This commit implements highlight of tiles which are being currently
rendered for both Blender Internal and Cycles (and should be possible
to use it for other external engines as well).
Couple of implementation details:
- Added one extra boolean flag to render engine which should be set
to truth if render engine wants to highlight tiles. If so, property
use_highlight_tiles should be set to True.
- Render Part's ready boolena was changed by status enum, which could
be NONE, IN_PROGRESS and READY. All render part with IN_PROGRESS
status will be highlighted in image editor.
- For external engines render part's status is filling in automatically.
Initially all render parts has got NONE status, then one external
engine acquire render result, corresponding part will change status
to IN_PROGRESS. As soon as render result is finished, corresponding
render part will change status to FINISHED
This should make it easy to highlight tiles for other engines as well.
This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
assumptions.
- There's an input image setting to say whether it's stored with
straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
deliver straight alpha.
Some implementation details:
- Removed scene's color unpremultiply setting, which was very
much confusing and was wrong for default settings.
Now all renderers assumes to deliver premultiplied alpha.
- IMB_buffer_byte_from_float will now linearize alpha when
converting from buffer.
- Sequencer's effects were changed to assume bytes have got
straight alpha. Most of effects will work with bytes still,
however for glow it was more tricky to avoid data loss, so
there's a commented out glow implementation which converts
byte buffer to floats first, operates on floats and returns
bytes back. It's slower and not sure if it should actually
be used -- who're using glow on alpha anyway?
- Sequencer modifiers should also be working nice with straight
bytes now.
- GLSL preview will predivide float textures to make nice shading,
shading with byte textures worked nice (GLSL was assuming straight
alpha).
- Blender Internal will set alpha=1 to the whole sky. The same
happens in Cycles and there's no way to avoid this -- sky is
neither straight nor premul and doesn't fit color pipeline well.
- Straight alpha mode for render result was also eliminated.
- Conversion to correct alpha need to be done before linearizing
float buffer.
- TIFF will now load and save files with proper alpha mode setting
in file meta data header.
- Remove Use Alpha from texture mapping and replaced with image
datablock setting.
Behaves much more predictable and clear from code point of view
and solves possible regressions when non-premultiplied images were
used as textures with ignoring alpha channel.
Issue was caused by completely different way how multi-layer EXRs are loading,
they're bypassing general image buffer loading functions.
Solved by running color space transformation on render result construction
from multi-layer EXR image.
Also fixed issue with wrong display buffer computing for buffers with less
than 4 channels. Issues were:
- Display buffer is always expected to be RGBA
- OpenColorIO can not apply color space transformations on non-{RGB, RGBA}
pixels.
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
- when renderlayers could not be found in save_render_result_tile() blender would crash.
- RE_engine_end_result() / rna end_result() didn't set result argument as required.
... also some style cleanup.
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.
=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes