Commit Graph

449 Commits

Author SHA1 Message Date
Juho Vepsalainen
8ddc48d32f Directional Blur Node
Directional Blur node allows the users to do various blur operations on the input 
image. It essentially offers three different kind of ways of blurring in one node.
It is possible to blur using a certain direction, spin and zoom. These three ways 
can be used in conjunction.

The node contains following controls:
*Iterations, Wrap
*Center: X, Y
*Distance, Angle
*Spin
*Zoom

Iterations is used to determine the smoothness of the result. The more iterations,
the smoother result. Low values are good for preview.

Wrap means that the image is wrapped as if it was tiled on both x and y directions.
To see better what this means, try it with spin for instance.

Center values (X and Y) determine the location which is used as a pivot point for
the operations. It is center (0.5) of the image by default.

Distance and angle are used to adjust directional blur. The result can be described
as a sweep that varies based on given distance (bigger distance, longer sweep) and
angle. Angle is given in degrees.

Spin produces rotating blur based on given angle. Yet again it is in degrees. Also
negative values work.

Zoom causes the image to be zoomed towards set center point (Center values).

Thanks to Alfredo de Greef (eeshlo) for contribution.

Possible development ideas:
*Make an algorithm to extend image in case spin is used. Extend would temporarily
change the size of the canvas of the input image. Canvas would be filled based on
colors on the edges of the input image. After the blur operation has been done,
the image would be cropped back to normal size. The advantage of this would be nicer
result of spin (no problems with image size) on a computational cost.
*Make values animatable. This is something that is better solved on more general
level. ("everything is animatable" paradigm)
*Provide an option to calculate automatic value for iterations. A good value that
produces a smooth result could be calculated based on direction deltas. This would be
useful in conjuction of animatable values.
2007-12-27 14:19:11 +00:00
Ton Roosendaal
463cf8e332 Part 4 of the event refactor branch: all changes in existing files,
Makefiles especially, and of course the windowmanager DNA!
2007-12-24 18:53:37 +00:00
Brecht Van Lommel
460dd7a7bb Render Instancing
=================

Big commit, but little user visible changes.

- Dupliverts and duplifaces are now rendered as instances, instead
  of storing all of the geometry for each dupli, now an instance is
  created with a matrix transform refering to the source object.
  This should allow us to render tree leaves more memory efficient.

- Radiosity and to some degree raytracing of such objects is not
  really efficient still. For radiosity this is fundamentally hard
  to solve, but raytracing an octree could be created for each object,
  but the current octree code with it's fixed size doesn't allow this
  efficiently.

- The regression tests survived, but with I expect that some bugs will
  pop up .. hopefully not too many :).

Implementation Notes
====================

- Dupligroups and linked meshes are not rendered as instances yet,
  since they can in fact be different due to various reasons,
  instancing of these types of duplis that are the same can be added
  for them at a later point.

- Each ObjectRen now stores it's own database, instead of there being
  one big databases of faces, verts, .. . Which objects that are actually
  rendered are defined by the list of ObjectRenInstances, which all refer
  to an ObjectRen.

- Homogeneous coordinatess and clipping is now not stored in vertices
  anymore, but instead computed on the fly. This couldn't work for
  instances. That does mean some extra computation has to be done, but
  memory lookups can be slow too, and this saves some memory. Overall
  I didn't find a significant speed impact.

- OSA rendering for solid and ztransp now is different. Instead of e.g.
  going 8 times over the databases times and rendering the z-buffer, it
  now goes over the database once and renders each polygon 8 times. That
  was necessary to keep instances efficient, and can also give some
  performance improvement without instances.

- There was already instancing support in the yafray export code, now it
  uses Blender's render instances for export.

- UV and color layer storage in the render was a bit messy before, now
  should be easier to understand.

- convertblender.c was reorganized somewhat. Regular render, speedvector
  and baking now use a single function to create the database, previously
  there was code duplicated for it.

