Commit Graph

645 Commits

Author SHA1 Message Date
d09920687c Merge branch 'master' into blender2.8 2018-05-02 12:46:14 +02:00
128506eeb1 BLI Color: YUV to/from rgb colorspace option
This commit does two things:

- Adds an option to do the calculation in different color spaces (BT601
or BT709).
- Changes the default caluclation from legacy BT601 to BT709.

This affects several areas:

- UI areas (mainly scopes)
- ViewLevelsNode
- Several other nodes that use `COM_ConvertOperation.h`
2018-04-29 18:00:45 -04:00
9a11aeb300 Merge branch 'master' into blender2.8 2018-04-16 17:24:20 +02:00
85de548e03 Cleanup: indentation 2018-04-16 17:08:27 +02:00
f3a8f97fcf Merge branch 'master' into blender2.8 2018-04-15 10:52:14 +02:00
3a10f8e1b1 Cleanup: style 2018-04-14 22:26:12 +02:00
07fc6c9224 Merge branch 'master' into blender2.8 2018-04-13 12:19:31 +02:00
d213474070 Moved vectorblur code from render to compositor
In preparation of the removal of blender internal render we
moved the vectorblur code that was placed in the render package
(legacy) to the compositor. The compositor is only using this
code even the blender internal renderer did not use the code at
all.
2018-04-12 10:27:38 +02:00
84a154ac68 Merge branch 'master' into blender2.8 2018-03-05 16:14:46 +01:00
63d8ccf9ff Fix T54225: Blur node stopped working when Map Range was fed with image
The issue was happening with fast Gaussian blur, and caused by NaN value pixels
in the input buffer.

Now made it so Map Range output does not produce NaN, by returning arbitrary
value of 0. Still better than NaN!
2018-03-05 11:44:42 +01:00
2bc952fdb6 Merge branch 'master' into blender2.8 2018-02-18 22:33:05 +11:00
deacb3d6b8 Cleanup: add 2d suffix to BLI files
Some of these API's can have 3D versions, explicitly name them 2D.
2018-02-18 21:27:33 +11:00
ca5fdd857b Merge branch 'master' into blender2.8 2018-02-16 01:17:43 +11:00
2aef87bfae Cleanup: rename BLI_thread.h API
- Use BLI_threadpool_ prefix for (deprecated)
  thread/listbase API.
- Use BLI_thread as prefix for other functions.

See P614 to apply instead of manually resolving conflicts.
2018-02-16 01:13:46 +11:00
c26da06ae6 Merge branch 'master' into blender2.8 2018-01-08 09:39:32 +01:00
0e59f2b256 Fix T47212: incorrect luma coefficients for Luminance Key node.
Differential Revision: https://developer.blender.org/D2982
2018-01-06 16:41:33 +01:00
1c7cfa025c Merge branch 'master' into blender2.8 2017-12-07 23:53:03 +11:00
2e2e6e3bdb Cleanup: Use BKE_colorband prefix 2017-12-07 15:52:59 +11:00
cc811d1fd6 Cleanup: extract BKE_colorband from BKE_texture 2017-12-07 15:40:11 +11:00
Daniel Silva
2dfd795bd2 Proposed fix for T53263 -- Blender crashes when rendering with Stabilizer 2D node without movie selected
The program won't crash anymore, but a warning won't be displayed. Anyway, this gives the user the chance to save the project.

https://developer.blender.org/T53263

Reviewers: lukastoenne

Differential Revision: https://developer.blender.org/D2934
2017-12-06 14:54:51 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
5d2b3a966e Merge branch 'master' into blender2.8 2017-11-22 12:50:17 +01:00
Dalai Felinto
3a95bdfc65 SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.

Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.

This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.

This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).

Following next is the individual note of the individual parts that were committed.

Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.

Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).

Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.

Reviewers: sergey, campbellbarton, brecht

Differential Revision: https://developer.blender.org/D2919
2017-11-22 07:13:33 -02:00
6c372530b4 Cleanup: We do not use camel case in Blender code
At least not for variables.
2017-11-21 17:34:44 +01:00
6785a2bd66 Fix T53371: Keying Node fails with values above 1
This was expected behavior for over-exposured lamps when the mode was originally
created for Tears of Steel. Turns out, there could be really bad green screen in
real production which will only have green (or rather screen) channel over
exposured.

