Commit Graph

406 Commits

Author SHA1 Message Date
4ed01fe734 Fixed compilation error after recent node commit. 2012-02-22 12:59:43 +00:00
Lukas Toenne
3bae60d0c9 Adds a new node type for saving multiple image files from a single node.
Unlike the existing file output node this node has an arbitrary number of
possible input slots. It has a base path string that can be set to a general
base folder. Every input socket then uses its name as an extension of the base
path for file organization. This can include further subfolders on top of the
base path. Example:

Base path: '/home/user/myproject'
Input 1: 'Compo'
Input 2: 'Diffuse/'
Input 3: 'details/Normals'

would create output files
in /home/user/myproject: Compo0001.png, Compo0002.png, ...
in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base
given)
in /home/user/myproject/details: Normals0001.png, Normals0002.png, ...

Most settings for the node can be found in the sidebar (NKEY). New input sockets
can be added with the "Add Input" button. There is a list of input sockets and
below that the details for each socket can be changed, including the sub-path
and filename. Sockets can be removed here as well. By default each socket uses
the render settings file output format, but each can use its own format if
necessary.

To my knowledge this is the first node making use of such dynamic sockets in
trunk. So this is also a design test, other nodes might use this in the future.

Adding operator buttons on top of a node is a bit unwieldy atm, because all node
operators generally work on selected and/or active node(s). The operator button
would therefore either have to make sure the node is  activated before the
operator is called (block callback maybe?) OR it has to store the node name
(risky, weak reference). For now it is only used in the sidebar, where only the
active node's buttons are displayed.

Also adds a new struct_type value to bNodeSocket, in order to distinguish
different socket types with the same data type (file inputs are SOCK_RGBA color
sockets). Would be nicer to use data type only for actual data evaluation, but
used in too many places, this works ok for now.
2012-02-22 12:24:04 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
f99343d3b8 Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
  Diffuse/Glossy/Transmission x Direct/Indirect/Color

Not supported yet:
* UV, Vector, Mist

Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
Dalai Felinto
335ffb0ff3 Brightness/Contrast Node for Cycles
Contrast helps to adjust IBL (HDR images used for background lighting).
Note: In the UI we are caling it Bright instead of Brightness. This copy what Blender composite is doing.
Note2: the algorithm we are using produces pure black when contrast is 100. I'm not a fan of that, but it's a division by zero. I would like to look at other algorithms (what gimp does for example). But that would be only after 2.62.
2012-01-24 16:32:31 +00:00
51bada696f Longer names support for all ID and other object names
This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.

All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.

All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.

Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.

Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
2012-01-11 08:51:06 +00:00
eccc04c87f 2012-01-10 19:08:08 +00:00
8bfa48384d Cycles: checker texture node, patch by Thomas. 2012-01-08 14:55:43 +00:00
Lukas Toenne
3dead22c73 Improved auto-hiding of unused sockets for collapsed nodes.
Instead of generally hiding all unused sockets in collapsed mode, the sockets now have a new explicit flag SOCK_AUTO_HIDDEN, which is only toggled when the hide_toggle operator is called. This way the auto-hidden sockets stay as they are when nodes are duplicated etc. The new flag is necessary to distinguish between manually hidden sockets (via hide_sockets_toggle operator) and automatically hidden sockets and restore the node state when unhiding a node.
2012-01-08 10:23:19 +00:00
Lukas Toenne
26b3dfa30e Automatically hide unused (=unlinked) node sockets in collapsed ("hidden") nodes. This is to make nodes with many sockets cleaner and simpler, which is the purpose of collapsing nodes in the first place.
The hiding code uses the SOCK_IN_USE flags already present. These were only temporarily set by the shader node code for determining needed texture coordinate types. Now they are used persistently and updated along with the sock->link pointers.
2011-12-19 12:04:05 +00:00
Dalai Felinto
2a6fdbcccd Cycles Gamma Node
Node specially useful for Texture correction.

This is also a nice example of a simple node made from scratch in case someone wants to create their custom nodes.
Review by Brecht.
2011-12-16 20:35:06 +00:00
f62ad8f69b remove header text:
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens"

also remove NaN references from files that have been added since blender went opensource.
2011-11-29 10:54:47 +00:00
6673c76e78 Muting node patch: second part. Also fix [#27636] Muting shading nodes is ignored
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node.
Shader nodes are also GLSL muted.