- Some of these changes were done with future multithreading of scene
  and shadow buffer creation in mind, though especially for scene creation
  much work remains to be done to make it threadsafe, since it also involves
  a lot of code from blenkernel, and there is an ugly conflict with the way
  dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
Kent Mein
7b2e348d4f This is a modified version of this patch:
[#7660] Solaris 10 x86 support (Makefiles)

Hopefully it will not mess up anything for anyone else.  I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be 
overridden, to allow greater flexability.

Let me know if there are any problems/questions.

Kent
2007-12-05 16:58:52 +00:00
Andrea Weikert
ab2e2ec34b == MSVC 7.1 projectfiles ==
- update for new particle system
- made blenderplayer.exe compile again (DDS library missing)
- exchanged a few float math functions (logf, sinf, cosf, expf, powf) with their double counterparts in CMP_nodes 
  (MSVC chokes on them, because the compiler is not C99 compliant)
2007-11-27 21:48:14 +00:00
Matt Ebb
a1c5b3b51d * New feature on compo scale node: "Scene Size %"
This option sets the relative scaling factor to the amount set in the 
scene "100%/75%/50%/25%" buttons. It's useful when you've got a fixed 
background image, and want to do preview renders at a lesser 
percentage, so you don't have to go and change the scale node each 
time you change the %.

Also removed unnecessary use of a global from texture node.
2007-11-13 23:53:58 +00:00
Juho Vepsalainen
d6db819a83 Crop Compositing Node:
This commit adds a new node, crop, to the compositor. This node can be used to
crop input image. It has two modes of operation. It can either crop image
size (Crop Image Size option) or crop while retaining original size of the
image. This latter mode can be used to preview the crop.

Use X1, Y1, X2, Y2 controls to manage the area to be cropped.

Note that I added a check for image preview min and max values to node_update.
This is because it could give inappropriate values in certain cases when
Crop Image Size option was toggled (values such as x1=0, y1=0, x2=60, y2=0 would
result in eternal loop due to bad min and max (min bigger than max!)). The check 
makes sure that min and max values are always valid.
2007-10-29 14:37:19 +00:00
Campbell Barton
ddb8120e03 fix for msvc 2007-10-26 22:11:08 +00:00
Ken Hughes
38e7c267a6 Replace ceilf()/floorf() with ceil()/floor() to fix VC7 compilation problems
reported by Stephane Soppera.
2007-10-26 20:04:04 +00:00
Campbell Barton
2a2453d3e2 nodes from eechlo
* glare
* tonemap
* lense distort
* fast gauss blur

http://projects.blender.org/tracker/?func=detail&atid=127&aid=7505&group_id=9

made fast gauss blur an option for the blur node rather then a separate node.
2007-10-26 15:32:36 +00:00
Matt Ebb
091d1e15a9 * Change/fix to texture comp node
Previously if the texture node was not connected directly as the 
second input to a node like Mix, the size of the generated image 
was initialised to 140x140, which is not that useful. It now is 
initialised to the size of the render result if it exists, and if 
not, the size of the scene render sizeX/sizeY.

This alleviates bug #7068, which is caused by the displace node 
trying to get pixels from a texture node, where the texture node 
doesn't contain pixels to cover the entire image (only 140x140) 
but it's not really a bulletproof solution...
2007-09-24 02:18:00 +00:00
Campbell Barton
0096d180b9 Dof Object - set the depth of field to an object - set in the camera edit panel but the distance is calculated on the camera object only so linked cameras work.
Alt+Period - sets active pivot

some tooltips didnt make much sense, edited a few.
2007-09-23 18:27:01 +00:00
Andrea Weikert
f0995e87b5 fix svn properties for line endings
fix a few no newlines at end of file warnings
2007-09-05 17:55:44 +00:00
Kent Mein
6cd6bf7d80 Updated the Makefiles removing some of the gcc specific stuff...
Basically I moved  -funsigned-char -fno-strict-aliasing
from individual Makefiles to nan_compile.mk defines for CFLAGS and CCFLAGS