Tweaked condition now so we use least bright channel to see if the area has
proper exposure or not.

Seems to work fine in tests, but further tweaks are possible.
2017-11-21 17:31:45 +01:00
Stefan Werner
df886b178c Moved alignment attributes from my last commit to BLI_compiler_attrs.h for future use. 2017-11-09 14:59:31 +01:00
Stefan Werner
83d9f8e379 Compositor: Ensured 16 byte alignment for variables accessed by SSE instructions.
Before this patch, the XBlur/YBlur compositor nodes would crash for me when run in a MSVC 2015 debug build (test scene: BMW27_cpu). I added the compiler instructions to explicitly align the local variables that the SSE instructions are accessing.
2017-11-09 14:38:17 +01:00
64c1a48c50 Fix T52927: Compositor wrong scale when scale size input is connected to complex node
The issue here is that we can not read scale from socket when determining
dependent area of interest. This area will depend on current pixel. Now fall
back to more stupid but reliable thing: if scale size input is connected to some
nodes, we use the whole frame as area of interest.
2017-10-02 15:55:52 +05:00
ff79406404 Fix T52653: Render output of linked scenes conflicts with other scenes with the same name
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.

On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.

The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.

Reviewers: campbellbarton, mont29, brecht

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2836
2017-09-14 16:50:19 +05:00
4a744727be Fix T52531: Blender 2D stabilisation node issue when autoscale is selected
Threading conflict, should be safe for 2.79.
2017-09-04 16:41:28 +02:00
718af8e8b3 T52534: Compositor artifacts when scaling
Increased the maxx and maxy area of interest when scaling in this case.
2017-09-03 16:47:39 +02:00
a372638a76 Cleanup: use static vars where appropriate 2017-08-01 09:06:34 +10:00
Matheus de Sousa Faria
b7fb00f512 Fix compositor Glare node with Simpler Star resulting in uneven rays.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1867
2017-07-25 00:48:34 +02:00
e3bddcb215 Compositor: Fix compilation error and crash when using defocus search
Was just wondering what the option is doing. Not sure yet, but let's fix
couple of issues here.
2017-07-05 15:37:33 +02:00
8cc4c3da8c Fix T51308: Bright/Contrast Doesn't respect Pre-multiplied Alpha
Brightness/contrast node was changing color but did not modify alpha
or ensured colors are premultiplied on the output. This was giving
artifacts later on unless alpha was manually converted.

Compositor is supposed to work in premultiplied alpha (except of
some really corner cases) so it makes sense to ensure premultiplied
alpha after brightness/contrast node.

This is now done as an option enabled by default, so we:

(a) Keep compatibility with old files.
(b) Have correct behavior for newly created files.

Later on we can get rid of this option.
2017-05-22 17:15:45 +02:00
ec051f5103 Fix/workaround T51070: Cannot scale procedural texture in compositor
The issue is coming from some weird semi-finished canvas feature, which
was remapping coordinate without applying any differential on the sampling
ellipse (in fact, there is no ellipse, sampling think is always a single
pixel).

The whole thing is just weak in the compositor, for now just bring behavior
back to how it was prior to optimization (multithreading) commit.
2017-05-19 10:56:26 +02:00
edbd3ebcdc Compositor: Remove unused funciton 2017-05-19 10:55:26 +02:00
4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00
6d73e2d3cf Cleanup: unused includes 2017-04-29 16:27:29 +10:00
Stefan Werner
aeda1a16f3 D2607: Switch eye dropper to use linear color space internally
This switches the internal color representation of the eye dropper from display space to linear. Any time a linear color is requested and the color is picked from a linear object, the result is now precise to the bit as the color gets patched through directly. Color space conversion now only happens when a color is picked from non-linear display space objects or when the color is requested to be returned in non-linear space.

