Commit Graph

47594 Commits

Author SHA1 Message Date
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
Ton Roosendaal
98a0768028 Compositor: Added a basic "Time Node".
Just indicate start/end frame, and node outputs with Curve a value between
0.0 and 1.0.
2006-02-04 14:38:51 +00:00
Nathan Letwory
3bb82a27fc == SCons ==
* This commit is all of the rewrite work done on the SCons system. For
  documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
  Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
  contains valuable information, along with what still needs to be done.

    - linux, os x and windows compile now.
    - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
        - NOTE: Jean-Luc P will commit sometime during the weekend proper
          appit() for OS X. For now, copy the resulting binary to an
          existing .app bundle.
    - features:
        - cleaner structure for better maintenance
        - cleaner output during compile
        - better handling of build options
        - general overall speed increase
        - see the wiki for more info

  Cygwin, FreeBSD and Solaris systems still need work. For these systems:
    1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
    2) set the proper defaults for your platform
    3) mail me at jesterking at letwory dot net with you configuration. if
       you need any modifications to the system, do send a patch, too.

  I'll be giving first-aid today and tomorrow, after that it'll be all
  regular development work :)

  /Nathan
2006-02-04 14:15:10 +00:00
Ton Roosendaal
1db5c23716 More work on render stuff!
- Scene support in RenderLayers
You now can indicate in Compositor to use RenderLayer(s) from other scenes.
Use the new dropdown menu in the "Render Result" node. It will change the
title of the node to indicate that.

The other Scenes are rendered fully separate, creating own databases (and
octrees) after the current scene was finished. They use their own render
settings, with as exception the render output size (and optional border).
This makes the option an interesting memory saver and speedup.

Also note that the render-results of other scenes are kept in memory while
you work. So, after a render, you can tweak all composit effects.

- Render Stats
Added an 'info string' to stats, printed in renderwindow header. It gives
info now on steps "creating database", "shadow buffers", and "octree".

- Bug fixes

Added redraw event for Image window, when using compositor render.

Text objects were not rendered using background render (probably a bug
since depsgraph was added)

Dropdown buttons in Node editor were not refreshed after usage

Sometimes render window did not open, this due to wrong check for 'esc'.

Removed option that renders view-layers on F12, with mouse in 3d window.
Not only was it confusing, it's now more efficient with the Preview Panel,
which does this nicely.
2006-02-04 13:28:50 +00:00
Ton Roosendaal
902bc75c34 Render feature request; when saving EXR files during anim render, it can
optionally save a jpg next to it, with compression as set in buttons.

This allows quick previews or download from farms.

Button: next to the 'half' and 'zbuf' options for exr.
2006-02-03 21:38:59 +00:00
Ton Roosendaal
9facc0b20e Improved check for case when vector-blur speed table (previous frame) is of
different size as current frame. It now just skips making vectors then...
there exist solutions, but have to prove first vecblur actually works.
2006-02-03 21:02:20 +00:00
Ton Roosendaal
6ac2c83016 Redoing the blur filters for composit;
http://www.blender.org/bf/filters/

I found out current blur actually doesn't do gauss, but more did regular
quadratic. Now you can choose common filter types, but more specifically;

- set gamma on, to emphasize bright parts in blur more than darker parts
- use the bokeh option for (current circlular only) blur based on true
  area filters (meaning, for each pixel it samples the entire surrounding).
  This enables more effects, but is also much slower. Have to check on
  optimization for this still... use with care!
2006-02-03 20:39:36 +00:00
Ton Roosendaal
7a7c33ea27 Crash fix! Found one unsafe malloc in allocating the Z render pass...
Brought back threaded compositing, this was blamed incorrectly.
2006-02-03 09:25:46 +00:00
Ton Roosendaal
8e12f750f2 - Preview images get generated on render event again
- disabled threading for composit for now, it has a memory error still...
  will work on that tomorrow more.
2006-02-02 23:55:14 +00:00
Jean-Luc Peurière
ef47cb25a0 added needed stub for player (renderpasses) 2006-02-02 22:55:02 +00:00
Ton Roosendaal
d8ae1c93f3 Accidentally committed without log...
This commit removes old preview-image signals for Compositor, this was
obsolete when event-based updates were added, and was still causing
recalculations for example on loading files.
2006-02-02 22:35:23 +00:00
Ton Roosendaal
b43ddb4dec Added better safety in vertex/weight paint, so it survives painting outside
the window edge. Also did a paranoia larger memory allocation... weird
reports I got.
2006-02-02 21:52:35 +00:00
Ton Roosendaal
4249bce1bf Three feats;
- RenderLayers with 'view layers' set, now also take visible lights into
  account. Works just like for scene layer settings.

- On ESC from render, compositing (if set) is being skipped too

- While rendering with multiple RenderLayers it will end with a display
  of the current RenderLayer (as in Scene buttons)
2006-02-02 21:08:39 +00:00
Ton Roosendaal
15eebf614f Duplicator bugfix: particle duplicators were not restoring the matrix for
the duplicated object correctly. This appeared like object disappeared.

