Commit Graph

547 Commits

Author SHA1 Message Date
Omar Emara
60bb3b6677 Fix #124737: Scale To Render size is not precise
The Scale node in the Scale To Render size mode is not precise in case
of the use of render size percentage. This is due to floating point
imprecisions and we mitigate it by rounding instead of flooring after
multiplying by the percentage.
2024-09-30 18:58:13 +03:00
Campbell Barton
b5e0b59736 Cleanup: remove space around identifiers in C-style comments 2024-08-15 20:46:00 +10:00
Omar Emara
0e7f80b262 Refactor: Remove redundant Cryptomatte frame update
Cryptomatte layer initialization required the active scene to update the
image user frame, but the image user is already updated through other
mechanisms and is thus redundant to do at draw time, so we remove the
frame update call as well as the scene argument from the call chain. The
frame number of the image user is ignored at compositing time in any
case since it is set to the compositing scene frame.

This is needed for #124738.
2024-07-17 10:12:48 +03:00
Lukas Stockner
021bce8b48 Compositor: Add White Point mode to the Color Balance node
This adds a new mode to the Color Balance node, which applies a white point
transformation similar to the one applied in the view transform.

Unlike the view transform, the compositor node allows specifying both the
source and the destination white point for more flexibility. Both default
to the D65 white point, so just leaving the destination alone achieves the
same behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/124110
2024-07-14 23:22:58 +02:00
Omar Emara
308b53746b Fix #101263: Vector pass wrongly saved in File Output
The vector pass and potentially other vectors that store 4 values are
stored wrongly, in particular, the last channel is ignored. To fix this
we identify if a vector pass is 4D and store the information in the
result meta data, then use this information to either save a 3D or a 4D
pass in the File Output node.

This is a CPU implementation of the same mechanism in the GPU compositor
implemented in 57a6832b17. The CPU implementation is a bit more complex
because the CPU compositors stores 4D vectors in color images internally
which can lead to information loss in case of implicit conversion when
the File Output has vector sockets. So what we do is force all vector
inputs to the File Output operation to be color, then save that as 3D or
4D depending on the meta data as well as the original UI socket type.

Pull Request: https://projects.blender.org/blender/blender/pulls/124580
2024-07-12 12:53:16 +02:00
Jesse Yurkovich
7a076d26a6 Fix: Guard against null operation in ImageNode::convert_to_operations
Properly guard the conditionals inside ImageNode::convert_to_operations
against null operations.

I've duplicated the null check in order to not add another layer of
nesting in an already very deep set of conditionals.

Pull Request: https://projects.blender.org/blender/blender/pulls/124473
2024-07-11 17:43:45 +02:00
Habib Gahbiche
192d4dc9dc Compositor: implement bicubic interpolation for Stabilize2DNode
This patch also fixes a crash when image input of `Stabilize2DNode` is unconnected and interpolation is set to bicubic.

Differences to GPU compositor:
- ~1px difference is observed due to different rounding of domain size vs. canvas size. This difference is constant for all image sizes.
- If image input is unconnected but other inputs are, CPU compositor doesn't consider the operation to be constant, whereas GPU compositor still outputs a constant result.

Pull Request: https://projects.blender.org/blender/blender/pulls/122288
2024-05-30 17:38:41 +02:00
Sergey Sharybin
1b18e07232 Fix #121480: Cryptomatte shows some objects as black
The issue originates to the change in default view transform from Filmic
to AgX, which does slightly different clipping, and clips color to black
if there is any negative values.

This change implements an idea of skipping view transform for viewer
node when it is connected to the Pick output of the cryptomatte node.
It actually goes a bit deeper than this and any operation can tag its
result as a non-color data, and the viewer node will respect that.
It is achieved by passing some extra meta-data along the evaluation
pipeline. For the CPU compositor it is done via MetaData, and for the
GPU compositor it is done as part of Result.

Connecting any other node in-between of viewer and Cryptomatte's Pick
will treat the result as color values, and apply color management.

Connecting Pick to the Composite output will also consider it as color,
since there is no concept of non-color-managed render result.

