Currently resolution divider is not exposed to the
interface yet, and i'm not even sure it needs to be
exposed because it's somewhat weird configuration.
Need to check how often artists are changing start
resolution in Cycles.
Pretty much straightforward implementation with the
only weak part: render result is getting re-allocated
and upscaled when current resolution is finished.
Not sure how to make it faster actually. Maybe it's
just a matter of making upscale fast enough.
Needed to fix some possible memory leak happening
in Freestyle when canceling rendering on a special
stage -- it was missing temp bmain free,
Reviewers: campbellbarton, dingto
CC: sebastian_k, fsiddi, venomgfx
Differential Revision: https://developer.blender.org/D609
This revision extends the Freestyle Python API to make for style module writing
easier.
- freestyle.types.Stroke: A proper support for reversed() is implemented. It
works the same with other Python sequence objects (returns an iterator starting
from the end). This is in effect equivalent to Stroke.stroke_vertices_end().
- freestyle.types.StrokeVertexIterator: An incremented, decremented and reversed
method are added. The first two methods return a new StrokeVertexIterator
object that has been incremented and decremented, respectively. The reversed
method returns a new StrokeVertexIterator object that will traverse stroke
vertices in the opposite direction.
- freestyle.types.Interface0DIterator: Its constructor now accepts a Stroke
object to create an Interface0DIterator that traverses stroke vertices. This is
in effect equivalent to Stroke.vertices_begin(). The new API makes stroke
shaders involving function calls much simpler as illustrated below:
# in the old API
it = stroke.stroke_vertices_begin()
for vert in it:
result = somefunc(Interface0DIterator(it))
# in the new API
it = Interface0DIterator(stroke)
for vert in it:
result = somefunc(it)
Differential Revision: https://developer.blender.org/D545
Reviewers: kjym3
Changes were made in Stroke::Resample(int) in C++ to prevent a potential infinite loop
caused by an inconsistency between Stroke::_Length and the stroke length computed
based on stroke vertices. Such a stroke length inconsistency is usually caused by missing
calls of Stroke::UpdateLength() (i.e., API implementation bugs), but also may occur due
to scripting errors in user-defined style modules. This commit is meant to help script
writters to identify the latter error cases. Now Stroke.resample(int) may raise a runtime
error to signal an error condition.
This commit is intended to fully fix the problem described in
https://developer.blender.org/T36425#19 (see also the previous commit rB08528f577dcb).
Addition of a small offset (to avoid singularity in stroke rendering due to overlapping vertices)
was not performed for all overlapping vertices.
Removed the StrokeCleaner and related helper functions which were added as a
temporary workaround in rB2a5b6d9c8f16.
A description of the problem is found in https://developer.blender.org/T36425#19 .
The cause of the issue was identified as roudning errors in Operators::createStroke() due
to insufficient numerical precision. Precision promotion from float to double was done in
the return values of getPoint3D/2D methods in Interface0D and its subclasses in C++
(data members stored in the 0D classes have already been in double precision).
The scene file provided by the problem report has many degenerate faces coming from
a particle system. These zero-area faces were not expected in the ray-casting line visibility
algorithms of Freestyle. Now degenerate faces are properly excluded from the imported
mesh data and not fed to the line visibility algorithms.
Previously mesh objects were created for individual visible stroke segments (recalling that
a stroke may consist of alternate visible and invisible segments). This could result in an
excessive memory consumption in stroke rendering when strokes are composed of many
short visible segments (for instance by means of dashed lines and/or blueprint geometry
modifiers).
Now mesh objects represent individual strokes instead of stroke segments, which tends to
reduce the number of generated mesh objects by an order of magnitude.
Now that Freestyle employs a separate Main, this workaround is no longer necessary.
Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D513
Legacy texture shaders from the original stand-alone Freestyle program are also
declared as deprecated, in favor of Blender's new line style textures.
Patch contribution by Paolo Acampora. Thanks!
(See commit e1771e72fbbf828dbf5bed871b814288389f3611 for more detail of
the problem).
Fix for a C++ scope issue caused by 'using namespace Freestyle' that was assumed
even within the Freestyle namespace definition.