Commit Graph

117 Commits

Author SHA1 Message Date
5d8efc9756 Patch #2307, by Bob Holcomb
Loadsa new compo nodes, most added in new menu "Mattes".

- Seperate into YCC
- Combine YCC
- Seperate into YUV
- Combine YUV

- (Chroma) Difference Matte
- Chroma Key
- Luminance Key

- Color Spill correction

Main problem is missing docs still... Bob is working on it, he'll also
make tooltips for all buttons.
Some UI things might change too, like more clear names.
2006-11-15 14:41:04 +00:00
7ce7d0e7d3 Bugreport in irc:
The Preview panel in UV window, for compositing, sets a 'crop' flag in the
scene when used. Somehow this flag can hang when you switch screens or
close windows. Or even worse, it crashed on renders.

This commit ensures that the compositor survives and gives error prints.
The real issue, hanging flags on closing windows, has to be solved still.
2006-11-09 12:06:06 +00:00
a7d3a58ba9 Serious bugfix for compositing; using Groups could crash if one of the
input nodes was 'passing on' the buffer (because it didn't operate on the
image). That's for example for Blur with size 0 or for Translate node.
This passed-on buffer then got freed inside the group...

Solution now is just a malloc. Better system should be devised, with
reference counting or so. Thanks Ivan Hoffmann for the sample file!
2006-10-27 19:52:41 +00:00
9f77785d7c Coding work while on the trip to london (based on Plumiferos wishlist);
- Icon previews for Images were created always for old files, which made
  browsing (menus) incredible slow. Added a minor change in the flow, so
  icons only get created when the user invokes loading images.
  Andrea; you might check this, probably not al cases are covered yet?

- Compositor: the 'File Output' node now has a min/max frame for which it
  writes files

- Compositor: fixed a very bad bug (even in 2.42a release) that made the
  depsgraph for nodes not work... while editing, only the nodes that change
  should be recalculated, but accidentally all of them were done each time.
2006-10-26 10:13:16 +00:00
dfa01a56ba Fix for bug #5044: random crashes when rendering.
This one is of my own making, removed too many locks. Thanks Malefico for reporting.
2006-09-30 21:29:47 +00:00
bcb16ea280 Patch #4970 (brecht)
Added: Scale node in Compositor.

- Only works for RGBA buffers now
- I have added an option "Relative" or "Absolute" scale. So you can also
  define actual pixels for scale. Values for scale are reset when you
  switch, to prevent too weird situations.
- Scaling wasn't foreseen to work with the preview-panel in UV window, this
  preview cropping only happens for Image and RenderResult nodes... actually
  should be done for the scale too. I wait with t hat though... this preview
  method isn't very advanced yet.
- The pass_on_compbuf() here crashed in tests with preview panel, that's
  weak code... I have to recode that. For time being I use the
  dupalloc_compbuf to have it stable.
2006-09-14 12:21:18 +00:00
e7d6537f1c Added support for threadsafe MEM_mallocN/MEM_freeN in the guardedalloc
module itself, replacing the special MEM_mallocT/MEM_freeT functions.
Mutex locking is only enabled when threads are running.

There was no good reason to have these separate, it just led to ugly
hacks when calling functions with non-threadsafe malloc from threads.
2006-09-06 19:13:23 +00:00
e0ec517d72 Patch #4199 (by David Millán, rewritte though)
Compositor: Rotate Node
It only delivers RGBA buffers for now. Also Image size is unaltered, so
parts get cropped away. Doesn't work with translation Node before this
node yet.
2006-08-29 14:32:06 +00:00
b894ee5b87 Bugfix #4892
Compositor: Image nodes used for Movie files didn't convert the relative
paths (if used), so it could not load the movie file.

This bug explains why sometimes movies worked in the Compositor... so for
the current release the bypass is to disable the "Relative" button in the
File Window.
2006-08-20 10:18:01 +00:00
7539cec416 Plumiferos bugreport:
The Blur node didn't pass on a buffer when the 'factor' value was not
exactly zero. Tiny values (like 0.0000001) or even negative ones were
still handled by the blur code.
2006-08-18 08:16:34 +00:00
7440aba482 Compositor: finished work on node "File Output".
- It saves a file with indicated type on each change, with number
  appended denoting the current frame (like ANIM saving).
- Output filename button supports relative paths ("//")
- Shows optional preview image too
- For now, added a print on each file save as feedback

To make this option work nicely, changed the BKE_makepicstring() function
to have less globals inside, so it is more generic. Todo: allow amount of
digits in filenames to be set (to support files like tmp_123456.jpg)
2006-08-10 10:38:50 +00:00
3650abf328 A couple of compositing nodes:
* Combine RGBA
Basically the opposite of separate RGBA, brings 4 value channels into a single
RGBA image). Has interesting possibilities for reordering channels, when used
with separate RGBA!