Kent
2007-08-31 16:16:33 +00:00
Juho Vepsalainen
c1e9ad9c80 Hue Saturation Value node - port to material node system
This commit ports Hue Saturation Value node to the material node system.
Unlike in composite version, each value is an input. Composite node version
will be updated later to use the same scheme.
2007-08-31 07:42:06 +00:00
Juho Vepsalainen
b697f19cf8 Added missing node file:
This commit adds the file missing in previous one.
2007-08-20 11:24:05 +00:00
Robert Holcomb
ca2f34db58 Changed logic for early out to require only one input, not two. This allows for an image to be processed with a value. 2007-07-23 15:22:34 +00:00
Robert Holcomb
f628b9c442 One more time....I misunderstood the guidance about values as inputs for
the math node.  Now it functions with two values as inputs (no image 
neccissary).  Kinda back where it started ;)
2007-07-11 03:33:28 +00:00
Robert Holcomb
c313f6db86 After chatting with Broken about grs comments on the default behavior
of the nodes, I realized I had strayed from the path of enlightened blending 
by causing the math node to create an output the size of the larger of the 
two inputs.  

It has been corrected create the output the size of the 
first image, and in its abscense the second image.  In the event of 
nether input containing image data the node does not function.  I also 
added some early out checks at the beginning of the function to speed it 
up a tad in these cases and commented the code a bit more.
2007-07-11 03:00:39 +00:00
Robert Holcomb
5e8ed4f088 Updated Contributor line in GPL header to reflect original source. This
closes patch #6215-Normalize.
2007-07-11 01:03:39 +00:00
Robert Holcomb
b89ba8636c Added normalize compositing node. 2007-07-10 02:27:37 +00:00
Robert Holcomb
1d66563d95 Committed patch fixing bug #6900. Math node now has reflective
behavior.
2007-07-10 02:06:10 +00:00
Matt Ebb
270ab2fe18 Fix for invert comp node, was allocating a compbuf unnecessarily. 2007-05-31 07:33:18 +00:00
Matt Ebb
17a219e3c0 == Shader nodes ==
* Geometry node: Front/back output
This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov

Give 1.0 if it's the front side, and 0.0 if it's the back side.

* Extended material node
This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it.

== Comp nodes ==

* Invert node
Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node:
 - makes it a lot faster to set up, rather than all the clicking required with the mix node
 - is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree.
 - has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too.

There's also a shader node version too.


* Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor:
 - adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input
 - making the fac value on RGB curves still work when there's nothing connected to it
2007-05-31 06:55:02 +00:00
Alfredo de Greef
8fac5a9aa1 removing test commit comment... 2007-05-20 15:52:29 +00:00
Alfredo de Greef
d4cafe5faf Just testing svn... 2007-05-20 15:47:27 +00:00
Alfredo de Greef
c006be1929 bug #6656, caused by two problems, one of which was that when the old
node_composite.c file was split into separate files for each node, it didn't
include a recent defocus node commit.
For the other half of the problem, see comments in code.
2007-05-07 05:08:41 +00:00
Alfredo de Greef
3863205d61 bug #6615, not complete solution, but slightly improves the result at least.
Additionally fixed another bug, never reported, but a zero bokeh rotation
offset seemed to cause missing center lines.
2007-04-29 01:59:19 +00:00
Diego Borghetti
a59f7c08ce When press ESC in Blur or Defocus node the output buffer is incomplete.
This cleanup the output buffer to execute the node again until it's complete.
2007-04-18 12:39:04 +00:00
Robert Holcomb
26735a6670 Added gamma, fixed typos in brightness 2007-04-13 04:22:32 +00:00
Robert Holcomb
f7738575c9 Added brightness/contrast node 2007-04-13 03:23:39 +00:00
Nathan Letwory
da64ddeacc * pointer convention commit: bNode* node -> bNode *node. 2007-04-05 10:49:25 +00:00
Nathan Letwory
fb0f61c0b0 === Node editor ===
* refactor copying and freeing of node->storage by handlerizing them.
  - freestoragefunc
  - copystoragefunc
  - node_util.c/h have generic handlers for these.
2007-04-04 13:58:12 +00:00
Campbell Barton
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
Nathan Letwory
203e6ed82b * sneaky commit III
* refactor of shi access
* extension of shi access (see http://wiki.blender.org/index.php/BlenderDev/PyNodes#ShadeInput).
 Note: tex_coords and global_tex_coords have been renamed: texture, texture_global

