of the active object in the 3D view. This was due to sharing a global G.moving
flag to indicate that transform is active, now it's only set per transform data
type so different editors don't influence each other.
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.
Sequencer was always trying to do GLSL color space
conversion, not respecting user settings at all.
This failed a lot when RGB curves a used in color
management settings.
Now sequencer will fallback if GLSL can not be used
and will also respect user settings (however, draw
pixels are not supported, sequencer always uses 2D
textures).
- Sequencer preview was clamping float buffers
- ACES color space wasn't correct, was noticeable when
applying display processor from linear space to display.
- Extended sRGB LUT to sRGBf from nuke-default config.
Makes sequencer behave much better in sRGB space.
The Scopes and Histogram (Image editor, Sequencer) were not updating on
changes in color or display settings.
- Missing notifiers for refreshing
- Missing code to draw correct for managed byte buffers.
- Scopes in Sequencer were not drawing OK (drawing code assumed alpha)
- Histogram in Sequencer now uses same formula to quantify R G B as the
other histogram in Blender (per channel).
I seriously thought of dropping this, and add the same sidebar here as we
have for Image window. However, what stops me is that current code is
very optimized, and has OMP hints.
Will check instead on cleaner drawing here now.
Main purpose of this is to be more compatible with older
versions of blender (before alpha cleanup) where sequencer
used to display premultiplied image on an straight opengl
viewport.
Now sequencer preview would behave closer to image editor
However adding Alpha and R|G|B displays is not so simple
because sequencer is using 2D textures. Would be nice to
implement this options as well, but this is not so much
important IMO.
This hall fix
- #34453: VSE: Subtract function does not work properly
TODO: Make RGBA display default for our startup.blend
Issue was caused by a fix for rendered sequencer preview mode, which
will likely conflict with compositor job. Made it so compositor job
will be killed when sequencer uses rendered preview.
This is actually a bit arbitrary decision and mainly it preserves
compatibility with how images were displaying in previous releases.
In fact, we actually would need to think about configurable backdrop
color and blending mode to be used for display in RGB mode.
Issue was caused by preview job starting just moment before
sequencer starts rendering. This lead to threading conflicts
since renderer itself is not thread-safe.
Now all preview jobs would be killed before sequencer starts
rendering stack when final render for preview is enabled.
With the view3d 'Render Only' option, grease pencil wouldn't draw, but for OpenGL render it did.
Since grease pencil can be very useful in opengl renders, enable grease pencil drawing with 'Render Only' option in the viewport,
and add a checkbox in the grease pencil header not to draw (unchecking each layer is annoying and applies to all spaces).
Was own regression when was solving conflict between sequencer preview
and compositor jobs. Made it so now only compositor jobs are being
killed from sequencer preview.
There were two issues in scene strip rendering:
- It will skip rendering if scene doesn't have camera but uses compositor
- G.is_break will cancel preview rendering
Also removed Use Sequencer from scene's strip settings, it's not supported.
Sequencer recursion was never actually supported and only gives lots of
issues. Disabled it now, so users are not getting confused by semi-working
stuff.
Also made a correction to rendered sequencer preview, so now using scene
strip in it's own sequencer will work properly (it produced black frames
before).
This required killing compositor jobs since they could be using the same
render result as renderer called from sequencer uses.
Small improvements could be:
- Add slight delay before compositor job starts handling nodes so killing
this job would be fast
- Tag compositor to be updated after preview was fully rendered.
The issue was caused by SEQ_BEGIN macro modifying sequence's depth
which ruined transformation routines. Used own DFS instead which
doesn't modify sequences.
Also corrected some typos in api and comments.
Color management would be applied on both of float and byte buffers on image
save in cases if file format doesn't require linear float buffer and if image
is saving as render result.
This solves both initial report issue and TODO marked in previous fix.
Also de-duplicated image buffer color managing code and gave some more
meaningful names for few functions. Also wrote documentation around this
function, so current assumptions about spaces should be clear enough.
Made regression tests by saving EXR/PNG images to all supported format and
rendering OpenGL/Normal animation, in all cases seems everything is fine,
but more tests for sure would be welcome.
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
Before this overlay would happen only for defined rectangle area,
now it's possible to show current / reference frames only, which
makes it possible to do more real slit view involving even displaying
frames on different monitors.
Still some work need to be done to clean interface up and support
displaying color information for reference shot.