Commit Graph

57 Commits

Author SHA1 Message Date
Ton Roosendaal
7440aba482 Compositor: finished work on node "File Output".
- It saves a file with indicated type on each change, with number
  appended denoting the current frame (like ANIM saving).
- Output filename button supports relative paths ("//")
- Shows optional preview image too
- For now, added a print on each file save as feedback

To make this option work nicely, changed the BKE_makepicstring() function
to have less globals inside, so it is more generic. Todo: allow amount of
digits in filenames to be set (to support files like tmp_123456.jpg)
2006-08-10 10:38:50 +00:00
Matt Ebb
3650abf328 A couple of compositing nodes:
* Combine RGBA
Basically the opposite of separate RGBA, brings 4 value channels into a single
RGBA image). Has interesting possibilities for reordering channels, when used
with separate RGBA!

* Dilate/Erode
Originally written by Brecht van Lommel, with some minor modifications and
tweaking by myself. Positive distances dilate, negative distances erode.

* I also added the 'value' field to the hue/saturation node. Minimal extra cost,
and can be handy.
2006-07-31 02:24:35 +00:00
Ton Roosendaal
662d49f076 Bugfix #4773
The VectorBlur node crashed when it didn't get a RGBA type image as
input (like using Alpha as input). Added typeconversion for it.

Note: the Z input and Vector input are not converted, but checked for.
When an improper type gets connected to these inputs, an error is
printed in console.
2006-07-23 09:54:22 +00:00
Ton Roosendaal
a6b0c136bb Bugfix #4770
When adding a new node in a group, the call to refresh input/output
sockets was called after a compositing update was executed.
Just moved this call 2 lines up.

This also uncommits the fix from Joilnen, the stack pointers in the node
system are *per definition* set. If NULL, it's an indication something
else is wrong.
2006-07-23 09:10:05 +00:00
Joilnen Leite
9868544a41 fix for bug #4770
.
2006-07-23 02:56:45 +00:00
Ton Roosendaal
49bbb326b1 Bugfix #4736
Composite: the Translate Node only worked in some cases (pixel processor
call), and not for:

- filter
- seperate rgba
- conversion of buffer types (value to rgba etc)

Blur still doesn't either, but that code is too optimized to add quick.
Will put on todo for checking on better unification of translations.
2006-07-19 19:46:42 +00:00
Ton Roosendaal
d55b5240b9 Composite node "Separate RGBA" didn't do a typecheck.
Errors happened when inputting a Normal or Value buffer in this node.
2006-07-03 15:25:11 +00:00
Ton Roosendaal
5e30fb119c Bugfix #4561
Sequence renders, calling scenes with compositing, didn't execute composite
correctly. Confusement caused by the rule that a "Render" handle has same
name as Scene, which gives conflict for the case when a Scene has
sequencing with Scene strips with its own scene in it.

The previous solution for that conflict caused composite not to work. This
commit solves that, but it is still hackish. Main reason is the still
bad global G.scene, in use by compositor.
2006-07-02 09:56:41 +00:00
Ton Roosendaal
d173a0c8de Bugfix #4528
In compositor you can mix RGBA and Value buffers freely, but with one
exception... the Composite (output) node!

This solves a crash when connecting a Alpha socket to RGBA input in
Composite node.
2006-06-28 17:59:36 +00:00
Ton Roosendaal
5f5ee11fcb Seems a large commit, but I also changed function names to match the new
naming convention for Compositing:

- Render Result node -> Render Layers node (name only appears in Add menu)
- Compositor image -> Viewer Node image