An alternative approaches were tested, including:

- Doing negative value clamping at the viewer node.
  It does not work for legacy cryptomatte node, as it needs to have
  access to original non-modified Pick result.

- Change the order of components, and store ID in another channel.

  Using one of other of Green or Blue channels might work for some view
  transforms, but it does not work for AgX.

  Using Alpha channel seemingly works better, but it is has different
  issues caused by the fact that display transform de-associates alpha,
  leading to over-exposed regions which are hard to see in the file from
  the report. And might lead to the similar issues as the initial report
  with other objects or view transforms.

- Use positive values in the Pick channel.

  It does make things visible, but they are all white due to the nature
  of how AgX works, making it not so useful as a result.

Pull Request: https://projects.blender.org/blender/blender/pulls/122177
2024-05-24 17:25:57 +02:00
Sergey Sharybin
cccc1ea0eb Fix non-thread-safe access to multilayer image in Compositor
Conversion of compositor node tree to operation is done in a job thread,
and the main thread might modify the image data-block at the same time.

This change fixes it by making it so compositor uses acquire/release
semantic for the image data-block, and making it so the image locks its
render result, preventing other threads from modifying it.

Ref #121761

Pull Request: https://projects.blender.org/blender/blender/pulls/122105
2024-05-22 18:15:19 +02:00
Sergey Sharybin
a12bd38853 Fix: Non-thread-safe access to metadata in Compositor
Image's render result might get freed from another thread while the
compositor is running.

Add an utility function which invokes callback on the image's stamp
data from a thread-guarded block.

Ref #118337, #121761

Pull Request: https://projects.blender.org/blender/blender/pulls/121907
2024-05-21 17:29:59 +02:00
Sergey Sharybin
58e0ca99a9 Fix: Non-thread-safe access to image in Compositor
Image operation's get_im_buf() function was not thread-safe:
- It had TOCTOU issue around calculating multi-layer indices and
  requesting to load the image buffer.
- It accessed render result, render layer and pass pointers without
  any thread guards.

This change moves all the logic needed to access the image buffer
into a single function with proper guards around the access. The
result is user-counted, so it is usable in a thread even if another
thread modifies the image.

The is still potential TOCTOU in the compositor since the image is
acquired twice: once from init_execution(), and once from the
determine_canvas(). It could cause issues if image resolution is
changed between these calls. It is still to be looked into.

Ref #118337, #121761
2024-05-21 17:29:51 +02:00
Sergey Sharybin
fb6b759513 Cleanup: Avoid reference of RenderLayer and RenderPass in multilayer operation
This is avoids reference to data which can potentially be freed from the main
thread while the compositor job is running.

There is still some direct access to RenderResult and access to its layers
and passes in the operation implementation, but is is all internal and will
be worked on later. The purpose of this patch is to avoid unsafe pointers in
the API of the operation.

Should be no functional changes.

Ref #118337, #121761
2024-05-21 17:29:51 +02:00
Sergey Sharybin
def1e8154e Cleanup: Move multi-layer view logic to the operation
There are a couple of goals achieved with this change:

- The logic itself is de-duplicated between the Image and Cryptomatte
  nodes.

- The logic which accesses render results, images, etc is more local
  to the place where it needs to be used. Currently it does not matter
  too much, but it allows to properly guard the access to be thread
  safe.

Ref #118337, #121761
2024-05-21 17:29:51 +02:00
Sergey Sharybin
9f28189c28 Cleanup: Store ImageUser by value in the image operation
Allows to modify the user without worrying to store/restore old values,
potentially resolving threading conflicts.

Should be no changes on user level.

Ref #118337, #121761
2024-05-21 17:29:51 +02:00
Sergey Sharybin
149e547de6 Compositor: Remove quality setting from DNA and UI
It was meant to be included into the previous commit in the area,
but was forgotten due to some technicalities.

Also remove the DisplaceSimpleOperation, which is now not used.

Pull Request: https://projects.blender.org/blender/blender/pulls/121580
2024-05-08 16:56:32 +02:00
Sergey Sharybin
9532ea3f8c Compositor: Remove Render/Edit Quality setting
The setting was only affecting some of the blur operations, which
does not typically results in a measurable performance boost in real
compositor setups.