Note; to see this fix work on older files, you have to invoke a depsgraph
call, like by grabbing the duplicated object.
2006-02-02 19:54:42 +00:00
Ton Roosendaal
21e7a5f142 Render fix: object-duplicators now give their layer setting to the
duplicates, enabling lighting and layer-render properly.
2006-02-02 19:31:15 +00:00
Ton Roosendaal
2a528b285e If Images have relative path, and come from a library, it uses the library
path as reference for loading the image.
2006-02-02 18:28:01 +00:00
Ton Roosendaal
f493e8ed2e features & fixes:
- Enabled Groups to execute in Compositor. They were ignored still.
  Note; inside of groups nothing is cached, so a change of a group input
  will recalculate it fully. This is needed because groups are linked
  data (instances use same internal nodes).

- Made Composit node "Viewer" display correctly input for images with
  1/2/3/4 channels.

- Added pass rendering, tested now with only regular Materials. For
  Material nodes this is quite more complex... since they cannot be
  easily separated in passes (each Material does a full shade)
  In this commit all pass render is disabled though, will continue work on
  that later.
  Sneak preview: http://www.blender.org/bf/rt.jpg  (temporal image)

- What did remain is the 'Normal' pass output. Normal works very nice for
  relighting effects. Use the "Normal Node" to define where more or less
  light should be. (Use "Value Map" node to tweak influence of the
  Normal node 'dot' output.)

- EVIL bug fix: I've spend almost a day finding it... when combining AO and
  mirror render, the event queue was totally screwing up... two things not
  related at all!
  Found out error was in ray-mirror code, which was using partially
  uninitialized 'ShadeInput' data to pass on to render code.

- Another fix; made sure that while thread render, the threads don't get
  events, only the main program will do. Might fix issues reported by
  people on linux/windows.
2006-02-02 17:54:22 +00:00
Ton Roosendaal
ccbc32abed Curve tool was not threadsafe... it was storing premultiplied curves in
a function (static vars) itself, causing mixups of curve data on usage.
2006-02-02 14:37:25 +00:00
Matt Ebb
b38145ff51 * This should have come along with the cursors commit before, to make the standard cursor show when over a window header. *blush* 2006-02-02 12:16:23 +00:00
Alexander Ewering
6cede56718 Bug #3854: Extruded/Bevelled text objects didn't get the right materials
for front/back faces. This should also fix and enable overlapping extruded/
bevelled characters.
2006-02-02 12:13:08 +00:00
Toni Alatalo
afb5a2acf5 yet another temporary strange but straightforward hack for a script at orange to work! that is: while Joseph is working on the actual Constraint API for bones etc., this allows our armature script to set influences with a simple call: armatureobject.setConstraintInfluenceForBone(bonename, constraintname, influence); fails silently at failure ('cause the c calls used do and no retvals are checked) and is in the strange place (as the current api is largely not object level) but works for us for now (e.g. next few weeks). 2006-02-01 22:21:46 +00:00
Chris Want
dc2cab13bd Strangely, the BLI_timestr() function returns nonsense on linux for
ia64. It appears that if I get rid of the fmod expression, and
use integer math I get the right values. Hopefully this isn't a
problem for anybody.
2006-02-01 20:16:50 +00:00
Joilnen Leite
bee859fe17 fix for bug of long group long name, bug found and fixed for bmx007
.
2006-02-01 10:08:42 +00:00
Jens Ole Wund
93de82c3d9 removing dead experimental code 2006-02-01 09:46:34 +00:00
Ton Roosendaal
17fdca3372 Made preview render only use non-threaded tile processor, got reports
of crashes, and noticed here theres something not well functioning
with ghost & threads, probably. Will test that tomorrow more.
2006-01-31 23:25:53 +00:00
Jens Ole Wund
a9077e3582 WIP
-- fast softbody collision /* caching colliding objects & some global bounding boxes */
-- to compare .. set rt to 666
2006-01-31 22:48:41 +00:00
Ken Hughes
1b0ad97f46 ==Python API===
Minor typo fixes for Object API.
2006-01-31 22:18:07 +00:00
Ton Roosendaal
5e3170fafd Three features;
- Live scanline updates while rendering
Using a timer system, each second now the tiles that are being processed
are checked if they could use display.
To make this work pretty, I had to use the threaded 'tile processor' for
a single thread too, but that's now proven to be stable.

Also note that these updates draw per layer, including ztransp progress
separately from solid render.

- Recode of ztransp OSA
Until now (since blender 1.0) the ztransp part was fully rendered and
added on top of the solid part with alpha-over. This adding was done before
the solid part applied sub-pixel sample filtering, causing the ztransp
layer to be always too blurry.

Now the ztransp layer uses same sub=pixel filter, resulting in the same
AA level (and filter results) as the solid part. Quite noticable with hair
renders.

- Vector buffer support & preliminary vector-blur Node
Using the "Render Layer" panel "Vector" pass button, the motion vectors
per pixel are calculated and stored. Accessible via the Compositor.

The vector-blur node is horrible btw! It just uses the length of the
vector to apply a filter like with current (z)blur. I'm committing it anyway,
I'll experiment with it further, and who knows some surprise code shows up!
2006-01-31 21:49:05 +00:00