Commit Graph

687 Commits

Author SHA1 Message Date
b951c2be7f fix for
[#31502] Defocus max radius help tekst
2012-05-21 20:36:02 +00:00
cd002016e9 Fix for
[#31408] Code review testing: Button labels are invisible in many nodes
2012-05-21 19:58:23 +00:00
ff87bdecfe [#31410] Code review testing: The color correction node in particular is
quite problematic in button layout
 * Added first column with labels
 * increased max size of node
 * moved the start/end midtones to the bottom of the node
2012-05-21 18:47:55 +00:00
c3e1fce775 Cycles: add Object Info node, with outputs object location, object/material
pass index, and a random number unique to the instance of the object.

This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-21 12:52:28 +00:00
09b4d262b9 Quiet null pointer free warning/error. 2012-05-21 08:10:37 +00:00
ed679693c9 style cleanup: whitespace/indentation 2012-05-19 13:55:54 +00:00
af3e348430 code cleanup: use TRUE/FALSE rather then 1/0 for better readability, also replace do prefix with do_ for bool vars. 2012-05-19 13:28:19 +00:00
ec142edaa0 code cleanup: use for loops for mask/spline looping 2012-05-18 14:49:30 +00:00
578864180b Fix related to #31446: cycles glsl error with empty image texture node. 2012-05-18 13:30:34 +00:00
2870366d72 rename 'mask shape' to mask object, will make adding shape keys less confusing. 2012-05-18 12:51:11 +00:00
Lukas Toenne
ef87676262 Partial revert of r46542.
Displaying image layers with flattened names (render_layer.render_pass) can lead to extremely long socket lists, especially with older files that were used with distinct render layers before. In general the flattening of names would be preferable, but it needs a sensible way of limiting the number of displayed outputs. For now the render layer dropdown selection is the best option to ensure usability.
2012-05-18 09:26:55 +00:00
f21cd531d6 mask editor now stores points/handles in 1:1 aspect, makes tool code _much_ more logical/easier. 2012-05-18 08:59:05 +00:00
29e407d37b Moved switch node to layout 2012-05-17 14:02:01 +00:00
044e818cf8 ____
`````|````` | |        |                        ..'''' 
     |      | |        |______               .''       
     |      | |        |                  ..'          
     |      | |_______ |___________ ....''             
               merge to TRUNK!

 * The old compositor is still available (Debug Menu: 200)

This commit was brought to you by:

Developers:
 * Monique Dewanchand
 * Jeroen Bakker
 * Dalai Felinto
 * Lukas Tönne

Review:
 * Brecht van Lommel

Testers:
 * Nate Wiebe
 * Wolfgang Faehnle
 * Carlo Andreacchio
 * Daniel Salazar
 * Artur Mag
 * Christian Krupa
 * Francesco Siddi
 * Dan McGrath
 * Bassam Kurdali

But mostly by the community:
Gold:

    Joshua Faulkner
    Michael Tiemann
    Francesco Paglia
    Blender Guru
    Blender Developers Fund

Silver:

    Pablo Vazquez
    Joel Heethaar
    Amrein Olivier
    Ilias Karasavvidis
    Thomas Kumlehn
    Sebastian Koenig
    Hannu Hoffrén
    Benjamin Dansie
    Fred M'ule
    Michel Vilain
    Bradley Cathey
    Gianmichele Mariani
    Gottfried Hofmann
    Bjørnar Frøyse
    Valentijn Bruning
    Paul Holmes
    Clemens Rudolph
    Juris Graphix
    David Strebel
    Ronan Zeegers
    François Tarlier
    Felipe Andres Esquivel Reed
    Olaf Beckman
    Jesus Alberto Olmos Linares
    Kajimba
    Maria Figueiredo
    Alexandr Galperin
    Francesco Siddi
    Julio Iglesias Lopez
    Kjartan Tysdal
    Thomas Torfs
    Film Works
    Teruyuki Nakamura
    Roger Luethi
    Benoit Bolsee
    Stefan Abrahamsen
    Andreas Mattijat
    Xavier Bouchoux
    Blender 3D Graphics and Animation
    Henk Vostermans
    Daniel Blanco Delgado
    BlenderDay/2011
    Bradley Cathey
    Matthieu Dupont de Dinechin
    Gianmichele Mariani
    Jérôme Scaillet

Bronze (Ivo Grigull, Dylan Urquidi, Philippe Derungs, Phil Beauchamp, Bruce Parrott, Mathieu Quiblier, Daniel Martinez, Leandro Inocencio, Lluc Romaní Brasó, 
Jonathan Williamson, Michael Ehlen, Karlis Stigis, Dreamsteep, Martin Lindelöf, Filippo Saracino, Douwe van der Veen, Olli Äkräs, Bruno D'Arcangeli, 
