Commit Graph

5271 Commits

Author SHA1 Message Date
Ton Roosendaal
78c87abeed Wanted feature for curves: a render-time resolution. This option is
located under the 'def resolu' button. If not zero, it assigns this
resolution to a curve on render.
Also copies with ctrl+c menu.
2006-02-07 19:59:02 +00:00
Matt Ebb
0b1cf0a01f Add the WITH_OPENEXR to sconscript. I needed this for toni's latest SceneRender stuff to work. Strange that it worked ok on his computer without this. 2006-02-07 19:04:24 +00:00
Toni Alatalo
3fe6fca3f6 additions to make the orange rendering preparation script work, sorry undocumented again (we are testing this now and gotta commit to get this to other compus at studio, Stivs make a note to bug me about the doc or someone add it.. :o) 2006-02-07 18:33:01 +00:00
Ton Roosendaal
617b7b00ca Further tweaking group appending...
Previous commits attempted to link objects in a group to the scene, when
appending the group. Unfortunately... a single append then also linked
objects from previously linked groups. This is still a bit messy, mostly
caused by the way how appending now is coded.

At least things work as expected now!
2006-02-07 18:32:04 +00:00
Ton Roosendaal
59d67818e1 Orange-reported vectorblur bug: when using autosmooth, the amount of
vertices differed on previous/next frame, causing speedvector calculus
to be skipped.
Now that worked OK, where it not that non-existing speed vectors were not
initialized zero while rendering...

Also another issue showed up with autosmooth. When using exact smooth
angles (like 30 degrees) on a model that has been spinned with exactly
30 degree steps, the autosmooth gave different results on each frame...
and only when compiled in O2 (probably thats doing bad float rounding).

Solved this by just adding 0.1 to the user defined smooth angle.
2006-02-07 17:44:02 +00:00
Ton Roosendaal
e4a0390b39 Group Nodes made functional: each group now can be re-used (instanced)
with SHIFT+G. This works as well for local groups as library-linked
groups.

Also fixed that group nodes were copying internal data to the outside,
which made it impossible to use the socket-buttons to set individual
values for each group-instance.

Library-linked groups are prevented from editing. But, try to open a
group and it will give a request for 'make local'. The make local rule
is identical to other library data in blender, meaning:
- if all users of the library data are local -> the library data is
  flagged 'local', and if needed a unique name is made
- if there's mixed users (local and from other library data) it makes
  a full copy, and assigns this copy to all local users.
2006-02-07 15:50:55 +00:00
Matt Ebb
03ae9e70b8 * If an empty is a forcefield, scale the 3D forcefield shape with the empty drawsize 2006-02-07 13:05:17 +00:00
Ton Roosendaal
47054d00e6 Added "Blur factor" button in Vector Blur node, which scales the speed
vectors. It's actually shutter speed, but in this case works identical to
the old motionblur 'blur fac' button.

Note; the "Max Speed" button only clips speed, use this to prevent
extreme speed values. Max speed applied before the scaling happens.
2006-02-07 11:39:26 +00:00
Chris Want
2c35988fcb Needed to add zbuf_accumulate_vecblur() to the stubs.c for correct
linking of the blenderplayer.
2006-02-07 03:37:35 +00:00
Ton Roosendaal
f45546a1d3 iImage based Vector Blur
After a couple of experiments with variable blur filters, I tried
a more interesting, and who knows... original approach. :)

First watch results here:
http://www.blender.org/bf/rt0001_0030.avi
http://www.blender.org/bf/hand0001_0060.avi

These are the steps in producing such results:

- In preprocess, the speed vectors to previous and next frame are
  calculated. Speed vectors are screen-aligned and in pixel size.
- while rendering, these vectors get calculated per sample, and
  accumulated in the vector buffer checking for "minimum speed".
  (on start the vector buffer is initialized on max speed).

- After render:
- The entire image, all pixels, then is converted to quad polygons.
- Also the z value of the pixels is assigned to the polygons
- The vertices for the quads use averaged speed vectors (of the 4
  corner faces), using a 'minimum but non-zero' speed rule.

  This minimal speed trick works very well to prevent 'tearing' apart
  when multiple faces move in different directions in a pixel, or to
  be able to separate moving pixels clearly from non-moving ones

- So, now we have a sort of 'mask' of quad polygons. The previous steps
  guaranteed that this mask doesn't have antialias color info, and has
  speed vectors that ensure individual parts to move nicely without
  tearing effects. The Z allows multiple layers of moving masks.

- Then, in temporal buffer, faces get tagged if they move or not
- These tags then go to an anti-alias routine, which assigns alpha
  values to edge faces, based on the method we used in past to antialias
  bitmaps (still in our code, check the antialias.c in imbuf!)

- finally, the tag buffer is used to tag which z values of the original
  image have to be included (to allow blur go behind stuff).

- OK, now we're ready for accumulating! In a loop, all faces then get
  drawn (with zbuffer) with increasing influence of their speed vectors.
  The resulting image then is accumulated on top of the original with a
  decreasing weighting value.

It sounds all quite complex... but the speed is still encouraging. Above
images have 64 mblur steps, which takes about 1-3 seconds per frame.

Usage notes:

- Make sure the render-layer has passes 'Vector' and 'Z' on.
- add in Compositor the VectorBlur node, and connect the image, Z and
  speed to the inputs.
- The node allows to set amount of steps (10 steps = 10 forward, 10 back).
  and to set a maximum speed in pixels... to prevent extreme moving things
  to blur too wide.
2006-02-06 22:11:50 +00:00
Brecht Van Lommel
4c59280ed8 ABF:
- Improved splitting of quads, which helps to avoid some degenerate triangles.
- Also improvements to choosing pins to preserve symmetry better in a few
  typical cases.
2006-02-06 20:24:15 +00:00
Ton Roosendaal
93dee282be Sky textures were using wrong pixel-size vectors, so images got sampled
totally blurred.

Thanks plumiferos team for the poke!
2006-02-06 19:29:37 +00:00
Peter Schlaile
b5cbd1c4e6 Fixed problem spottet by Ken Hughes, that prevented FFMPEG-output with
NTSC target from working (floating point exception).
Fixes bug #3879 from the bug tracker.
2006-02-06 19:27:24 +00:00
Ton Roosendaal
605a645e2c Quite weird... I recall I fixed it, then it came back again.
Vertex selection (mesh edit) was using a short to calculate distances,
which can overflow with vertices outside of view.
2006-02-06 17:45:43 +00:00
Ton Roosendaal
6f3c9c4275 Inserting keypositions for a constraint which is part of action that's
part of action strip... now is corrected for action strip offset.
2006-02-06 13:56:47 +00:00
Ton Roosendaal
1c89675a3a Tweaked library link/append rules for groups a bit further;
- append group: appends group + puts objects in scene
- link group: only links group, doesn't put objects in scene

- append particle system with group: appends group + objects in scene
- link particle system with group: only links group
2006-02-06 13:00:42 +00:00
Chris Want
462941aaf0 Support for ffmpeg for cygwin/gcc. Off by default, enable with
export WITH_FFMPEG=true
(and be sure to update lib/windows). Test, test, test.
2006-02-06 06:34:36 +00:00
Chris Want
b8988d8c19 Using NAN_FFMPEG_CFLAGS to find the right headers, and making linking
with NAN_FFMPEG_LIBS more general (i.e., not just for linux, and
moving some of the linux linking stuff to source/nan_definitions.mk).
2006-02-06 06:22:39 +00:00
Chris Want
7263b0f6df The writeframeserver stuff requires that the cygwin stuff links with
-lwsock32.
2006-02-06 04:25:20 +00:00
Chris Want
cd4a6b669b To aid linking, I added NAN_USE_FFMPEG_CONFIG (true/false).
If "export NAN_USE_FFMPEG_CONFIG=true" is added to user-def.mk,
the system executes the ffmeg-config program to set values
for NAN_FFMPEG (--prefix), NAN_FFMPEGLIBS (--libs avcodec avformat),
and NAN_FFMPEGCFLAGS (--cflags). Only one used so far is the
NAN_FFMPEGLIBS for linking on linux (if requested to do so).
Current default is not to do this.
2006-02-06 01:49:33 +00:00
Peter Schlaile
f4d5d9080d typo 2006-02-06 00:50:21 +00:00
Peter Schlaile
8fad9e527a FFMPEG defs was initialized as an array, a string was appended 2006-02-06 00:49:25 +00:00
Peter Schlaile
d477ee95c8 quick fix quick typo 2006-02-06 00:20:31 +00:00
Peter Schlaile
f1a1aad0e9 skip_frame not available in all ffmpeg versions 2006-02-06 00:19:23 +00:00
Peter Schlaile
bec1ab6f77 Added NAN_NO_FFMPEG user option 2006-02-06 00:10:43 +00:00
Peter Schlaile
64751fba9f -lopenal slipped between ffmpeg-link on Linux 2006-02-05 23:32:17 +00:00
Peter Schlaile
38fe80f402 uint8_t changed to unsigned char (barfed on MSVC) 2006-02-05 23:08:30 +00:00
Peter Schlaile
0946b399c6 removed inline since it barfs on MSVC 2006-02-05 23:07:48 +00:00
Peter Schlaile
0313cacc2b Forgot #ifdef in sound_copy_hdaudio 2006-02-05 22:47:32 +00:00
Jean-Luc Peurière
012a87eaa6 reverting default location for OpenEXR to the proper default
(the one in doc)
2006-02-05 21:16:55 +00:00
Peter Schlaile
250c9de1bc Adds ffmpeg-support on Linux-platforms. Since ffmpeg is installed
always statically (you have to force it to build a dynamic library) the
resulting binary is redistributable.