However, Cycles is currently unaware of muted nodes, will try to address this…
2011-11-20 16:38:23 +00:00
ca7d391de8 Muting node patch: first part
This allows node type init code to have access to the nodetree type object (needed to allow generic muting node initialization). Huge and boring edits...
2011-11-20 16:13:27 +00:00
28ee0f9218 Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short:

* No longer uses images assigned to faces in the uv layer, rather the active
  image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
  lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
  using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
  the texture tab in the properties editor. These do not use new shading nodes
  yet.

http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
2011-11-08 13:07:16 +00:00
db75cc4cde Nodes: add cycles shader nodes, these will only be available to render engines
that use the new shading nodes system. Documentation:

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
2011-11-08 11:38:16 +00:00
be23090aae Nodes: add foreach_nodeclass iterator over node classes, use for node add menu. 2011-11-07 22:14:48 +00:00
4487318348 Nodes: add socket option to hide the default value in the UI, to be used for
sockets that get their default value if no node is connected from elsewhere,
e.g. a texture coordinate.
2011-11-07 17:30:52 +00:00
7b43abb90e Camera tracking integration
===========================

Rest of changes from camera tracking gsoc project.

This commit includes:

- New compositor nodes:
  * Movie Clip input node
  * Movie Undistortion node
  * Transformation node
  * 2D stabilization node

- Slight changes in existing node to prevent code duplication
2011-11-07 12:56:05 +00:00
ac52c79cb1 RenderEngine/Nodes: system to check for shading nodes compatibility
* Scene.use_shading_nodes property to check if RenderEngine is using new shading
  nodes system, and RenderEngine.bl_use_shading_nodes to set this.
* Add mechanism for tagging nodes as being compatible with the old/new system.
2011-11-02 19:24:30 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Lukas Toenne
0d7bd0f9b6 Adds an update flag to the bNode struct (similar to bNodeTree->update).
This prevents access to non-existent typeinfo during type initialization,
when node types have been removed and such nodes are deleted from older files.
All blenkernel functions now only set the node->update flag instead of directly
calling the update function.  All operators, etc. calling blenkernel functions
to modify nodes should make a ntreeUpdate call afterward (they already did that
anyway).

Editor/RNA/renderer/etc. high-level functions still can do immediate updates by
using nodeUpdate and nodeUpdateID (replacing NodeTagChanged/NodeTagIDChanged
respectively). These old functions were previously used only for setting
compositor node needexec flags and clearing cached data, but have become generic
update functions that require type-specific functionality (i.e. a valid typeinfo
struct).
2011-10-19 17:08:35 +00:00
Lukas Toenne
884fc84793 Fix for multiple parallel group node executions.
This would previously break because begin/end functions for each tree type still have some checks of the ntree->execdata pointer in them, despite the intended use of execdata instances instead of trees themselves for execution data storage. This is an artifact of the old execution system that required these checks to be made in the functions to avoid multiple execution of top-level trees. Now these functions take an additional argument, so group nodes can prevent them from setting and checking the nodetree->execdata pointers.
2011-09-06 16:32:51 +00:00
Lukas Toenne
8e0fe8bff7 Merged the particles-2010 branch with node improvements into trunk.
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:

http://wiki.blender.org/index.php/User:Phonybone/Particles2010
2011-09-05 21:01:50 +00:00
830fe8af84 Updated the indent, sorry! 2011-07-04 19:22:37 +00:00
e814f2c71d ====== Proposal: Nodes property windows enhancement ======
===== Situation before this patch =====

in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function.

With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other.

When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself.

===== Situation after this patch  =====

This patch separates the draw functions of the property panel and the node panel.
When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback'

===== Impact =====

==== BKE_node.h ====

add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc.

==== node_buttons.c ====

if the uifuncbut is set, call it. currently calls the uifunc method

==== drawnode.c ====

static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. 

===== Final note =====

! PS. this is not limited to the compositor it also works for Materials and Textures !
! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
c4491f558b Current situation
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 :)
2011-07-04 18:14:41 +00:00
daff7a447e Bugfix #26388
Actually a todo item I forgot:

Material nodes previews now follow the scene "color managenent"
setting.
2011-03-07 11:51:09 +00:00
Lukas Toenne
e7750aa6ed Convenience fix: Exposing internal sockets now copies the default input value to the group sockets. The "expose" function on group inputs/outputs has an optional parameter "add_link", which can be used to prevent the automatic linking. 2011-02-22 20:49:34 +00:00
Lukas Toenne
b3c60ef3ea Added RNA functions to group tree inputs/outputs for exposing internal sockets or adding custom sockets by name and type (fixes #26171). Changed a few function names for groups for consistency. 2011-02-22 20:24:06 +00:00
Lukas Toenne
1c7a422f78 Big node groups improvement patch. Node group trees now have their own lists of input/output sockets. Those can be linked to internal nodes just like links between regular nodes. In addition group sockets can be renamed and have a defined order, which can be modified, and they can be removed again.
More details can be found in the patch tracker description (#24883) and on the code.blender.org development blog.
2011-02-21 13:47:49 +00:00
Nathan Letwory
22638e22ea doxygen: blenkernel under core as module. 2011-02-18 13:05:18 +00:00
Lukas Toenne
69e72ea427 Removed the internal_select parameter from ntreeCopyTree. This was used just in one place when duplicating nodes, which is not an actual copying of the tree. The node duplicate operator now copies selected nodes itself. 2011-02-11 09:37:58 +00:00
Lukas Toenne
24db3d17aa Per-type node labels and customizable names. The label displayed in the node header is now by default the node type string. A custom label callback can be implemented to display more detailed information. This is currently used by group nodes, which display their internal tree name, and math, vector math, mix and filter nodes, which use their internal operation sub-type. Also the node tree selection/naming box for groups is now displayed only on open groups, to make it clearer that this is the internal type of the group and get a cleaner main tree. 2011-02-08 12:54:32 +00:00
Lukas Toenne
37f55ec194 Group node type info is now also initialized with helper functions. 2011-02-08 09:14:18 +00:00
Lukas Toenne
803c7fb4d4 Finished the node type definition cleanup started in r34682. All static node types should now use the node_type_* definition helpers to initialize their bNodeType structs. 2011-02-08 09:02:16 +00:00
5c421c328e Todo/feature request
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.

This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
  that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
  edit in 3D window

The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!

Demo file:
http://download.blender.org/demo/test/auto_composite.blend

Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.

Implementation notes

- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
  this is temporarily.
2011-02-07 16:41:57 +00:00
Lukas Toenne
2070356a32 A simplified way of defining bNodeType structs. Instead of doing full struct member initialization for each node, this uses a couple of helper functions now. This will make it easier to change and extend the bNodeSocket interface in the future. Two examples (normal and mapping shader nodes) included, the rest should be converted too. 2011-02-07 09:33:36 +00:00
fa4bbbb249 Maintenance,
- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
2010-12-04 13:00:28 +00:00
263830f000 Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for 'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-12-03 17:05:21 +00:00
cfc1b133f6 updates to patch from Dan Eicher, allow adding a NodeGroup through bpy.data.node_groups.new(name, type)
made some minor changes.
2010-12-03 03:44:39 +00:00
bd5a62cfcb bugfix [#23068] Image editor: Update Automatically not updating the compositor.
[#23637] Replacing an image used in the compositor crashes
       [#23343] changes in images doesn't update compositor image nodes
2010-09-13 06:08:26 +00:00
8c75853bb6 bugfix [#23164] Copied Scene Nodes!
copying a scene would still have nodes point back to the old scene which would crash (in some cases) or break rendering.
2010-08-05 10:50:38 +00:00
708ef64663 include cleanup, no functional changes
- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases)
- removed DNA_wave_types.h (never used)
- removed Main.wave
2010-08-04 04:01:27 +00:00
24f63b2081 New option for Scale node.
This is because problem reported by venomgfx on the irc.
If you have a render of 2k with a render size of 25% (and this
problem is for any resolution/size) and you try to use a image
of 1k in the compo, the first thing you do is put a scale node.

Here come the problem, if you set the option "Scene Size" in the
node scale, the buffer output is not the same size that the render.

This is because the "Scene size" work with the image size and
not the render size, so in this case is the 25% of 1k.. not
the 25% 2k.

So this new option "Render Size" scale the output buffer to the
render resolution, taking into account the render size (percentage) too.
2010-07-08 20:58:34 +00:00
353a078d4c Fix #21211: new indirect/environment/emit passes weren't showing up
in compositor and outliner yet.
2010-03-12 12:29:12 +00:00
bd638da9a0 Texture Nodes:
* Remove the manual OSA method but rather pass on derivatives to the
  textures. This means that at the moment e.g. the bricks node is not
  antialiased, but that image textures are now using mipmaps. Doing
  oversampling on the whole nodetree is convenient but it is really
  the individual textures that can do filtering best and quickest.
* Image textures in a texture node tree were not color corrected and
  did not support 2d mapping, now it's passing along shadeinput to
  make this possible. Would like to avoid this but not sure how.
* Fix preview not filling in all pixels when scaling or rotating in
  the texture nodes.
2010-02-16 15:45:19 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
3e1783c715 New Compositor node: Hue Control
Was very quick to do, now re-aquainted with node editor.

http://mke3.net/blender/devel/2.5/hue_correct_node.jpg

Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and 
I can help :)
2010-01-21 00:00:45 +00:00
1d3186cbcf Durian request: Added 'Color Balance' node to compositor. uses Lift/Gamma/Gain
similar to sequence editor.

--> http://mke3.net/blender/devel/2.5/color_balance_node.jpg

Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value.
Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value
components that that widget affects.

Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative),
which causes havoc along the image pipeline. I added a check in the node code to prevent this.

Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
2010-01-20 04:19:55 +00:00