* Dilate/Erode
Originally written by Brecht van Lommel, with some minor modifications and
tweaking by myself. Positive distances dilate, negative distances erode.

* I also added the 'value' field to the hue/saturation node. Minimal extra cost,
and can be handy.
2006-07-31 02:24:35 +00:00
662d49f076 Bugfix #4773
The VectorBlur node crashed when it didn't get a RGBA type image as
input (like using Alpha as input). Added typeconversion for it.

Note: the Z input and Vector input are not converted, but checked for.
When an improper type gets connected to these inputs, an error is
printed in console.
2006-07-23 09:54:22 +00:00
a6b0c136bb Bugfix #4770
When adding a new node in a group, the call to refresh input/output
sockets was called after a compositing update was executed.
Just moved this call 2 lines up.

This also uncommits the fix from Joilnen, the stack pointers in the node
system are *per definition* set. If NULL, it's an indication something
else is wrong.
2006-07-23 09:10:05 +00:00
9868544a41 fix for bug #4770
.
2006-07-23 02:56:45 +00:00
49bbb326b1 Bugfix #4736
Composite: the Translate Node only worked in some cases (pixel processor
call), and not for:

- filter
- seperate rgba
- conversion of buffer types (value to rgba etc)

Blur still doesn't either, but that code is too optimized to add quick.
Will put on todo for checking on better unification of translations.
2006-07-19 19:46:42 +00:00
d55b5240b9 Composite node "Separate RGBA" didn't do a typecheck.
Errors happened when inputting a Normal or Value buffer in this node.
2006-07-03 15:25:11 +00:00
5e30fb119c Bugfix #4561
Sequence renders, calling scenes with compositing, didn't execute composite
correctly. Confusement caused by the rule that a "Render" handle has same
name as Scene, which gives conflict for the case when a Scene has
sequencing with Scene strips with its own scene in it.

The previous solution for that conflict caused composite not to work. This
commit solves that, but it is still hackish. Main reason is the still
bad global G.scene, in use by compositor.
2006-07-02 09:56:41 +00:00
d173a0c8de Bugfix #4528
In compositor you can mix RGBA and Value buffers freely, but with one
exception... the Composite (output) node!

This solves a crash when connecting a Alpha socket to RGBA input in
Composite node.
2006-06-28 17:59:36 +00:00
5f5ee11fcb Seems a large commit, but I also changed function names to match the new
naming convention for Compositing:

- Render Result node -> Render Layers node (name only appears in Add menu)
- Compositor image -> Viewer Node image

I've also added a version patch (2.41 saved files only) to rename existing
"Compositor" Images.
2006-06-19 08:45:11 +00:00
16bce562d0 Fix for Compositor, Image node: reads now from Movie files as well.
(support was there already halfway, needed to add button and an anim check)
2006-06-17 11:40:50 +00:00
cf9e420ad3 * Added header pulldown menus for the Node Editor. Also tweaked colours and some
of the menu organisation, consolidating the redundant 'Generators' with 'Input'.
2006-06-16 04:32:39 +00:00
e18e59ee67 Bugfix #4295
Composite: Z Combine node, output socket "Z" didn't do anything, removed it
2006-06-09 12:45:09 +00:00
bc7b4988d0 Plumiferos request
Compositor:
Viewer Nodes inside of Groups now work too. To not frustrate interactive
speed, the following rules apply:

- Making a Group editable (or closing) doesn't signal recalculation of
  composite
- clicking on an Input socket always checks changes and calulcates
- When there are Viewers inside an edited Group, Viewers in the main tree
  are not executed.

Also added: a "hide unused sockets" icon in the header of Viewer nodes.
This allows cleanup of Groups, to prevent these sockets get reveiled.
2006-06-03 09:19:10 +00:00
aecb5b468a Bugfix #4257
The "Laplace" filter in Compositor didn't do what it should... which is
a mild edge detection, similar to Sobel etc.
2006-06-02 13:19:48 +00:00
1418cc4483 Compositor: Group nodes could free buffers internally while still in use
external. For example Blur and Translate nodes suffered it.

Makes Group Nodes a tinsy bit more stable now. :)
2006-05-30 17:47:34 +00:00
e5b39b69d1 So! Finally time to work on finishing render pipeline project.
This commit brings back:

- Field Render
- MBlur Render (old style)
- Border render with or without cropping

Note: Field Render is not supported in Compositor yet. Blurring or filter
will destroy field information.
Both MotionBlur as Field render are done before Compositing happens.

Fixes:

- The "Save Buffers" option only worked on single frame renders, not for
  Anim render.
- Found an un-initalized variable in Render initialize... this might have
  caused the unknown random crashes with render.