I've also added a version patch (2.41 saved files only) to rename existing
"Compositor" Images.
2006-06-19 08:45:11 +00:00
Ton Roosendaal
16bce562d0 Fix for Compositor, Image node: reads now from Movie files as well.
(support was there already halfway, needed to add button and an anim check)
2006-06-17 11:40:50 +00:00
Matt Ebb
cf9e420ad3 * Added header pulldown menus for the Node Editor. Also tweaked colours and some
of the menu organisation, consolidating the redundant 'Generators' with 'Input'.
2006-06-16 04:32:39 +00:00
Ton Roosendaal
e18e59ee67 Bugfix #4295
Composite: Z Combine node, output socket "Z" didn't do anything, removed it
2006-06-09 12:45:09 +00:00
Ton Roosendaal
bc7b4988d0 Plumiferos request
Compositor:
Viewer Nodes inside of Groups now work too. To not frustrate interactive
speed, the following rules apply:

- Making a Group editable (or closing) doesn't signal recalculation of
  composite
- clicking on an Input socket always checks changes and calulcates
- When there are Viewers inside an edited Group, Viewers in the main tree
  are not executed.

Also added: a "hide unused sockets" icon in the header of Viewer nodes.
This allows cleanup of Groups, to prevent these sockets get reveiled.
2006-06-03 09:19:10 +00:00
Ton Roosendaal
aecb5b468a Bugfix #4257
The "Laplace" filter in Compositor didn't do what it should... which is
a mild edge detection, similar to Sobel etc.
2006-06-02 13:19:48 +00:00
Ton Roosendaal
1418cc4483 Compositor: Group nodes could free buffers internally while still in use
external. For example Blur and Translate nodes suffered it.

Makes Group Nodes a tinsy bit more stable now. :)
2006-05-30 17:47:34 +00:00
Ton Roosendaal
e5b39b69d1 So! Finally time to work on finishing render pipeline project.
This commit brings back:

- Field Render
- MBlur Render (old style)
- Border render with or without cropping

Note: Field Render is not supported in Compositor yet. Blurring or filter
will destroy field information.
Both MotionBlur as Field render are done before Compositing happens.

Fixes:

- The "Save Buffers" option only worked on single frame renders, not for
  Anim render.
- Found an un-initalized variable in Render initialize... this might have
  caused the unknown random crashes with render.

Code restructure:

Cleaned up names and calls throughout the pipeline, more clearly telling
what goes on in functions.
This is visible in the updated first image of the Wiki doc:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
2006-05-27 13:35:03 +00:00
Ton Roosendaal
ebe2958559 Bugfix #4212
Material Nodes: The Texture node didn't do the standard "2d mapping" yet
in case an Image Texture is used. Caused wrong mapping for example for UV
coordinate inputs.
2006-05-23 14:15:07 +00:00
Ton Roosendaal
578ab76bd4 Bugfix: when compositor reads incomplete renders, when using the new
render option "save result to disk" and ESC from rendering, it crashed...

Note; reading partially saved exr files still crash... but that's an issue
within the openexr lib. I've mailed the openexr dev list for assistance
how to properly close a partial saved tile-file.
2006-03-15 10:44:58 +00:00
Ton Roosendaal
6401244afd Crashfix in compositing RenderLayer that doesn't exist... can happen on
appending a scene, which used again another scene to do compomagic with. :)
2006-03-14 20:01:53 +00:00
Ton Roosendaal
34a5739a8a Two fixes in renderpipe...
- Renderwin still used a thread-unsafe malloc, in the header text print

- Setting clipping flags in vertices for parts required a mutex lock after
  all... I thought it would go fine, but noticed on renders with small
  amounts of faces that sometimes faces disappear from a render.
  (was doing movie credits, so all faces are visible! Otherwise it would
  have hardly been noticable...)
2006-03-13 11:01:17 +00:00
Ton Roosendaal
d0011f3318 Compositing workflow goodie; each 'render result' node now has a button
option to re-render that specific node. Also works for nodes using other
scenes.
2006-03-07 21:26:37 +00:00
Ton Roosendaal
b1c7f7f0f7 Urm... Kent's commit to fix a bug broke the other nodes that use the
same composit3_pixel_processor() function. gcc even gives nice warning:

node_composite.c: In function `node_composit_exec_mix_rgb':
node_composite.c:1437: warning: passing arg 9 of `composit3_pixel_processor' from incompatible pointer type

floats were read as pointer...
2006-02-28 16:24:25 +00:00
Kent Mein
4de6d54eec Fix for bug #3967.
It still needs some work but at least now it doesn't crash.