* patch still needed. Uploading after commit
2007-04-04 11:27:43 +00:00
Nathan Letwory
9d079a2c2e * still silent code (enabled through seperate patch)
* changes in alloc/dealloc of pynode internal objects
* changes to shd_dynamic.
2007-04-03 11:24:11 +00:00
Ton Roosendaal
eb3378a38d Bugfix #6469
Crashes in composite; caused by bad bad bug in freeing "passed on" buffers,
only happens with option "Free unused" set though.

Appeared to be mixup of variable names. Code changes with 2 bytes... :)
2007-03-30 13:56:24 +00:00
Ton Roosendaal
f5b919e12e Long wanted feature; decent ESC processing in composite nodes.
Works simple; just check for

		if(node->exec & NODE_BREAK)
			break;

The main process (node processor) sets such a flag, checking for esc
20 times per second. That means you can check for ESC while doing image
processing without much cpu overhead.

Currently only added in blur nodes and defocus. Needs to be added all over,
nice for others... needs careful tests too.

What we now could do is even calling ESC on editing commands or mouseclicks
in composite editor? Could give user feeling of interactive app :) Further,
finished nodes are kept in memory anyway.
2007-03-28 13:48:01 +00:00
Nathan Letwory
51c748aeef * this is a 'silent' commit, so it is easier to issue patches for pynodes. This code
is not activated unless patch is applied
2007-03-28 12:04:20 +00:00
Robert Holcomb
de3e0d36d5 Removed unused button code since it is set in drawnode.c 2007-03-28 01:45:57 +00:00
Ton Roosendaal
5c760e4811 Changed node type definitions to use a dynamic list.
This will allow python or plugin defined nodes to work as well.
(And fixes compile issues with MSVC in yesterdays commit for nodes)

Code provided by Nathan L.
Fixes in his code:
- free_nodesystem() was called too late (after guarded alloc was closed)
- free_nodesystem() was freeing nodes that were not malloced even
- free_nodesystem was using free, not freeN :)
- the typedefs needed to be malloced yes, to allow duplicate nodes like
  group but also for dynamic nodes.
2007-03-26 15:07:38 +00:00
Robert Holcomb
c1e9018118 All UI code reverted to drawnode.c 2007-03-25 23:54:39 +00:00
Chris Want
8d4f2f9fe1 Compiles and links for the blender executable. Somebody else can
deal with stubs/linking for blenderplayer (I wish people would plan
these 'libraries' better).
2007-03-25 20:17:32 +00:00
Chris Want
96073e5c3d Makefiles for nodes. Compiles but doesn't link, but I'm late for noodles.
To do: either tweak link order, or check functions declared as static.
2007-03-25 16:47:31 +00:00
Ton Roosendaal
0eff40f01f Reverting my fix for nodes. This is a bigger task... now scons should work
again.

Robert promised to work on fixes for makefile today!
2007-03-25 16:05:46 +00:00
Ton Roosendaal
e5455fa1f3 Fixing Makefiles for new nodes module, part 1:
- removed all UI .h include stuff! (Not allowed outside of src/)
- Makefile had typo error, compilation failed

Now it survives make, but it does not enter the two the subdirectories for
shader and compo nodes. So a linking gives unrecovered stuff in the end.
How does that work? I need help!
2007-03-25 13:54:07 +00:00
Robert Holcomb
25c673ef42 updated for nodes 2007-03-24 21:09:55 +00:00
Robert Holcomb
808a5fc05a Scons build system. MSVC 7.1 in a moment. 2007-03-24 18:41:54 +00:00
Robert Holcomb
611d1c523c Initial commit. Not in build system so shouldn't interfere with anything at this point. Will commit modified versions of existing files once build system is tested. 2007-03-24 06:57:29 +00:00