Code restructure:

Cleaned up names and calls throughout the pipeline, more clearly telling
what goes on in functions.
This is visible in the updated first image of the Wiki doc:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
2006-05-27 13:35:03 +00:00
ebe2958559 Bugfix #4212
Material Nodes: The Texture node didn't do the standard "2d mapping" yet
in case an Image Texture is used. Caused wrong mapping for example for UV
coordinate inputs.
2006-05-23 14:15:07 +00:00
578ab76bd4 Bugfix: when compositor reads incomplete renders, when using the new
render option "save result to disk" and ESC from rendering, it crashed...

Note; reading partially saved exr files still crash... but that's an issue
within the openexr lib. I've mailed the openexr dev list for assistance
how to properly close a partial saved tile-file.
2006-03-15 10:44:58 +00:00
6401244afd Crashfix in compositing RenderLayer that doesn't exist... can happen on
appending a scene, which used again another scene to do compomagic with. :)
2006-03-14 20:01:53 +00:00
34a5739a8a Two fixes in renderpipe...
- Renderwin still used a thread-unsafe malloc, in the header text print

- Setting clipping flags in vertices for parts required a mutex lock after
  all... I thought it would go fine, but noticed on renders with small
  amounts of faces that sometimes faces disappear from a render.
  (was doing movie credits, so all faces are visible! Otherwise it would
  have hardly been noticable...)
2006-03-13 11:01:17 +00:00
d0011f3318 Compositing workflow goodie; each 'render result' node now has a button
option to re-render that specific node. Also works for nodes using other
scenes.
2006-03-07 21:26:37 +00:00
b1c7f7f0f7 Urm... Kent's commit to fix a bug broke the other nodes that use the
same composit3_pixel_processor() function. gcc even gives nice warning:

node_composite.c: In function `node_composit_exec_mix_rgb':
node_composite.c:1437: warning: passing arg 9 of `composit3_pixel_processor' from incompatible pointer type

floats were read as pointer...
2006-02-28 16:24:25 +00:00
4de6d54eec Fix for bug #3967.
It still needs some work but at least now it doesn't crash.

Basically it changed composit3_pixel_processor so that its using full
vector instead of first element (fac variable in the code).
In reality though its just pushing where its looking at the first element
of the vector to another function (do_mix_rgb)
which is calling ramp_blend with fac[0].

Kent
2006-02-27 21:38:57 +00:00
ef257c2519 Composite: filter node now includes image edge in calculation, the outer
pixels even had alpha zero...
2006-02-22 22:23:30 +00:00
ef8ec0e4a1 Composite fix: Blur node with option "Bokeh" didn't survive on very small
filtersizes (below 2 pixels). This because Bokeh actually does 2 peaks...

 /\  /\
/  \/  \

I've added some fixes in the filter calculus though, and made sure that
on size 1 at least the image gets copied straight away.
Also fixed error, Bokeh shifted image 1 pixel up.

Todo; make filters become real floats in size...
2006-02-22 20:13:52 +00:00
b9eb5620b5 Bug in Composite AddAlpha node. The option premul added alpha wrong. 2006-02-21 12:41:48 +00:00
a6e7ff5ee9 Very silly typo in code caused Preview Window for Compositor to copy
Z values wrong... :)
2006-02-20 21:11:02 +00:00
ec47d960dc Compositor: new node "Z Combine", to combine two images with comparing
depth values. Current version doesn't make nice AA though... that I
check on next.
2006-02-20 18:33:55 +00:00
04ec4a2530 Compositor upgrade;
- Links now can be made between any socket type. The nodes recognize amount
  of channels, and will convert types if needed.
  Conversions from RGBA to 1 channel will use the 'RGB to BW' formula.

  Also note that conversions only happen when required. So you can blur an
  alpha channel, filter it, and put this in a 1-channel socket without any
  conversion to happen, which saves memory & cpu time.

  http://www.blender.org/bf/rt.jpg

  The blur nodes don't accept Vector input yet... But filter does.

- RGB Curve Nodes now have the premultiply option resored, 2 x faster

- Fixed some confusing code in Node Group handling... much stabler now
2006-02-20 13:43:40 +00:00
c7b472a54e Composite: Added "Fac" input for AlphaOver, so you can control amount. 2006-02-19 17:25:51 +00:00
0c1a1a855c Fix for Colorband node, it skipped calculus when 1 output was unused :) 2006-02-19 16:33:19 +00:00
130c41c7ba More compositing goodies.
- Texture Node
Allows to use any Blender Texture block as input for masks or color
blending. The texture node doesn't generate a real image, but adjusts to
the size as mapped with during an operation. So it won't work to use it
as Image input for Blur or Filter nodes.

Note; the Vector inputs for this node only work with manual input now!

- Translation Node
Give any image an offset in X or Y direction

For the Texture node to work, I needed to move the central 'pixel
processor' up one level... to allow differently sized images to merge
and allow 'procedural images' without size.

Temporal image of the day: http://www.blender.org/bf/rt.jpg
2006-02-19 14:55:16 +00:00
d128c19081 Added mask input for new Hue/Saturation Node. 2006-02-18 17:07:30 +00:00
f4ddc2fde2 Quick change in Hue/Saturation Node: made the central Hue value 0.5, to
make applying changes easier. Saturation slider goes to 2.0 now.

Fix: rendering compositing nodes without scene crashed in header stats
drawing.
2006-02-18 15:57:46 +00:00
387f9a7c6d Four-in-one commit:
(NOTE: new include dependency in Render module, might need MSVC update!
It has to include the imbuf/intern/openexr/ directory in search path)

-> New Composite node: "Hue Saturation".
Works like the former 'post process' menu. There's no gamma, brightness or
multiply needed in this node, for that the Curves Node functions better.

-> Enabled Toolbox in Node editor
This now also replaces the SHIFT+A for adding nodes. The nodes are
automatically added to the menus, using the 'class' category from the
type definition.

Current classes are (compositor examples):

Inputs: RenderResult, Image
Outputs: Composite, Viewer
Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver
Vector Ops: Normal, Vector Curves, Map Value
Filters: Filter, Blur, VectorBlur
Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha
Generators: RGB, Value, Time
Groups: the list of custom defined nodes

-> OpenEXR tile saving support
Created an API for for saving tile-based Images with an unlimited amount
of layers/channels. I've tested it for 'render result' now, with the idea
that this can (optionally) replace the current inserting of tiles in the
main result buffers. Especially with a lot of layers, the used memory for
these buffers can easily go into the 100s of megs.
Two other advantages:
- all 'render result' layers can be saved entirely in a single file, for
  later use in compositing, also for animation output.
- on each render, per scene, a unique temp file can be stored, allowing
  to re-use these temp files on starting Blender or loading files, showing
  the last result of a render command.

The option is currently disabled, needs more work... but I had to commit
this because of the rest of the work I did!

-> Bug fix
The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
6f62023850 - Added option 'convert to premul' to AlphaOver node in Compositor
- Fixed mix mode "Overlay", it was missing a multiplication with 2 :)
- small bugix in Matts nodes commit, wrong pointers transfered to coltobw()
2006-02-17 15:44:46 +00:00
90fa460d2a 3 very simple new composite nodes that I wanted for working with here. Hope the code is ok,
they work ok in testing here and get done what I need, any checks or fixes are welcome.

* Separate RGBA: Separates an input RGBA image into its R, G, B and A channels
* Separate HSVA: Separates an input RGBA image into H, S, V and A channels
* Set Alpha: Takes an input RGBA image and an alpha value channel and combines them
into a single RGBA image channel. You can also set the alpha for the entire image
with the number field when there's no input alpha channel. TODO: Allow input alpha
channel with no input image, in order to output a solid colour, with alpha.
2006-02-17 13:51:55 +00:00
fe036a0538 Added new malloc type in our MEM module; using the unix feature 'mmap'.
In Orange we've been fighting the past weeks with memory usage a lot...
at the moment incredible huge scenes are being rendered, with multiple
layers and all compositing, stressing limits of memory a lot.
I had hoped that less frequently used blocks would be swapped away
nicely, so fragmented memory could survive. Unfortunately (in OSX) the
malloc range is limited to 2 GB only (upped half of address space).
Other OS's have a limit too, but typically larger afaik.

Now here's mmap to the rescue! It has a very nice feature to map to
a virtual (non existing) file, allowing to allocate disk-mapped memory
on the fly. For as long there's real memory it works nearly as fast as
a regular malloc, and when you go to the swap boundary, it knows nicely
what to swap first.

The upcoming commit will use mmap for all large memory blocks, like
the composit stack, render layers, lamp buffers and images. Tested here
on my 1 GB system, and compositing huge images with a total of 2.5 gig
still works acceptable here. :)

http://www.blender.org/bf/memory.jpg
This is a silly composit test, using 64 MB images with a load of nodes.
Check the header print... the (2323.33M) is the mmap disk-cache in use.

BTW: note that is still limited to the virtual address space of 4 GB.

The new call is:
MEM_mapalloc()

Per definition, mmap() returns zero'ed memory, so a calloc isn't required.

For Windows there's no mmap() available, but I'm pretty sure there's an
equivalent. Windows gurus here are invited to insert that here in code! At
the moment it's nicely ifdeffed, so for Windows the mmap defaults to a
regular alloc.
2006-02-16 17:51:01 +00:00
acb5f6e79f Added callback to compositor, so it can print in RenderWindow header the
current to-be composited node and amount of memory in use.
2006-02-14 18:04:25 +00:00