Commit Graph

3375 Commits

Author SHA1 Message Date
8f0a44a5d5 Cleanup: use BLI_bitmap for bevel-split 2016-06-25 11:24:25 +10:00
29448bd99b Fix T48658: Cycles render & render preview corrupts particles
Replaces `G.is_rendering` with `use_render_params` argument.

This is needed for Cycles, which attempts to restore render-preview settings from particles,
after it gets its own particle data, but fails to restore because
`G.is_rendering` was being checked in psys_cache_paths (and other places).
2016-06-23 07:54:35 +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
0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
fd7068ee28 Fix T48550: Imperfections when Bake displacement map to plane if camera is not in front
The issue was caused by non-watertight nature of intersection, which is now addressed.

Hopefully it doesn't cause any regression caused by uninitialized precalculated storage.
2016-06-06 13:55:04 +02:00
6befc76265 Fix T48466: Multiple passes starting with 'Diffuse' in EXR file breaks its loading in Blender.
Issue here is that for Blender, any pass which name starts with 'Diffuse' is considered
a diffuse pass - and it does not really support several passes of the same type in renderresult.

So for now, passtype_from_name() is now checking whether a pass of same type already exists
in render layers, and return 0 (uknown passtype) in this case.
2016-06-01 17:31:42 +02:00
21fddf7d1c C99/C++11: replace deprecated finite() by isfinite(). 2016-05-17 21:39:16 +02:00
8c2cec937b Fix T48262: Crash when trying to render a scene without camera. 2016-05-06 21:41:56 +02:00
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
4a64b36029 Cleanup: use bool 2016-04-12 11:26:06 +10:00
2f08d5f761 Fix T48002: Wrong behavior with "RGB to Intensity" in Image textures
There was some extra linearization happening in such cases.
2016-04-04 11:30:35 +02:00
8f1223b636 Move some debug print under G.debug
It's not like every debug build is benefiting from this print..
2016-04-04 09:58:14 +02:00
74e40663da Fix T47971: rigid body baking crash due to thread race condition. 2016-04-02 13:04:26 +02:00
bdae647670 Color sources for point density textures based on mesh vertices
This patch adds support for coloring point density textures based on several mesh vertex attributes.

* Vertex Color: Use a vertex color layer for coloring the point density texture
* Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used)
* Vertex Normals: Use object-space vertex normals as RGB values.

The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching.

Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of.
For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed
as multiple points in the same location.
2016-03-24 12:07:03 +01:00
1a7596951a BLI_kdopbvh: Pass center to to range callback
Useful when BLI_bvhtree_range_query callback calculates a new position to measure from.
2016-03-19 18:31:56 +11:00
0024768f88 Cleanup: style/spelling 2016-03-14 13:21:13 +11:00
Jack Andersen
861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
59c47ecf90 Revert "Use render path as initial location when saving renders"
This reverts commit cd6442f7d4.

Broke workflow for incrementally saving versions of a render.
2016-03-11 22:14:45 +11:00
c149b6b7d7 Fix T47753: World equirectangular regression
D1729 fixed 'View' projection but broke 'Equirectangular'.

This commit also changes equirectangular projection to match Cycles and the viewport.
2016-03-11 20:36:59 +11:00
Dalai Felinto
de7a8af793 Multi-View: Cycles - Spherical Stereo support (VR Panoramas)
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices

The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)

Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).

* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER

* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)

* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).

* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.

* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.

* We have no support for interocular distance attenuation based on the proximity of the poles  (which helps to reduce the pole rotation effect/artifact).

THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451

This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.

All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case	 Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332

Reviewers: sergey, dingto

Subscribers: #cycles

Differential Revision: https://developer.blender.org/D1223
2016-03-10 09:28:29 -03:00
95128c5eb9 Report error when render fails
Was printing to console, but UI didn't show error message.
2016-03-10 19:37:39 +11:00
acebfbb666 Cleanup: unnecessary comma use 2016-03-05 09:12:07 +11:00
8c113a95e3 Make texture node threaded
Quite trivial idea -- just pass tread ID to the texture sampling function.

Implemented as a TLS to avoid passing huge amount of extra contexts around.
Should be working on all platforms, but compilation test is required.

