Fix #100596: Use sequencer override camera for line art in render #110287
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Reference: blender/blender#110287
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Delete Branch "ChengduLittleA/blender:fix-100596"
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Line art doesn't take sequencer scene override camera into account when
computing line results, now it will try to get override camera info from
render and use that camera if line art override camera itself isn't set.
This will however not fix VSE preview line art result, since the preview
render doesn't give actual camera object, but rather uses a set of clip
planes and matrix info, thus it's probably not possible to do preview
camera override under current architecture.
This probably should be backported to 3.3 and 3.6 as well
Tested, works well in render
@iss, any idea how to bring correct previews in VSE?
Attaching rendered video with the patch to see it in action
attaching screenshot of preview issue
@frogstomp It might not be possible at the moment, because the vse render preview call doesn't provide camera argument, but rather the perspective information the camera has. Since the depsgraph update is needed to actually switch the camera, I'm not sure how we can solve this without breaking a ton of stuff
@ChengduLittleA if that is the case I can live with that. since the code only affects grease pencil/lineart do we need other module owners to confirm patch?
ideally, if this cannot be solved VSE would display warning somewhere, but that would also require VSE to detect if scene has lineart, which is probably out of scope.
As @Sergey pointed out in chat discussion, the preview update is correct when setting view mode to Rendered.
Attaching test file
@filedescriptor, @antoniov could you take a look and help us get this one into main and backport please?
Targeting 3.6.2 (would also help me a lot with a project in progress)
Hi @frogstomp you don't actually need to add yourself to the reviewer list. The ui is indeed a bit confusing...
Tested also on blender-v3.6-release branch. Only difference is that it is not directly applicable to CMakeLists.txt, I added this line to it manually:
../render/intern
All good!
Actually, by further tests I discovered one shortcoming:
I am guessing the path of code that checks for this also needs to be adapted.
@ChengduLittleA what do you say, doable?
Hi @frogstomp indeed, I wasn't considering that, I'll make an update to this. Thanks for the extensive testing! :D
Patch seems to work in my testing resolving the issue I opened once I set the VSE to rendered view and not Solid view!
@TinyNick It's currently a limitation since VSE solid mode doesn't use "a camera" and it doesn't go through normal rendering pipeline for that, line art can't get that information unfortunately.
Some naming comments
@ -4991,3 +4994,3 @@
Scene *scene = DEG_get_evaluated_scene(depsgraph);
int intersections_only = 0; /* Not used right now, but preserve for future. */
Object *use_camera;
Object *use_camera = nullptr;
Maybe
lineart_camera
would be a better name here?@ -4997,3 +5000,4 @@
t_start = PIL_check_seconds_timer();
}
bool re_override = false;
re_override
->use_render_camera_override
@ -5010,3 +5012,1 @@
if (!scene->camera) {
return false;
Render *re = RE_GetSceneRender(scene);
re
->render
I'll fix this in a bit :D
64e3015d9d
to86ab6102fc
Hi @filedescriptor I guess this is good?
@ -53,2 +53,4 @@
#include "MEM_guardedalloc.h"
#include "RE_pipeline.h"
#include "render_types.h"
I have to use
#include "intern/render_types.h"
if I want to build with xcode.