Basically it changed composit3_pixel_processor so that its using full
vector instead of first element (fac variable in the code).
In reality though its just pushing where its looking at the first element
of the vector to another function (do_mix_rgb)
which is calling ramp_blend with fac[0].

Kent
2006-02-27 21:38:57 +00:00
Ton Roosendaal
ef257c2519 Composite: filter node now includes image edge in calculation, the outer
pixels even had alpha zero...
2006-02-22 22:23:30 +00:00
Ton Roosendaal
ef8ec0e4a1 Composite fix: Blur node with option "Bokeh" didn't survive on very small
filtersizes (below 2 pixels). This because Bokeh actually does 2 peaks...

 /\  /\
/  \/  \

I've added some fixes in the filter calculus though, and made sure that
on size 1 at least the image gets copied straight away.
Also fixed error, Bokeh shifted image 1 pixel up.

Todo; make filters become real floats in size...
2006-02-22 20:13:52 +00:00
Ton Roosendaal
b9eb5620b5 Bug in Composite AddAlpha node. The option premul added alpha wrong. 2006-02-21 12:41:48 +00:00
Ton Roosendaal
a6e7ff5ee9 Very silly typo in code caused Preview Window for Compositor to copy
Z values wrong... :)
2006-02-20 21:11:02 +00:00
Ton Roosendaal
ec47d960dc Compositor: new node "Z Combine", to combine two images with comparing
depth values. Current version doesn't make nice AA though... that I
check on next.
2006-02-20 18:33:55 +00:00
Ton Roosendaal
04ec4a2530 Compositor upgrade;
- Links now can be made between any socket type. The nodes recognize amount
  of channels, and will convert types if needed.
  Conversions from RGBA to 1 channel will use the 'RGB to BW' formula.

  Also note that conversions only happen when required. So you can blur an
  alpha channel, filter it, and put this in a 1-channel socket without any
  conversion to happen, which saves memory & cpu time.

  http://www.blender.org/bf/rt.jpg

  The blur nodes don't accept Vector input yet... But filter does.

- RGB Curve Nodes now have the premultiply option resored, 2 x faster

- Fixed some confusing code in Node Group handling... much stabler now
2006-02-20 13:43:40 +00:00
Ton Roosendaal
c7b472a54e Composite: Added "Fac" input for AlphaOver, so you can control amount. 2006-02-19 17:25:51 +00:00
Ton Roosendaal
0c1a1a855c Fix for Colorband node, it skipped calculus when 1 output was unused :) 2006-02-19 16:33:19 +00:00
Ton Roosendaal
130c41c7ba More compositing goodies.
- Texture Node
Allows to use any Blender Texture block as input for masks or color
blending. The texture node doesn't generate a real image, but adjusts to
the size as mapped with during an operation. So it won't work to use it
as Image input for Blur or Filter nodes.

Note; the Vector inputs for this node only work with manual input now!

- Translation Node
Give any image an offset in X or Y direction

For the Texture node to work, I needed to move the central 'pixel
processor' up one level... to allow differently sized images to merge
and allow 'procedural images' without size.

Temporal image of the day: http://www.blender.org/bf/rt.jpg
2006-02-19 14:55:16 +00:00
Ton Roosendaal
d128c19081 Added mask input for new Hue/Saturation Node. 2006-02-18 17:07:30 +00:00
Ton Roosendaal
f4ddc2fde2 Quick change in Hue/Saturation Node: made the central Hue value 0.5, to
make applying changes easier. Saturation slider goes to 2.0 now.

Fix: rendering compositing nodes without scene crashed in header stats
drawing.
2006-02-18 15:57:46 +00:00
Ton Roosendaal
387f9a7c6d Four-in-one commit:
(NOTE: new include dependency in Render module, might need MSVC update!
It has to include the imbuf/intern/openexr/ directory in search path)

-> New Composite node: "Hue Saturation".
Works like the former 'post process' menu. There's no gamma, brightness or
multiply needed in this node, for that the Curves Node functions better.

-> Enabled Toolbox in Node editor
This now also replaces the SHIFT+A for adding nodes. The nodes are
automatically added to the menus, using the 'class' category from the
type definition.

Current classes are (compositor examples):

Inputs: RenderResult, Image
Outputs: Composite, Viewer
Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver
Vector Ops: Normal, Vector Curves, Map Value
Filters: Filter, Blur, VectorBlur
Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha
Generators: RGB, Value, Time
Groups: the list of custom defined nodes

-> OpenEXR tile saving support
Created an API for for saving tile-based Images with an unlimited amount
of layers/channels. I've tested it for 'render result' now, with the idea
that this can (optionally) replace the current inserting of tiles in the
main result buffers. Especially with a lot of layers, the used memory for
these buffers can easily go into the 100s of megs.
Two other advantages:
- all 'render result' layers can be saved entirely in a single file, for
  later use in compositing, also for animation output.
- on each render, per scene, a unique temp file can be stored, allowing
  to re-use these temp files on starting Blender or loading files, showing
  the last result of a render command.

The option is currently disabled, needs more work... but I had to commit
this because of the rest of the work I did!

-> Bug fix
The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
Ton Roosendaal
6f62023850 - Added option 'convert to premul' to AlphaOver node in Compositor
- Fixed mix mode "Overlay", it was missing a multiplication with 2 :)
- small bugix in Matts nodes commit, wrong pointers transfered to coltobw()
2006-02-17 15:44:46 +00:00
Matt Ebb
90fa460d2a 3 very simple new composite nodes that I wanted for working with here. Hope the code is ok,
they work ok in testing here and get done what I need, any checks or fixes are welcome.

* Separate RGBA: Separates an input RGBA image into its R, G, B and A channels
* Separate HSVA: Separates an input RGBA image into H, S, V and A channels
* Set Alpha: Takes an input RGBA image and an alpha value channel and combines them
into a single RGBA image channel. You can also set the alpha for the entire image
with the number field when there's no input alpha channel. TODO: Allow input alpha
channel with no input image, in order to output a solid colour, with alpha.
2006-02-17 13:51:55 +00:00
Ton Roosendaal
fe036a0538 Added new malloc type in our MEM module; using the unix feature 'mmap'.
In Orange we've been fighting the past weeks with memory usage a lot...
at the moment incredible huge scenes are being rendered, with multiple
layers and all compositing, stressing limits of memory a lot.
I had hoped that less frequently used blocks would be swapped away
nicely, so fragmented memory could survive. Unfortunately (in OSX) the
malloc range is limited to 2 GB only (upped half of address space).
Other OS's have a limit too, but typically larger afaik.

Now here's mmap to the rescue! It has a very nice feature to map to
a virtual (non existing) file, allowing to allocate disk-mapped memory
on the fly. For as long there's real memory it works nearly as fast as
a regular malloc, and when you go to the swap boundary, it knows nicely
what to swap first.

The upcoming commit will use mmap for all large memory blocks, like
the composit stack, render layers, lamp buffers and images. Tested here
on my 1 GB system, and compositing huge images with a total of 2.5 gig
still works acceptable here. :)

http://www.blender.org/bf/memory.jpg
This is a silly composit test, using 64 MB images with a load of nodes.
Check the header print... the (2323.33M) is the mmap disk-cache in use.

BTW: note that is still limited to the virtual address space of 4 GB.

The new call is:
MEM_mapalloc()

Per definition, mmap() returns zero'ed memory, so a calloc isn't required.