In addition, this patch changes the DifferenceMatte node to interpret a tolerance of 0.0 to accept colors that are identical bit by bit, as apposed to simply refusing all colors.
2017-04-20 22:41:26 +02:00
817e975dee Fix T50849: Transparent background produces artifacts in this compositing setup
The issue was caused by sometimes negative color returned by the filter node.

Seems to be caused by precision issues. Don't see any reason why we would want
negative colors in output. Those only causing issues later on.
2017-03-08 15:56:50 +01:00
9dd194716b Fix T50736: Zero streaks in Glare node.
Please never, ever use same DNA var for two different things. Even worse
if they do not have same type and ranges!

This is only ensuring issues (as described in report, but also if
animating both RNA props using same DNA var... yuck).

And we were not even saving any byte in DNA, could reuse some padding
there to store the two new needed vars (yes, two, since we cannot re-use
existing one if we want to keep backward *and* forward compatibility).
2017-02-23 10:39:51 +01:00
ac58a7fa19 Compositor: Make HSV node inputs a real sockets
This is much more flexible solution which will allow doing some
more procedural features.

Reviewers: brecht, dfelinto, mont29

Reviewed By: mont29

Subscribers: Severin

Differential Revision: https://developer.blender.org/D2403
2017-01-26 15:20:13 +01:00
534f11f71e Fix T49857: Blender crashes after adding texture node to compositing tree 2016-11-03 10:25:31 +01:00
cf9a6b416c API: Fix Links
Self-explanatory. to find broken links run `sphinx-build -b linkcheck sphinx-in sphinx-out`

Reviewers: mont29

Tags: #bf_blender, #python, #infrastructure:_websites

Differential Revision: https://developer.blender.org/D2297
2016-10-25 17:34:01 +02:00
fd4caafc53 Fix T49789: Compositor mix node interpolation bug 2016-10-21 17:58:37 +02:00
389b4feec1 Fix T49128: Ghost of Previous Mask appears in Double Edge Mask
Patch by Ted Schundler (tschundler), thanks!

Differential Revision: https://developer.blender.org/D2163
2016-08-24 11:20:13 +02:00
b1677201f9 Rework 2D stabilizator
See this page for motivation and description of concepts:
https://github.com/Ichthyostega/blender/wiki

See this video for UI explanation and demonstration of usage
http://vimeo.com/blenderHack/stabilizerdemo

This proposal attempts to improve usability of Blender's image stabilization
feature for real-world footage esp. with moving and panning camera. It builds
upon the feature tracking to get a measurement of 2D image movement.

  - Use a weighted average of movement contributions (instead of a median).
  - Allow for rotation compensation and zoom (image scale) compensation.
  - Allow to pick a different set of tracks for translation and for
    rotation/zoom.
  - Treat translation / rotation / zoom contributions systematically in a
    similar way.
  - Improve handling of partial tracking data with gaps and varying
    start / end points.
  - Have a user definable anchor frame and interpolate / extrapolate data to
    avoid jumping back to "neutral" position when no tracking data is available.
  - Support for travelling and panning shots by including an //intended//
    position/rotation/zoom ("target position"). The idea is for these parameters
    to be //animated// by the user, in order to supply an smooth, intended
    camera movement. This way, we can keep the image content roughly in frame
    even when moving completely away from the initial view.

A known shortcoming is that the pivot point for rotation compensation is set to
the translation compensated image center. This can produce spurious rotation on
travelling shots, which needs to be compensated manually (by animating the
target rotation parameter). There are several possible ways to address that
problem, yet all of them are considered beyond the scope of this improvement
proposal for now.

Own modifications:

- Restrict line length, it's really handy for split-view editing
- In motion tracking we prefer fully human-readable comments, meaning we
  don't use doxygen with it's weird markup and comments are supposed to
  start with capital and end with a full stop,
- Add explicit comparison of pointer to NULL.

Reviewers: sergey

Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung

Maniphest Tasks: T49036

Differential Revision: https://developer.blender.org/D583
2016-08-16 13:30:40 +02:00
8343518272 Cleanup: comment blocks 2016-07-15 02:39:45 +10:00
897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00