Francisco Sedrez Warmling, Watchmike.ca, peter lener, Matteo Novellino, Martin Kirsch, Austars Schnore, KC Elliott, Massimiliano Puliero, Karl Stein, 
Wood Design Studios, Omer Khan, Jyrki Kanto, Michał Krupa, Lars Brubaker, Neil Richmond, Adam Kalisz, Robert Garlington, Ian Wilson, Carlo Andreacchio, 
Jeremias Boos, Robert Holcomb, Gabriel Zöller, Robert Cude, Natibel de Leon, Nathan Turnage, Nicolas Vergnes, Philipp Kleinhenz, Norman Hartig, Louis Kreusel, 
Christopher Taylor, Giovanni Remondini, Daniel Rentzsch, Nico Partipilo, Thomas Ventresco, Johannes Schwarz, Александр Коротеев, Brendon Harvey, 
Marcelo G. Malheiros, Marius Giurgi, Richard Burns, Perttu Iso-Metsälä, Steve Bazin, Radoslav Borisov, Yoshiyuki Shida, Julien Guigner, Andrew Hunter, 
Philipp Oeser, Daniel Thul, Thobias Johansson, Mauro Bonecchi, Georg Piorczynski, Sebastian Michailidis, L M Weedy, Gen X, Stefan Hinze, Nicolò Zubbini, 
Erik Pusch, Rob Scott, Florian Koch, Charles Razack, Adrian Baker, Oliver Villar Diz, David Revoy, Julio Iglesias Lopez, Coen Spoor, Carlos Folch, 
Joseph Christie, Victor Hernández García, David Mcsween, James Finnerty, Cory Kruckenberg, Giacomo Graziosi, Olivier Saraja, Lars Brubaker, Eric Hudson, 
Johannes Schwarz, David Elguea, Marcus Schulderinsky, Karel De Bruijn, Lucas van Wijngaarden, Stefano Ciarrocchi, Mehmet Eribol, Thomas Berglund, Zuofei Song, 
Dylan Urquidi )
2012-05-17 12:49:33 +00:00
37f6ed397d svn merge ^/trunk/blender -r46699:46714 2012-05-17 09:34:22 +00:00
9dd981a440 style cleanup: block comments 2012-05-16 23:37:23 +00:00
09bb37fe93 svn merge ^/trunk/blender -r46684:46699 2012-05-16 16:41:51 +00:00
04bc61a0d5 Nodes i18n: don't call gettext stuff twice for categories' names, when building Add menu.
Now ui-names in foreach_nodeclass functions are only marked as translatable, it’s up to the callback to actually translate them or not!
2012-05-16 15:01:46 +00:00
Lukas Toenne
a7e6d38727 Fix #31472: displace node wrong y derivative (simple typo). Credit to Ervin Weber (lusque) for the fix. 2012-05-16 09:22:59 +00:00
2a3fddf5b3 svn merge: Merging r46558 through r46612, from trunk 2012-05-13 18:16:25 +00:00
b3c1c03ba4 style cleanup: mask files 2012-05-13 16:24:42 +00:00
85fd56a3a8 code cleanup: some style and use math defines, also small speedup for dynamicpaint, dont call acosf twice. 2012-05-12 16:42:12 +00:00
4359564d9b Merging r46495 through r46557 from trunk into soc-2011-tomato 2012-05-11 17:39:57 +00:00
Lukas Toenne
9d91bc38d3 A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme.
--- Changes to File Output node ---
* Flat layer names in EXR multilayer files.

 For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name.

 Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below).

* Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template.

* Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively.

--- Changes to Image node ---
* Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now.
  Example:

 OpenEXR layer name:   AAA.BBB.CCC

 is split into

 Render layer name:    AAA.BBB
 Render pass name:     CCC

 If the layer name has no '.' separators the render layer name is empty.

* Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
2012-05-11 08:06:01 +00:00
dfad263219 Merging r46456 through r46468 from trunk into soc-2011-tomato 2012-05-09 15:37:56 +00:00
385e5eb92e code cleanup: color/bw conversion - use BLI color function.
change modifier to use the average of the RGB since perceptual conversion isn't really needed for modifiers.
2012-05-09 10:48:24 +00:00
16d93f3881 Merging r46203 through r46413 from trunk into soc-2011-tomato 2012-05-08 13:01:16 +00:00
e6a84eb1b5 Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff

Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
2012-05-07 20:24:38 +00:00
1dccd4c98a code cleanup: naming - pose/armature/image
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05 16:03:57 +00:00
299ff91ea1 code cleanup: BKE_scene api naming.
also stop numpy from being found in /usr/include with cmake.
