This fixes most of the cases, the only situation not addressed is when
the highpoly object(s) has non-uniform scale.
mul_transposed_mat3_m4_v3() should take care of non-uniform scales so
I'm a bit confused on why it doesn't work. The lowpoly object can have
any transformation, the only issue is if the highpoly object has
non-uniform scale.
Test file of the remaining issue:
https://developer.blender.org/file/info/PHID-FILE-tpw2xgddyzxtpg3e7xzs/
Reference reading:
http://www.unknownroad.com/rtfm/graphics/rt_normals.html
The reported Freestyle warnings were due to wrong normals of filled faces at both ends
of a 2D extruded curve. The problem is detailed in the comment #19 of T39669.
The cause of the bug was an inconsistency in the use of vertex indices between
BKE_mesh_nurbs_displist_to_mdata() and init_render_curve() in the case of
DispList::type equal to DL_INDEX3.
This commit also fixes a related bug that the normals of filled faces were not inverted
when a scale of the curve object is set to a negative value (e.g., the Z scale was -1).
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D532
For now only disables scene render if all the layers are disabled, but scene
will still be rendered if it's used in compo, has enabled layers which are
not used by compo.
Current pipeline doesn't allow to handle such cases nicely, so leaving it
for later.
with correct transform for Blender Internal.
According to previous code the obmat must be modified even if the
duplicated object itself is filtered later. TBH i have no idea how/why
this works, but nobody else does either ... All obmats are restored
after BI messes with them during render, so should be fine ...
Code with contribution from Brecht Van Lommel (he wrote the
bake_differentials actually ;)
Reviewers: brecht
Differential Revision: https://developer.blender.org/D510
The previous fix was not quite correct:
* It would use the same wireframe/bbox check in viewport- and regular render
* The duplicator loop in Blender Internal is more permissive now to avoid disabling wireframe duplicators, but this means we need to check is_object_hidden right before making render objects to ensure this still works.
from particle edit mode.
Check for object particle edit mode, not psys->edit. This won't get
freed on exit (which might be worth considering doing, maybe?)
The rendered preview didn't show active layer or wasn't updated if the
layer was disabled. Now the viewport always shows an active layer regardless
of whether it's enabled or disabled.
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
The issue was caused by the wrong scene used to acquire render result for.
Now made it so render pipeline reports currently rendering scene to the job
via special callback.
This also solves missing tile highlight issue when rendering multiple scenes
in the compositor.
does not work as expected for Viewport and Blender Internal.
As @sergey noticed, this was caused by rBfbf8595, which disabled
rendering for wireframe objects in the viewport. However, the same
function `is_object_hidden` is also used for skipping dupli objects then
which may themselves be renderable.
Now use two variants:
* is_object_restricted is the previous test for general viewport/render visibility (lets wireframe duplicators pass)
* is_object_hidden includes the wireframe check for actual render instances
The formula was not consistent across Blender and behaved strangely, now it is
a simple linear blend between color1 and min(color1, color2).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D489
Usual dupli object issue, sometimes it's needed that all the object in
dupli group have modified obmat.
Made it an utility function now, which is used by convertblender and
dupli draw code now.
Freestyle relies on render layer name (RenderLayer::name) to find the render layer that
corresponds to a scene render layer being rendered.
When the active render layer is disabled during preview rendering, the function
render_result_new() populates the list of render layers (RenderResult::layers) with an
unnamed render layer while setting the active scene render layer index to zero.
This commit fixes the missing initialization of the render layer name by referring to that of
the first in the list of scene render layers.
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D313
This actually had nothing specific to new split normals, it was an internal limitation
of BI raytracer, which would check against neighbor face shadowing only when they shared
a common vertex, now it also performs checks when both faces have a vertex with a common
"ancestor" (org index).
Note this allows to also fix same issue when using SplitEdges modifier (and potentially
others?), but only when AutoSmooth is enabled (due to some compute/mem overhead, we
do not want to enable this code systematically).
Thanks to Brecht for advices and review!
We really should not have Object.imat_ren, that's the wrong place to put render
data. But just update it now on rotation rather than doing a bigger refactor to
remove it.
Note that this commit completely replaces old behavior of the auto_smooth feature in BI.
Also note that split normals are only handled when no "advanced geometry post-processing" is used
(something like Displace will obviously break it, since it has to re-compute normals after displacement...).
Reviewers: brecht
Reviewed By: brecht
CC: campbellbarton
Differential Revision: https://developer.blender.org/D368
We need to salt temp exr filenames with pid, else several instances of Blender rendering
the same scene on same machine and using "Save Buffers" option would use the same files!
There is not much sense to have a whole BLI file just to check SSE2 on CPUs...
So idea is to rename it to more generic "BLI_system", and add to it more system-related
utils, like e.g. an include helper for getpid(), which allows to hide unix/windows
internals from rest of the code...
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D439