when using the node on a single white pixel on black background, the output should look like as the bokeh image.
being a round image, but it looked like a donut.
the make_gausstab used dist/rad and bokeh used (dist/rad)*2 - 1
I changed it to reflect the correct bokeh circular image
this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X
to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X
It should reconnect the nodes as they were muted
limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)
Where reconnect could not be preformed the links will be removed from the model.
Undo works with this delete with reconnect.
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.
In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal
With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.
In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface
On the properties-space the next changes will be done
Scene⇒Render layer⇒Passes⇒Material index will be added
Material⇒Options⇒Pass index will be added
DNA
Material struct will get an new field called “index”. this will be a short-type.
Material struct the field pad will be removed.
A new Render-layer pass will be added (bit 1«18)
RNA
Material RNA is updated (based on “pass index” from object)
Render layer RNA is updated (based on IndexOB)
Blender internal renderer
The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor
The render layer input will get a new output socket called “IndexMA”
Usage
An example on how to use material index can be found at:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend
This is also example of a commit message longer than the commit itself :)
- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
- remove some warnings
- fix typos
- cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined)
- cmake, use an explicit list of rna files (don't glob)
Compositing, lens distortion node: it delivered RGBA out with alpha zero,
making it not draw previews, violates both premul or straight alpha usage.
Now it just sets alpha to 1 for entire output.
Cleaned code readability a bit as well.
Clamped the maximum displacement distance to 4 x the input image dimensions - prevents hanging when vary large values are mistakenly plugged in, such as Z buffers,
- Colormanagement code was gamma correcting non-RGBA buffers in composite.
(Like vector buffers).
- Crash on using "use Color Management" button during composites, because
it was freeing all node images. Added code to stop first jobs before
freeing. It sends notifier for recomposites after free anyway.
Compositor/texture nodes: math node now allows to use pow() for
negative raising too, but only when that value is near-integer.
For other negative cases result is zero.
Patch provided by Aurel W
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.