For Windows there's no mmap() available, but I'm pretty sure there's an
equivalent. Windows gurus here are invited to insert that here in code! At
the moment it's nicely ifdeffed, so for Windows the mmap defaults to a
regular alloc.
2006-02-16 17:51:01 +00:00
Ton Roosendaal
acb5f6e79f Added callback to compositor, so it can print in RenderWindow header the
current to-be composited node and amount of memory in use.
2006-02-14 18:04:25 +00:00
Ton Roosendaal
3cf0bbfa17 Nasty memory conflict in Compositor... when:
- a Group has Curve node inside
- this Group was re-used more times
- with threaded render activated
- and both groups executed on same time

Then the premultipy optimize table was created twice... causing memory
to confuse.
2006-02-14 17:32:49 +00:00
Ton Roosendaal
2a8cafbb03 Fix in blur filter 'bokeh'.
This filter type uses a filter-image, and spreads color of current pixel
over all neighbour pixels based on this filter-image. That creates a
problem on borders... since there only parts get accumulated.

Solved by going over the to-be-filtered image pretending it is wider
exactly the amount of the filter-image size.
2006-02-13 21:40:47 +00:00
Ton Roosendaal
2a67307215 Bugfix: When using 'border render' (part image), and then in compositor
the Preview Panel, you got a crash... this case wasn't anticipated in
code... two cropping mechanisms on top. :)

Works OK now, but offset of cropping is drawn a bit weird... this case
needs recode a bit. On list for later.
2006-02-13 20:14:42 +00:00
Ton Roosendaal
f4e491e2f4 Thread rendering stability commit.
I noticed still several cases where the Imbuf library was called within a
thread... and that whilst the Imbuf itself isn't threadsafe. Also the
thread lock I added in rendering for loading images actually didn't
work, because then it was still possible both threads were accessing the
MEM_malloc function at same time.

This commit nearly fully replaces ImBuf calls in compositor (giving another
nice speedup btw, the way preview images in Nodes were calculated used
clumsy imbuf scaling code).

I've also centralized the 'mutex' locking for threading, which now only
resides in BLI_threads.h. This is used to secure the last ImBuf calls
I cannot replace, which is loading images and creating mipmaps.

Really hope we get something more stable now!
2006-02-11 15:55:00 +00:00
Ton Roosendaal
5e3d30c276 Feature:
- Appending Images now re-assigns relative paths, to match with the file
  as currently being used

Bugfix:
- Memory error in creating preview render rects... gave no issues here,
  but i guess that's not saying anything! Hope its more stable now. :)
2006-02-09 19:47:53 +00:00
Ton Roosendaal
3291adc997 Compositing workflow upgrade;
You now can set a Preview panel in the Image window, to define a sub-rect
of an image to be processed. Works like the preview in 3D Window. Just
press SHIFT+P to get it activated. Very nice speedup!

This is how it works:

- The compositor still uses the scene image size (including % setting) for
  Viewer or Composite output size
- If a preview exists, it calculates the cropped rect from its position
  in the Image window, and stores that in the Scene render data
- On composite execute, it copies only this part from the 'generator nodes',
  right now Images or Render Results. That makes the entire composite tree
  only using small rects, so it will execute fast.
- Also the render window will only display the cropped rect, and on F12
  only the cropped part is being executed
- On rendering in background mode, the cropping is ignored though.

Usability notes:

- translating or zooming view will automatically invoke a recalculation
- if you zoom in on details, the calculated rect will even become smaller
- only one Imagewindow can have this Preview Panel, to prevent conflicts of
  what the cropped area should be. Compositing is on Scene level, not local
  per image window. (Note; 3D Previews are local per window!)
- Closing the preview panel will invoke a full-size recalculation
- All passes/layers from rendering are nicely cropped, including Z and
  vectors.

The work to make the compositor do cropping was simple, but getting the
Image window displaying correctly and get all events OK was a lot of work...
indeed, we need to refactor Image Window usage once. Sorry for making the
mess even bigger now. :) I've tried not to interfere with UV edit or Paint
though... only when you're in compositing mode the panel will work.

BUG fix:

3D Preview render didn't work when multiple layers were set in the current
scene.
2006-02-09 11:07:04 +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
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
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
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