Also moved the sync and merge for previews into the respective tree callbacks for consistency. This way the handling of previews can be changed for each tree type individually if necessary.
When nodes are loaded from a .blend file they can potentially have undefined types. This can happen if a type has been deprecated and removed, or if node types were defined in a python script that has not been loaded correctly. Previously all such nodes would automatically be removed from a node tree, assuming that their types were deprecated and no longer in use (more commonly caused by loading new nodes in an older Blender version). Due to the possibility of dynamic registration it is no longer feasible to simply delete such nodes.
Display and handling of node trees was simply disabled before this patch, so that a node tree where any node or socket type was undefined would not be displayed at all. To give more information and avoid problems caused by necessary checks for the typeinfo pointer, there is now a 'Undefined' fallback type for trees, nodes and sockets. These types are used as placeholders in case the real type is not registered and can provide useful visual feedback on undefined nodes.
It works in a newest gcc (e.g. 4.6.3) but fails here:
i686-apple-darwin11-llvm-gcc-4.2 (GCC) 4.2.1 (Based on Apple Inc. build
5658) (LLVM build 2336.11.00)
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
Compositor relies on correctly tagged invalid links, but the nodeInternalRelink function used to replace reroute nodes in localization did not correctly take this flag into account. If a node replaces a link with an invalid upstream link the resulting link must also be flagged invalid.
Two example files that crashed texture nodes.
- On delete texture nodes, it should free the exec cache (because this cache
stores the node pointer.
- On redo, nodes can exist can exist without typeinfo set. Exec (free) code
was not checking for that. Don't ask me why this happens... tex nodes are weird.
Most nodes use the default size now and don't need explicit function calls. Most remaining nodes can also use the preset variant instead of explicit size values, these are only needed for a few special nodes.
Thanks to Sebastian König for suggesting this and doing the monkey work of changing node definitions.
Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)
This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.
The UI appears under the particle tab and there is a new hair info node available.
It is only available under the experimental feature set and for cpu rendering.
this node allows for more control for normalization of the mapped input range.
Made during BlenderPRO 2012 - Brasilia, Brazil :)
Idea and testing: Daniel Salazar
Implementation: yours truly
Reviewed by Lukas Toenne and Sergey Sharybin
Nodes could use duplicated memory - and on free you get duplicate-free errors.
Affected texture nodes, but I suspect compositing too.
Fix found by Philipp Oeser. Thanks!
* Shader script node added, which stores either a link to a text datablock or
file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
to compile the shader and update the node with new sockets.
Thanks to Thomas, Lukas and Dalai for the implementation.
Now there is an extra function BKE_libblock_free_data, which is called explicitly in ntreeFreeTree if the tree is not part of the library data (ntreeCopyTree does a similar thing using BKE_libblock_copy_data).
Storing this list in the node has the advantage of requiring far fewer calls to the potentially expensive internal_connect callback. This was called on every node redraw ...
Also it will allow Cycles to properly use the internal links for muted nodes, which ensures consistent behavior. The previous method was not applicable in Cycles because transient list return values are not supported well in the RNA and particularly the C++ API implementation.
This makes it possible to create pixelized scale in the Tile compositor.
Just append the node in front of a scale node or where you want the pixelization to take place.
There were some bugs on this subject, but they used the work around to add a blur size of 0 in the place where they need the pixelization.
Each BSDF node now has a Normal input, which can be used to set a custom normal
for the BSDF, for example if you want to have only bump on one of the layers in
a multilayer material.
The Bump node can be used to generate a normal from a scalar value, the same as
what happens when you connect a scalar value to the displacement output.
Documentation has been updated with the latest changes:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
Patch by Agustin Benavidez, some implementation tweaks by me.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.
Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
(Note for Lockal: also checked fcurves/drivers, but those names are directly taken from RNA prop name, hence they are as UI label, translated in the current language, but not stored in data. So no problem here ;) ).
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.
Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture
Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texturehttp://mango.blender.org/production/blended_box/
Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.