Reviewers: juicyfruit, campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1831
2016-03-03 16:02:31 +05:00
82cf78dfe8 Avoid some obvious crashes when running out memory allocating render result 2016-03-03 13:21:04 +05:00
e8bffa7a50 Render Save Buffers: Use proper memory buffer size for a display buffer 2016-03-03 13:13:42 +05:00
9c183f60e1 Fix T47610: Texture node in compositing nodes does not update
The issue was caused by some code accessing R from a functions which
are marked as safe for use from outside of render pipeline.

Now those functions are safe(er) for use.
2016-03-02 12:47:43 +05:00
c32e8fb09f Fix T47642: Crash baking w/ cycles 2016-03-02 12:34:39 +11:00
cd6442f7d4 Use render path as initial location when saving renders 2016-03-02 12:19:34 +11:00
42fe1ba844 Fix T47615: crash trying to use point density with lamp object. 2016-02-28 22:57:17 +01:00
0feab1baef Fix T47608: Cycles cage baking crash after recent uv derivative fixes. 2016-02-27 23:57:40 +01:00
43d4d72e05 Fix race condition in point density texture min/max code 2016-02-24 14:28:35 +01:00
7a62fe316b Point density: Removed wrong line in previous commit
Thanks Bastien for finding this out!
2016-02-23 14:33:15 +01:00
56da420112 Make point density sampling threaded
It should be all fine to sample same point density from multiple threads,
this is something what Blender Internal is doing actually.
2016-02-23 12:30:27 +01:00
48ed9fcb78 Fix memory leak in point density
The issue was happening when having unconnected point density which
will cache data but will not free it because there's no actual call
to the actual sampling.

Now the idea is to make sure cache is zeroed on file load and undo
and then caching via RNA will free the data if any exists. This could
leave us with a single copy of cache in the node if it's not used,
but it's quite small amount of memory and it's not leaking.
2016-02-23 12:01:16 +01:00
a447421dec Bake API: add assert to verify we have valid UVs. 2016-02-21 14:38:50 +01:00
a0e1e0047b Fix crash baking selected to active after recent fix for uninitialized variables. 2016-02-21 14:38:49 +01:00
f6c11062bc Fix uninitialized var use initializing bake data 2016-02-21 16:20:36 +11:00
411deae9b0 Fix T47451: Blender internal not rendering meshes with zero vertices in the original mesh. 2016-02-18 20:05:57 +01:00
0136046335 Fix T45343: incorrect Cycles baking of bump maps from selected to active.
The differentials were incorrect, now they are properly transferred from the
low to the high poly mesh.
2016-02-18 20:05:57 +01:00
d40a24a037 Fix crash on exit with Blender Internal baking and envmap render. 2016-02-17 22:46:11 +01:00
9a0fb589f7 Cleanup: reorganize BKE ID tagging functions.
BKE_main_id_tag_/BKE_main_id_flag_ were horrible naming now that we split those
into flags (for presistent one) and tags (for runtime ones).

Got rid of previous 'tag_' functions behavior (those who were dedicated shortcuts
to set/clear LIB_TAG_DOIT), so now '_tag_' functions affect tags, and '_flag_'
functions affect flags.
2016-02-15 19:38:51 +01:00
3143ec29d0 Fix T45606: cycles multires tangent space normal map bake issues. 2016-02-14 03:51:41 +01:00
4c04149bca Fix crash when cancelling cycles bake in some cases. 2016-02-13 22:54:29 +01:00
2cbf32e0fb Cleanup: double promotion
Also remove null checks from args with non-null attribute.
2016-02-10 15:27:28 +11:00
3867bef904 Fix T47320: Cycles baking in edit mode uses outdated mesh. 2016-02-06 19:14:04 +01:00
d3889e2cad Fix T47329: Compositing fails to render unless each included scene was rendered since opening 2016-02-05 14:58:15 +01:00
fcbb03a9b7 Remove redundant file exists checks 2016-02-03 17:45:54 +11:00
94d1674ddc Fix T47303: Voxel texture disappears after first frame
Failed reads didn't update the voxel 'ok' tag,
making successive reads fail (even on existing frames).
2016-02-03 17:33:51 +11:00
cb9f9a63e0 Fix wrong information used for stamp when "Strip Metadata" is used
Such configuration used to cause quite confusing situation when
stamp will use actual scene's statistics but metadata from strip
will be used for the saved file (basically, causing different
information stamped and saved as metadata).

Don't think it was desired behavior and it's something what
artists here in the studio wants to be fixed.
2016-02-01 16:11:24 +01:00
e43f08f6a2 Fix missing return after NULL check, from Coverity reports. 2016-02-01 08:34:29 +01:00