For the simplicity of settings on user level remove setting which
potentially makes compositor output worse, without much benefit.

There are better ways to gain performance, like compositing on a
lower resolution, exposing "preview" as an input to the node tree
(similar to the geometry nodes) etc.

Pull Request: https://projects.blender.org/blender/blender/pulls/121576
2024-05-08 16:41:23 +02:00
Habib Gahbiche
6f2afc7390 Fix #121436: Compositor: 2d Stabilization translates image when set to bicubic
The node uses multiple transform operations, each using its own sampling. Using bicubic sampling in the translate node causes undesired offsets.

These changes were intentional (see test updates in `c4e1be73`), but the offsets were thought to be too small for users to notice.

Pull Request: https://projects.blender.org/blender/blender/pulls/121495
2024-05-07 21:08:28 +02:00
Omar Emara
9a3c7290a9 Fix #121447: Simple Blur node takes too long
The Blur node takes too long to execute even though it is in a simple
configuration. That's because the CPU compositor uses variable size
blurring even if the size is constant. So ensure the input size is
actually variable before using variable size blurring.
2024-05-06 10:46:05 +03:00
Habib Gahbiche
483c854612 Compositor: implement interpolation methods for Translate node
Compositor: Expose interpolation methods Nearest, Bilinear and Bicubic to the user for translate node

This is part of #119592.

Pull Request: https://projects.blender.org/blender/blender/pulls/119603
2024-05-01 14:44:01 +02:00
Aaron Carlisle
f5157b00a9 Compositor: Remove left over code from tile based compositor
The compositor used to have a feature that would calculate tiles for the viewer based on a custom order. Since the removal of the tile based compositor, this code is unused.

Pull Request: https://projects.blender.org/blender/blender/pulls/121176
2024-04-30 13:47:45 +02:00
Omar Emara
b229d32086 Compositor: Port GPU Vector Blur to CPU
This patch ports the GPU Vector Blur node to the CPU, which is in turn
ported from EEVEE. This is a breaking change since it produces different
motion blur results that are more similar to EEVEE's motion blur.
Further, the Curved, Minimum, and Maximum options were removed on the
user level since they are not used in the new implementation.

There are no significant changes to the code, except in the max velocity
computation as well as the velocity dilation passes. The GPU code uses
atomic indirection buffers, while the CPU runs single threaded for the
dilation pass, since it is a fast pass anyways. However, we impose
artificial constraints on the precision of the dilation process for
compatibility with the atomic implementation.

There are still tiny differences between CPU and GPU that I haven't been
able to solve, but I shall solve them in a later patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/120135
2024-04-05 09:48:03 +02:00
Omar Emara
db13fc01ad Compositor: Unify Defocus node between CPU and GPU
This patch unifies the Defocus node between the CPU and GPU compositors.
Both nodes now use a variable sized bokeh kernel which is always odd
sized for a center pixel guarantee. Further the CPU implementation now
properly handles half pixel offsets when doing interpolation, and always
sets the threshold to zero similar to the GPU implementation.
2024-03-28 14:35:13 +02:00
Omar Emara
0709c07d04 Cleanup: Use actual class instead of base class
Use the TranslateCanvasOperation class in the declaration instead of its
TranslateOperation class. This is just to clarify the code when reading
it.
2024-03-27 12:54:42 +02:00
Omar Emara
fa3e47523e Compositor: Port GLSL SMAA to CPU compositor
This patch ports the GLSL SMAA library to the CPU compositor in order to
unify the anti-aliasing behavior between the CPU and GPU compositor.
Additionally, the SMAA texture generator was removed since it is now
unused.

Previously, we used an external C++ library for SMAA anti-aliasing,
which is itself a port of the GLSL SMAA library. However, the code
structure and results of the library were different, which made it quite
difficult to match results between CPU and GPU, hence the decision to
port the library ourselves.

The port was performed through a complete copy of the library to C++,
retaining the same function and variable names, even if they are
different from Blender's naming conversions. The necessary code changes
were done to make it work in C++, including manually doing swizzling
which changes the code structure a bit.

