linked via material
Textures linked to modifiers are now shown in the AnimEditor channel hierarchy
under object level now (i.e. on same level as ob-data, shapekeys, and object's
action). This makes it possible to edit such animation data without having to
ensure that these textures are also linked to the object's material so that they
will appear.
As a side-effect of how this is implemented, if playback is slower on scenes
following this commit, disable the "modifier" filter under the filtering
settings in the relevant animation editor header. In particular, it may be
beneficial to disable this when you've got scenes with meshes that have many
modifiers (but none of these have any linked data with settings which can be
animated), as Blender will still try to go through all those modifiers checking
for anything to show.
Implements an automatic keyframe selection algorithm which uses
couple of approaches to find out best keyframes candidates:
- First, slightly modifier Pollefeys's criteria is used, which
limits correspondence ration from 80% to 100%. This allows to
reject keyframe candidate early without doing heavy math in
cases there're not much common features with first keyframe.
- Second step is based on Geometric Robust Information Criteria
(aka GRIC), which checks whether features motion between
candidate keyframes is better defined by homography or
fundamental matrices.
To be a good keyframe candidate, fundamental matrix need to
define motion better than homography (in this case F-GRIC will
be smaller than H-GRIC).
This two criteria are well described in this paper:
http://www.cs.ait.ac.th/~mdailey/papers/Tahir-KeyFrame.pdf
- Final step is based on estimating reconstruction error of
a full-scene solution using candidate keyframes. This part
is based on the following paper:
ftp://ftp.tnt.uni-hannover.de/pub/papers/2004/ECCV2004-TTHBAW.pdf
This step requires reconstruction using candidate keyframes
and obtaining covariance matrix of 3D points positions.
Reconstruction was done pretty much straightforward using
other simple pipeline routines, and for covariance estimation
pseudo-inverse of Hessian is used, which is in this case
(J^T * J)+, where + denotes pseudo-inverse.
Jacobian matrix is estimating using Ceres evaluate API.
This is also crucial to get rid of possible gauge ambiguity,
which is in our case made by zero-ing 7 (by gauge freedoms
number) eigen values in pseudo-inverse.
There're still room for improving and optimizing the code,
but we need some point to start with anyway :)
Thanks to Keir Mierle and Sameer Agarwal who assisted a lot
to make this feature working.
The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.
Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)
For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes
This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...
I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).
This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).
Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.
Thanks to Brecht for reviewing.
The issue here was that the "active" material node depends on the editor context. Previously (< 2.67) there was only 1 edited node group possible globally throughout Blender, so the active material in the context could be resolved more easily. The solution now involves the active_viewer_key variable (first introduced for compositor viewer nodes in r56271, naming is a bit awkward but hard to change in DNA). This key defines the "last modified" node tree to resolve ambiguity of active context items. For single editors the result is the same as in 2.66, if multiple editors are used with different node groups the last modified tree is used.
* Particles did not render at viewport resolution like meshes.
* Properties editor preview render of hair was crashing, solution is to have
two separate flags for this preview render and viewport preview render.
This is hopefully the ultimate solution against smoke blockiness near emitter.
Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.
Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness
Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
This modifier uses a mask set in the modifier settings
and multiplies strip by it. Alpha channel will also be
multiplied by mask, which makes it easy to mask some
objects on footage and alpha-over them in sequencer.
Actually, this modifier sets alpha for byte strips
directly (since byte is always straight alpha) and
multiplies float buffer by mask (flaots are premulled)
so in both cases masked strip could be easy alpha-overed
without any artifacts.
It uses own structure with only SequenceModifierData
property in to preserve both forward and backwards
compatibilities (using new structure ensures modifier
will be ignored on load in older blenders, the same
happens for mesh modifiers actually).
Request from Pablo Vazquez.
Also removed unneeded image buffer scaling, it was only needed
for "early output" if there was no rotation. That is no longer
supported since it used to pixelate result a lot and interpolation
is always used now.
Saves quite a few of memory and CPU cycles.
It's now default to 2D textures, and no AUTO mode at this
moment, since detecting which method is the best not so
simple.
Image drawing could manually be switched to GLSL for tests
and feedback, but for default GLSL is not so much great.
Reason of this is huge images, where operations like panning
becomes dead slow comparing GLSL vs. 2D texture.
Added a mutex lock for smoke data access. The render was already working with a
copy of the volume data, so it's just a short lock to copy things and should not
block the UI much.
The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone.
In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node.
The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active.
Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
properties were continuously redrawing, which slowed down everything else.
The problem was integer overflow, with a short only capable of storing values
up to 32767. Note that sockets are collapsed by default since the previous
release, and that's it's not very useful to edit such complex node setups in
the properties editor, it's mainly meant for simple setups or group nodes to
present just a few sockets.
Option to draw mesh vertex-weights in editmode, available from the 'Mesh Display' panel.
TODO: get this to work when modifiers are applied in solid mode (texface-solidmode is working).
This option replaces previously added GPU limit
option, which became tricky to follow after GLSL
display space conversion.
There're 4 modes available:
- AUTO which will try to guess which mode is
best to use.
Currently It'll try using GLSL and if it fails,
will fallback to 2D textures.
Probably it'll make sense checking on whether
2D textures works well but currently such behavior
shall be sufficient.
Later we could make this method smarter (for example
don't try to use GLSL on certain GPU or so).
- GLSL will currently behave the same way as AUTO,
but it is intended to always try using GLSL
(unless it can not be used because of existing
limitation of dither and RGB curves).
- 2D Textures will use CPU-based color space conversion
and use OGL 2D Texture to display the image.
Image will be displayed in tiles, so there shall be
no big GPU memory consumption.
- DrawPixels will straightly fallback to glDrawPixels
without trying to use any fancy GPU stuff.
Hopefully this will also fix
#34943: Blender crashes when resizing the Compositing Screen Window
A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace
below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem
was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm).
----------------------------------------------------------------------
Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: 13 at address: 0x0000000000000000
[Switching to process 72386 thread 0xf303]
0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
43 delete (this->m_outputsockets.back());
Current language: auto; currently c++
(gdb) where
#0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
#1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49
#2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43
#3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61
#4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59
#5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59
#6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329
#7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302
#8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302
#9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600
#10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584
#11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094
#12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367
#13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815
#14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021
----------------------------------------------------------------------
Apparently a name conflict between the two Blender modules is taking place.
The present commit hence intends to address it by putting all the Freestyle C++
classes in the namespace 'Freestyle'. This revision will also prevent potential
name conflicts with other Blender modules in the future.
Special thanks to Lukas Toenne for the help with C++ namespace.
Deprecated Freestyle-specific elements were removed from the code base,
in order to address all comments from branch code reviews.
https://codereview.appspot.com/7416049/
Backward compatibility won't be maintained in the following components:
- Freestyle edge/face marks in old .blend files are ignored.
Old .blend files can be converted by loading and saving the files using
a Freestyle branch build between revision 55581 and 55842.
- External style modules are no longer supported.
Instead text datablocks must be used to keep style module files within
.blend files. A branch build between revision 55741 and 55842 is useful
for identifying the style module file names that need reconfiguring.