2012-05-05 14:33:36 +00:00
a731e13043 code cleanup: function naming, use BKE_*type* prefix. 2012-05-05 14:03:12 +00:00
084fedd03a code cleanup: brush/camera naming 2012-05-05 00:58:22 +00:00
df553582e9 Fix #31288: Blender crash when select a material
Quite the same issue as render crash on missed shader groups, needed a NULL-check
in node exec function as well.
2012-05-04 11:49:58 +00:00
e3535e884a Style cleanup: spaces around operators 2012-05-03 23:47:39 +00:00
d10da0fbd2 Fix #31272: Blender Crashes when press render
Issue was caused by missed libraries. Seems compositor nodes already does check
in such cases, added the same check to texture and shader nodes.
2012-05-03 12:55:18 +00:00
aecddee333 Grr! Fix for own error in r46193. 2012-05-03 05:39:30 +00:00
3336909050 Merging r46137 through r46202 from trunk into soc-2011-tomato 2012-05-02 18:07:01 +00:00
d64661b507 Cycles: add Ray Length output to Light Path node. This gives the distance travelled
by the last light ray. One use case for this might be to do absorption.

Patch #31232 by Agustin benavidez, see this blog post for details:
http://agus3d.blogspot.com.ar/2012/05/blender-cycles-ray-length-node-output.html
2012-05-02 17:03:46 +00:00
b2a9d012b4 Fix #31236: linking a socket of a different type to an existing node group output
would crash, did not convert default value storage correctly.
2012-05-02 15:47:15 +00:00
1d2e1018f7 Small enhancement to Fast Gaussian compo blur node: do not compute when size is below 0.001!
(Was already checked/done for other blur algos, can be annoying when you animate the blur size to apply it only on a few frames.)
2012-05-02 14:29:12 +00:00
Lukas Toenne
01b3deb680 A number of changes to node RNA and the file output node, to simplify socket types and make node code more robust for future nodes with extra socket data.
* Removed the struct_type identifier from sockets completely. Any specialization of socket types can be done by using separate collections in RNA and customized socket draw callbacks in node type. Sockets themselves are pure data inputs/outputs now. Possibly the sock->storage data could also be removed, but this will change anyway with id properties in custom nodes.

* Replaced the direct socket button draw calls by extra callbacks in node types. This allows nodes to draw sockets in specialized ways without referring to the additional struct_type identifier. Default is simply drawing the socket default_value button, only file output node overrides this atm.

* File output node slots now use a separate file sub-path in their storage data, instead of using the socket name. That way the path is an actual PROP_FILEPATH property and it works better with the UI list template (name property is local to the data struct).

* Node draw contexts for options on the node itself and detail buttons in the sidebar now have an extra context pointer "node" (uiLayoutSetContextPointer). This can be used to bind operator buttons to a specific node, instead of having to rely on the active/selected node(s) or making weak links via node name. Compare to modifiers and logic bricks, they use the same feature.

* Added another operator for reordering custom input slots in the file output node.
2012-05-02 07:18:51 +00:00
6327c9aae1 style cleanup: whitespace, braces 2012-05-01 20:08:23 +00:00
933b3166fc style cleanup: guys - set your editors to tabs! 2012-05-01 17:51:03 +00:00
4413e0472d Merging r46111 through r46136 from trunk into soc-2011-tomato 2012-05-01 09:17:22 +00:00
112162e09e code cleanup: header cleanup 2012-04-30 14:24:11 +00:00
9151d46d7d Tomato: initial commit of mask editing tools into SVN
- Added new dtaablock called Mask which might be re-used in any area.
  Currently editing of masks happens in clip editor and they might be used in
  compositor nodes only.
- Added new mode to clip clip editor to interact with masks.
  Implemented basic tools to create shapes, splines and points. Also implemented
  idea of UW points for feather which means feather points are have got U
  coordinate along spline (which is measured from 0 to 1) and W is it's weight
  meaning distance from main spline.
- Spline points might be parented to movie tracks.
  Interface for this isn't best yet.
- Rasterisaztion of masks happens in compositor node (Input -> Mask)
  Input image of this ode is used as reference for mask resolution.
  Currently all splines of all shapes are rasterizing independently which
  means shapes with holes are not supported.
  Also feather rasterization is not implemented.

  Rasterized was implemented by Pete Larbell, thanks!

Do not consider this is something finished, there's still lots of things to
be done (especially from interface and usability points of view).
2012-04-30 07:43:21 +00:00
502e594abb Fixed UI bug in distance, chroma, and difference nodes that caused the threshold to be limited by the falloff value. These should be independent. Cleaned up how falloff works in keying nodes. 2012-04-29 20:07:29 +00:00
343edf2722 style cleanup: function calls & whitespace. 2012-04-29 17:11:40 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
22de538eb1 Cycles: missed merging this file from tomato branch, for normal output in node. 2012-04-29 14:23:50 +00:00