Fix for bug #7936: render baking selected to active now has a Bias
value that is an offset along the normal when looking for the nearest face, which allows baking faces further away, e.g. an ID badge onto a shirt. Also fixes a bug baking to float images, for things other than displacement it didn't work sometimes, and a memory leak in the extend filter.
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@@ -299,6 +299,8 @@ void IMB_filter_extend(struct ImBuf *ibuf)
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}
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}
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}
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MEM_freeN(temprect);
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}
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else if(ibuf->rect) {
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int *temprect;
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@@ -273,7 +273,7 @@ typedef struct RenderData {
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/* Bake Render options */
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short bake_osa, bake_filter, bake_mode, bake_flag;
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short bake_normal_space, bpad;
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float bake_maxdist;
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float bake_maxdist, bake_biasdist, bake_pad;
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/* yafray: global panel params. TODO: move elsewhere */
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short GIquality, GIcache, GImethod, GIphotons, GIdirect;
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@@ -1889,26 +1889,26 @@ static void bake_shade(void *handle, Object *ob, ShadeInput *shi, int quad, int
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}
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}
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if(bs->rect) {
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if(bs->rect_float) {
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float *col= bs->rect_float + 4*(bs->rectx*y + x);
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VECCOPY(col, shr.combined);
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col[3]= 1.0f;
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}
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else {
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char *col= (char *)(bs->rect + bs->rectx*y + x);
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col[0]= FTOCHAR(shr.combined[0]);
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col[1]= FTOCHAR(shr.combined[1]);
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col[2]= FTOCHAR(shr.combined[2]);
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col[3]= 255;
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}
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else {
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float *col= bs->rect_float + 4*(bs->rectx*y + x);
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VECCOPY(col, shr.combined);
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col[3]= 1.0f;
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}
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}
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static void bake_displacement(void *handle, ShadeInput *shi, Isect *isec, int dir, int x, int y)
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static void bake_displacement(void *handle, ShadeInput *shi, float dist, int x, int y)
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{
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BakeShade *bs= handle;
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float disp;
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disp = 0.5 + (isec->labda*VecLength(isec->vec) * -dir);
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disp = 0.5 + dist;
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if(bs->rect_float) {
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float *col= bs->rect_float + 4*(bs->rectx*y + x);
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@@ -1933,7 +1933,7 @@ static int bake_check_intersect(Isect *is, int ob, RayFace *face)
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return (R.objectinstance[ob].obr->ob != bs->actob);
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}
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static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *dir, float sign, float *hitco)
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static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *start, float *dir, float sign, float *hitco, float *dist)
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{
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float maxdist;
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int hit;
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@@ -1942,7 +1942,9 @@ static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *dir, float
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if(R.r.bake_maxdist > 0.0f)
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maxdist= R.r.bake_maxdist;
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else
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maxdist= RE_ray_tree_max_size(R.raytree);
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maxdist= RE_ray_tree_max_size(R.raytree) + R.r.bake_biasdist;
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VECADDFAC(isect->start, start, dir, -R.r.bake_biasdist);
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isect->end[0] = isect->start[0] + dir[0]*maxdist*sign;
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isect->end[1] = isect->start[1] + dir[1]*maxdist*sign;
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@@ -1953,6 +1955,8 @@ static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *dir, float
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hitco[0] = isect->start[0] + isect->labda*isect->vec[0];
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hitco[1] = isect->start[1] + isect->labda*isect->vec[1];
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hitco[2] = isect->start[2] + isect->labda*isect->vec[2];
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*dist= VecLenf(start, hitco);
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}
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return hit;
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@@ -2007,7 +2011,7 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
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/* if we are doing selected to active baking, find point on other face */
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if(bs->actob) {
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Isect isec, minisec;
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float co[3], minco[3];
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float co[3], minco[3], dist, mindist=0.0f;
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int hit, sign, dir=1;
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/* intersect with ray going forward and backward*/
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@@ -2019,15 +2023,15 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
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for(sign=-1; sign<=1; sign+=2) {
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memset(&isec, 0, sizeof(isec));
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VECCOPY(isec.start, shi->co);
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isec.mode= RE_RAY_MIRROR;
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isec.faceorig= (RayFace*)vlr;
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isec.oborig= RAY_OBJECT_SET(&R, obi);
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isec.userdata= bs;
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if(bake_intersect_tree(R.raytree, &isec, shi->vn, sign, co)) {
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if(bake_intersect_tree(R.raytree, &isec, shi->co, shi->vn, sign, co, &dist)) {
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if(!hit || VecLenf(shi->co, co) < VecLenf(shi->co, minco)) {
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minisec= isec;
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mindist= dist;
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VECCOPY(minco, co);
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hit= 1;
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dir = sign;
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@@ -2036,7 +2040,7 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
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}
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if (hit && bs->type==RE_BAKE_DISPLACEMENT) {;
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bake_displacement(handle, shi, &minisec, dir, x, y);
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bake_displacement(handle, shi, mindist, x, y);
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return;
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}
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@@ -2249,7 +2253,6 @@ int RE_bake_shade_all_selected(Render *re, int type, Object *actob)
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for(a=0; a<re->r.bake_filter; a++)
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IMB_filter_extend(ibuf);
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ibuf->userflags |= IB_BITMAPDIRTY;
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if (ibuf->rect_float) IMB_rect_from_float(ibuf);
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}
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}
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@@ -2075,12 +2075,13 @@ static void render_panel_bake(void)
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uiBlockBeginAlign(block);
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uiDefButBitS(block, TOG, R_BAKE_TO_ACTIVE, B_DIFF, "Selected to Active", 10,120,190,20,&G.scene->r.bake_flag, 0.0, 0, 0, 0, "Bake shading on the surface of selected objects to the active object");
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uiDefButF(block, NUM, B_DIFF, "Dist:", 10,100,(G.scene->r.bake_mode == RE_BAKE_NORMALS)? 95: 190,20,&G.scene->r.bake_maxdist, 0.0, 10.0, 1, 0, "Maximum distance from active object to other object");
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uiDefButF(block, NUM, B_DIFF, "Dist:", 10,100,95,20,&G.scene->r.bake_maxdist, 0.0, 10.0, 1, 0, "Maximum distance from active object to other object");
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uiDefButF(block, NUM, B_DIFF, "Bias:", 105,100,95,20,&G.scene->r.bake_biasdist, 0.0, 10.0, 1, 0, "Bias towards faces further away from the object");
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uiBlockEndAlign(block);
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if(G.scene->r.bake_mode == RE_BAKE_NORMALS)
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uiDefButS(block, MENU, B_DIFF, "Normal Space %t|Camera %x0|World %x1|Object %x2|Tangent %x3",
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105,100,95,20, &G.scene->r.bake_normal_space, 0, 0, 0, 0, "Choose normal space for baking");
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uiBlockEndAlign(block);
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10,70,190,20, &G.scene->r.bake_normal_space, 0, 0, 0, 0, "Choose normal space for baking");
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#if 0
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uiBlockBeginAlign(block);
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