriptions were missing since PyNodes integration.

Thanks to lukas for patch review!
2013-05-28 08:58:27 +00:00
2247465b99 style cleanup: nodes 2013-05-27 08:04:07 +00:00
d612fc0426 style cleanup: nodes 2013-05-27 07:57:17 +00:00