Fix for 34494 Blender 2.65 regression test error - compo_map_uv_cubes.blend - stripe/artifact between cubes
Hue and saturation node has an early break when saturarion is 0. When this happened the input 1 color needed to be used. This behaviour was not merged.
When no FSAA is used in the ZCombine. a mask will be created, this mask will be antialiased and based on this mask the colors between the two images are blended. This was also behaviour that was not merged correctly. Now it is back making much better z-combines.
Hope nobody uses these gabs as a work around.
- At Mind -
Jeroen & Monique
This commit simply implements mapping from centered cropped canvas
to a full-frame coordinates, so operations like alpha-overing render
result on top of image will be properly aligned.
Make it so compositor output node wouldn't be calculated
when Render Result image is not visible on the screen.
This makes compositor tree editing more friendly and
faster.
Also, if there's no viewer image visible on the screen
viewer nodes wouldn't be handled.
Final rendering keeps unchanged for now.
This solves issues when for performance artists are
disconnecting compo output node before tweaking values
in compositor and forgets to attach compo output
node before sending file to the farm.
Pretty much straightforward change, made in the same way as
texture input node.
Shall not be any regressions or crashes when mixing usage
of 2.66 and current trunk.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
This node and operations are not useful in background mode anyway,
but calculating them could be really time-consuming especially
when working on 4K frames.
Issue was caused by calling ensureDelta from initexecution, which will
read pixels from an input and it could read from non-initialized
operations.
Issue was originally introduced in svn rev54235 which added ensureDelta
to translate's initExecution, but since rev54349 this call seems to be
doing nothing.
Issue was caused by the fix for #33650 which changed way to check whether
operation resolution is set or not from checking dimensions are zero to
setResolution was ever called.
Such change lead to conflict with MixBase operation (used for Mix node) which
uses temporary zero resolution to check whether input socket resolution is
known. This leads to zero resolution setting to that branch of tree. After this
resolution will never set to it's actual value.
For now solved by changing logic how MixBase operation detects resolution.
Namely instead of using trick with temporary zero resolution and calling
determineResolution for all inputs, and then call base class's method to
determine resolution just once again, check whether input socket is connected
and if so use it's resolution.
Shall not be regressions for real-life trees, but keeping an eye on this and
doing more tests is for sure welcome.
Made Texture compositor input node single-threaded since
texture trees are not thread-safe.
Also fixed texture being flipped horizontally and vertically.
Why nobody noticed this for 3 releases already??
Calculate dependent area based on distortion model rather than
using 15% of image resolution for this.
Some assumptions here:
- We're assuming real-life camera calibration is used here
- Maximal undistortion delta would be achieved on frame boundary
- Distortion fully goes inside frame
This makes it possible to approximate margin for distortion by
checking undistortion delta across frame boundary and use it
for dependent area of interest.
We do not use any formula-based equation here because we're likely
support other distortion models and in that case it'll be stupid
to try detecting formula here.
* added area of interest based on a radius around the input tile.
If someone can implement a correct formula (based on K1, K2 and K3) and send it to me, I will be happy to apply it!
- At Mind -
is straight or not (premultiplied is default).
This is useful in cases when you want to check on output of such nodes
as keying which does have straight alpha output.
Also added missing do_version code to previous compo do_versions.
makes it possible to specify an offset relative to the render resolution (so 0.5
is half the image rather than giving the number of pixels). It's a bit late but
it's a trivial change and needed for 4k mango render.
this patch enables the translate node to wrap around the image borders. This is especially needed if the translate node is not used to position elements on a layer but when it is used instead for seamless backgrounds like mountains or clouds that should be repeated over time (by animating the x/y values).
No trunk without docs! So here is my documentation: http://wiki.blender.org/index.php/User:Plasmasolutions/TranslateNodeExtension
The code is properly documented and should be easy to read and understand. When there are any problems or issues, please comment, I'll tackle them right away!
Greetings, Thomas Beck
* optimized determination dependant areas
* fixed some issues with scale node
There are still some issues when scaling very small values (x=0.0001)
- At Mind -
another patch for the dilate/erode step method, still without any functional changes.
This time it keeps the general algorithm but uses the tile system to make it
multithreaded. I could not measure a speedup on my 2-core laptop, but hope that
it will be faster for more cores. The immediate speedup that is very visible though is
that tiles come in as soon as they are calculated and a dilate/erode node does not
block the whole image to be calculated.
till then, David.
this patch optimizes the dilate/erode step method (hopefully without any functional change),
making its speed not depend on the distance anymore.
Couldn't detect funtional changes so committing. Haven't tested for speed gain.
* credits to erwin94 David M
It was caused by image threading safe commit and it was noticeable
only on really multi-core CPU (like dual-socket Xeon stations), was
not visible on core i7 machine.
The reason of slowdown was spinlock around image buffer referencing,
which lead to lots of cores waiting for single core and using image
buffer after it was referenced was not so much longer than doing
reference itself.
The most clear solution here seemed to be introducing Image Pool
which will contain list of loaded and referenced image buffers, so
all threads could skip lock if the pool is used for reading only.
Lock only needed in cases when buffer for requested image user is
missing in the pool. This lock will happen only once per image so
overall amount of locks is much less that it was before.
To operate with pool:
- BKE_image_pool_new() creates new pool
- BKE_image_pool_free() destroys pool and dereferences all image
buffers which were loaded to it
- BKE_image_pool_acquire_ibuf() returns image buffer for given
image and user. Pool could be NULL and in this case fallback to
BKE_image_acquire_ibuf will happen.
This helps to avoid lots to if(poll) checks in image sampling
code.
- BKE_image_pool_release_ibuf releases image buffer. In fact, it
will only do something if pool is NULL, in all other case it'll
equal to DoNothing operation.
- Drawing masks in image editor requires LOCK_DRAW_IMAGE around
ED_space_image_get* functions since they'll acquire image buffer.
Lock is needed because viewers will be modified directly in
compositor (see commend in draw_image_main)
- Seems that was wrong order of invalidating render result and
viewer image invalidation happened in Composite node, which
could easily lead to thread lock.
This codec is absolutely needed to generate DCP using OpenDCP,
before that external application to convert JP2 to J2K was used
which slowed down export a lot.
New codec is exposed to image format settings panel and called
Codec. Default one is JP2 which creates files with .jp2 extension,
new one is called J2K which creates with .j2c extension.
Other changes:
- Fixed avi jpeg warning which was treating as error here.
- Made it so extension is detecting from ImageFormatData instead
of image file type, which makes it possible to have different
extension for the same file type depending on it's settings.
IRIS format should still be changed (depending on number of
channels it'll be .bw, .rgb or .rgba extension)
- Default image format settings would be set from image buffer
when re-saving it. Makes it possible to easily open .j2c file
and save it using J2K codec (without this change it'll save as
.jp2 using JP2 codec)
There was a missing image reload signal in node creation by drag-dropping,
which lead to incorrectly set image type.
Also fixed misusage of IMB_freeImBuf used to release buffer acquired by
BKE_image_acquire_ibuf.
Think should be pretty much harmless since if this node was used for buffers
with infinities it already showed artifacts. Now it should be more useful for
mapping Z buffers.