The code is made ffmpeg-version independent using #ifdef's.
2006-02-05 19:49:29 +00:00
Ton Roosendaal
3700984c99 Appending a single object with particle system, will now also expand to
append its group and objects.
2006-02-05 19:43:46 +00:00
Peter Schlaile
680756393a - Header changes to support hdaudio, memcache limitor and framecount boost. 2006-02-05 19:36:32 +00:00
Peter Schlaile
6c29ba8494 Base library to support hdaudio-tracks (using ffmpeg only for now). 2006-02-05 19:33:17 +00:00
Peter Schlaile
90f0e37263 * Adds configuration buttons for ffmpeg-output
* Large sequencer rewrite to support:
  - Audio-tracks, which are not completely loaded into memory (hdaudio) but
    kept on disk instead.
  - A dependency tree, that builds only the Imbufs, that are really needed
  - Cleaner sequencer code
  - Per instance data in sequencer plugins (without this, the Dynamic
    Noise Reduction plugin would be impossible)
  - A Luma Waveform display
  - A U/V scatter plot display
  - Memcache limiting in sequencer
  - Buttons changed according to the boosted framecount limit
2006-02-05 19:30:37 +00:00
Peter Schlaile
334b05741f * Add memcache limitor-support to imbufs
* Add ffmpeg-read support in anim.c and util.c
* Makes ImBufs refcountable. You can now increase an internal refcounter
  in ImBufs (using IMB_refImBuf) which is decreased by freeImBuf.
  This makes it possible to simply pass ImBuf pointers around in the
  sequencer saving a few memcopies.
2006-02-05 19:23:34 +00:00
Peter Schlaile
38c4a3a209 * Adds userdef-types for memcache limitor and frameserver-rendering
* Boosts the blender frame limit by changing the type of the frame number
  from short to int everywhere. Without this, timelines longer than a few
  minutes are impossible to handle.
* Adds several types for ffmpeg input/output, hdaudio-tracks in sequencer
2006-02-05 19:18:55 +00:00
Peter Schlaile
44e39005f8 * Fixes memory leak in pipeline.c
* Makes the render pipeline work in arbitrary order to support frameserver
  rendering.
2006-02-05 19:16:32 +00:00
Ken Hughes
ccedf6d833 ==Python API==
Bugfix #3849: "break" instead of "continue" caused memory corruption in
faces.extend() if an edge was given in the middle of parameter list.
2006-02-05 19:15:58 +00:00
Peter Schlaile
62782a23bf FFMPEG-render support. 2006-02-05 19:14:46 +00:00
Peter Schlaile
42d67ebd4f Enables sequencer ipos for effect plugins and audio-tracks
to be locked to frames instead of the range from 0-100.
Comes very handy on long timelines...
2006-02-05 19:13:44 +00:00
Peter Schlaile
1ce9e196f7 Adds support for frameserver rendering to blender. This is done by
integrating a mini-webserver (around 300 lines of code) into blender.
Using the VFAPI-plugin in contrib/windows it enables blender to
directly feed its output into TMPGEnc, a commercial high quality MPEG-Encoder.
Since it is a mini-webserver, you can probably easily use it for other
interfacing purposes.
2006-02-05 19:12:25 +00:00
Ken Hughes
8c333c63a4 Previous commit broke faces.extend() and edges.extend() for single edges
and faces.
2006-02-05 15:43:47 +00:00
Brecht Van Lommel
e46de9feb5 Angle Based Flattening:
- There's an option to enabled ABF in the UV Calculation panel.
- ABF works with seams, pinning, live transform etc. UI wise it's pretty
  much the same as LSCM.

- ABF favors low angular distortion over area distortion, much like LSCM.
  It does however not have the tendency to "collapse" under high stretch,
  which basically means that it will be able to handle complex charts
  without pinning.
- ABF does however have on serious drawback: it is sensitive to degenerate
  geometry, especially very small angles. I'm working on this, but it seems
  to be quite difficult to improve the situation. There's still a bunch of
  ideas left to try, but I'll just commit this now as is. If ABF fails, it
  will fall back to LSCM, and there will be a warning print in the console.

- This implementation has the matrix tricks from ABF++ also. The second part
  of ABF++, simplification before unwrap, is being worked on. The current
- ABF is about 3-4 times slower than LSCM, which was to be expected. For
  live transform however, once the initial computation is done, it's just as
  snappy as the new LSCM code.


Results are quite nice though:
http://users.pandora.be/blendix/snurgle.png
http://users.pandora.be/blendix/snurgle_flattened.png

You may recognize the Snurgle model by Colin Levy there.
2006-02-05 15:32:19 +00:00
Brecht Van Lommel
e66b5e5cd5 UV Editor Tweaks:
- Set local sticky in the uv editor as default.
- Don't do live unwrap on fully selected charts or charts with no pins
  selected.
- Fixed bug with live unwrap not respecting transform cancel in some cases.
- "View Home" didn't work without an image.
- Move UV Calculation settings (cube size, cylinder radius, ..) into the scene
  toolsettings, instead of global variables
- Remove the name LSCM from the UI (and python docs on seams), and replace it
  with 'Unwrap', with upcoming ABF this didn't make sense anymore.
- Move the Old/New LSCM switch into the UV Calculation panel. New LSCM is the
  default now. Also renamed LSCM there to "Conformal".
- Made some room in the UV Calculation panel by removing the buttons to execute
  the UV calculation, only leaving the settings.

Fill Holes:

- LSCM now has an option to fill holes in the chart before unwrapping. This on
  by default, and enables two things:
  - Prevent internal overlaps (e.g. eyes, mouth) for LSCM unwrapping.
  - Allow the internal boundaries to move freely during stretch minimize.
- The possibility to switch it off is there because it is not always possible
  to define which the outer boundary is. For example with an open cylinder
  where there are two identical holes.
2006-02-05 14:12:45 +00:00
Nathan Letwory
631a8d85d4 * WITH_BF_GETTEXT and WITH_BF_FREETYPE are merged into WITH_BF_INTERNATIONAL
* typo in adding BF_OPENAL_LIBPATH, resulting in it not being added at all
2006-02-05 12:24:52 +00:00
Ken Hughes
eb185d7032 ==Python API==
A couple of bug fixes and enhancements:
(1) Setting the UV attributes of a mesh face will create texture faces if
    they are not already defined.  Previously this threw an exception.
(2) Setting the image attribute of a mesh face will also set the TEX bit
    of the face.mode flag
(3) When "sticky" vertices are created with mesh.vertexUV, the color is
    set to white instead of black.
(4) Bugfix #3872: copying the mode attribute of one mesh to another would
    sometimes result in an exception due to unexpected bits being set. I
    still don't know how these other bits are being set, but this patch will
    stop the complaint if they are set.
2006-02-05 07:19:37 +00:00
Nathan Letwory
4e82647e86 ==SCons==
+ BF_BUILDINFO=1 (by default) for build info in splash
- remove redundant renderconverter include dir
* check for win32-vc instead of only win32, so MingW compile goes ok
2006-02-04 16:36:37 +00:00
Nathan Letwory
c0234bd9ec ==SCons==
* add REL_CFLAGS and REL_CCFLAGS when not building debug. This adds NDEBUG
  to compile on Win32
* fix path to makesdna binary
2006-02-04 15:44:34 +00:00
Ton Roosendaal
bf8b4f293d New Material option: "OnlyCast". This makes the object only cast shadows,
not show up in renders, nor being mirrored.
2006-02-04 15:07:48 +00:00