This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
Issue is data race between preview job and GPU nodetree evaluation when
localizing the nodetree. Data race happens due to localizations doing
overrides on original nodes' new_node variable.
Solution here could probably be to use a hash for mapping of old to new
nodes but will prefer simple brute force lock for now.
Issue was caused by passing NULL bmain to the path remap function when
localizing the node tree.
Paths are to be remapped, otherwise mapping of paths to OSL scripts
might happen in a wrong way.
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Propper fix reverting most of rB60e70c0c6014e5, which was only partial specific fix.
This code uses generic `BKE_id_lib_local_paths()` func to handle all possible paths.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D977
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
Added a lock to the Main which is getting acquired and released
when modifying it's lists.
Should not be any functional changes now, it just means Main is
now considered safe without worrying about locks in the callee.
bNodeTree blocks.
This was broken by rB6e99fb0 (own commit). I expected the `do_action`
argument to be of no importance in this case due to node trees using
material animation, but this is not the case.
Anyway, this patch adds back a do_action to the BKE_libblock_copy_nolib
function as well to restore the previous behavior.
data.
Saving a file with a new blender node that uses bNode->storage data and
then loading that in an older version will make the node undefined, but
still retain the original type identifier (in case it is defined later).
If the file is then saved over and loaded again in the newer version,
where the node type is defined, it won't have a valid storage struct.
To handle such cases gracefully, check if storage data is expected but
doesn't exist when initializing node types. User then at least get a
chance of fixing the problem manually.
Suggested fix by @brecht.
- BLI_ghashutil_strhash_n takes string length, to avoid terminating the string before hashing.
- BLI_ghashutil_inthash/uinthash take ints, to avoid casting to (void *)
This also showed up incorrect use of inthash, which was using a pointer.
as well.
These were already doing the same thing, just not as nice. Only
difference is the do_action argument (false for BKE_libblock_copy_nolib)
but this is of no consequence because the function is only called for
trees nested inside material, scene, etc., which never have own actions.
This was suggested by Christopher Barrett (terrachild). Corner pin is a common feature in compositing.
The corners for the plane warping can be defined by using vector node inputs to allow using perspective plane transformations without having to go via the MovieClip editor tracking data.
Uses the same math as the PlaneTrack node, but without the link to MovieClip and Object.
{F78199}
The code for PlaneTrack operations has been restructured a bit to share it with the CornerPin node.
* PlaneDistortCommonOperation.h/.cpp: Shared generic code for warping images based on 4 plane corners and a perspective matrix generated from these. Contains operation base classes for both the WarpImage and Mask operations.
* PlaneTrackOperation.h/.cpp: Current plane track node operations, based on the common code above. These add pointers to MovieClip and Object which define the track data from wich to read the corners.
* PlaneCornerPinOperation.h/.cpp: New corner pin variant, using explicit input sockets for the plane corners.
One downside of the current compositor design is that there is no concept of invariables (constants) that don't vary over the image space. This has already been an issue for Blur nodes (size input is usually constant except when "variable size" is enabled) and a few others. For the corner pin node it is necessary that the corner input sockets are also invariant. They have to be evaluated for each tile now, otherwise the data is not available. This in turn makes it necessary to make the operation "complex" and request full input buffers, which adds unnecessary overhead.
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.
Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.
Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.
File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.
Reviewers: brecht, jbakker, mdewanchand
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D290
This is because of the animdata cleanup in rBd2e55cb. This works ok in
general, but causes issues with the localized node trees used for compo/
shader/texture previews. These localized trees share the same default
action as their original trees, and then remove fcurves when removing
muted nodes (which should affect the localized tree only).
node_free_node_ex now has an argument for disabling animdata cleanup,
which is also not necessary when freeing the whole node tree (because
animdata is freed in advance anyway). In addition to that it also checks
the NTREE_IS_LOCALIZED flag to prevent freeing of fcurves in the action.
Previously this only worked for some datablocks relevant to rendering, now it
can be used to detect if any type of datablock was added or removed (but not
yet to detect if it was modified, we need many more depsgraph tags for that).
Most of the changes are some function parameter changes, the important parts
are the DAG_id_type_tag calls.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D195
group default values.
This can happen when using value sliders for node group input values.
The localized copies were setting the "interface_type" runtime pointer
of the original tree to NULL instead of the new tree (which is created
on-the-fly in general). This type is used in RNA update functions
however, the original tree DNA should not be modified there.
This is done by adding a Volume Scatter node. In many cases you will want to
add together a Volume Absorption and Volume Scatter node with the same color
and density to get the expected results.
This should work with branched path tracing, mixing closures, overlapping
volumes, etc. However there's still various optimizations needed for sampling.
The main missing thing from the volume branch is the equiangular sampling for
homogeneous volumes.
The heterogeneous scattering code was arranged such that we can use a single
stratified random number for distance sampling, which gives less noise than
pseudo random numbers for each step. For volumes where the color is textured
there still seems to be something off, needs to be investigated.
This is the simplest possible volume rendering case, constant density inside
the volume and no scattering or emission. My plan is to tweak, verify and commit
more volume rendering effects one by one, doing it all at once makes it
difficult to verify correctness and track down bugs.
Documentation is here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume
Currently this hooks into path tracing in 3 ways, which should get us pretty
far until we add more advanced light sampling. These 3 hooks are repeated in
the path tracing, branched path tracing and transparent shadow code:
* Determine active volume shader at start of the path
* Change active volume shader on transmission through a surface
* Light attenuation over line segments between camera, surfaces and background
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
moved the hide preview logic to a method on bNodeTreeType. This way the node.c keeps clean, but logic could still be shared.
Implementing this per node, can lead to future errors.