Even after porting the library, there were still major differences
between CPU and GPU, due to different arithmetic precision. To fix this
some of the bilinear samplers used in branches and selections were
carefully changed to use point samplers to avoid discontinuities around
branches, also resulting in a nice performance improvement. Some slight
differences still exist due to different bilinear interpolation, but
they shall be looked into later once we have a baseline implementation.

The new implementation is slower than the existing implementation, most
likely due to the liberal use of bilinear interpolation, since it is
quite cheap on GPUs and the code even does more work to use bilinear
interpolation to avoid multiple texture fetches, except this causes a
slow down on CPUs. Some of those were alleviated as mentioned in the
previous section, but we can probably look into optimizing it further.

Pull Request: https://projects.blender.org/blender/blender/pulls/119414
2024-03-25 14:21:00 +01:00
Omar Emara
ac7309f95e Compositor: Add Float2 data type
This patch adds the Float2 data type to the MemoryBuffer class.

Needed by #119414.

Pull Request: https://projects.blender.org/blender/blender/pulls/119738
2024-03-22 08:51:24 +01:00
Omar Emara
f4f22b64eb Compositor: Add Bloom option to Glare node
This patch implements the GPU Bloom glare for the CPU compositor, and
adds a new option for it, leaving the Fog Glow option unimplemented once
again for the GPU compositor.

Pull Request: https://projects.blender.org/blender/blender/pulls/119128
2024-03-11 08:43:52 +01:00
Omar Emara
d6b1d00a0f Cleanup: Use enums instead of numbers for Glare node 2024-03-05 11:51:52 +02:00
Campbell Barton
b8cc85f602 Unbreak build with precompiled headers disabled 2024-03-05 11:25:35 +11:00
Habib Gahbiche
38b27a9ea9 Cleanup: Compositor: silence warning 'size' is deprecated
Decouple Node data from Operation. This avoids usage of deprecated members, e.g. through copying NodeKuwaharaData.

Pull Request: https://projects.blender.org/blender/blender/pulls/118971
2024-03-02 13:11:16 +01:00
Omar Emara
1bff17cc99 Compositor: Unify plane anti-aliasing between CPU and GPU
This patch unifies the anti-aliasing of plane deforms between the CPU
and GPU compositors. The CPU used a multi-sample approach, where the
mask was computed 8 times with a jitter, then averaged to get smooth
edges. The GPU relied on the anisotropic filtering with zero boundaries
to smooth the edges.

Furthermore, the CPU implementation ignored the anti-aliasing for the
deformed image and also relied anisotropic filtering like the GPU, so
its outputs were different.

To unify both implementation, we use the existing SMAA anti-aliasing
algorithm instead, and use the anti-aliased mask for the image output as
well. This affects both the Corner Pin and Plane Deform nodes.

A consequence of this change for the Plane Deform node is that motion
blur will appear to have less samples, that's because it was sampled
8-times more in the previous implementation. But users can just increase
the samples in the node to account for that.

Pull Request: https://projects.blender.org/blender/blender/pulls/118853
2024-02-29 12:30:16 +01:00
Omar Emara
aa17aca9ec Compositor: Use original variable size in Blur node
Currently, the CPU compositor smoothes its input size in variable size
mode. It is unclear why this is the case, but it seems the logic is that
sharp transitions in the size input are undesirable. Alternatively, this
is similar to the morphological blurring step in the Defocus node. But
it does not use standard weights and it is not morphological in nature
at all.

This patch removes the smoothing step and uses the original size
provided by the user. Looking at resources online, it seems users almost
always expect the size inputs to be used directly, so there is no reason
for force smooth their inputs.

Pull Request: https://projects.blender.org/blender/blender/pulls/118757
2024-02-29 10:57:18 +01:00
Aras Pranckevicius
f5f7024040 Cleanup: Remove now-unused "tiled" compositor implementation
New ("fullframe") CPU compositor backend is being used now, and all the code
related to "tiled" CPU compositor is just never used anymore. The new backend
is faster, uses less memory, better matches GPU compositor, etc.

TL;DR: 20 thousand lines of code gone.

This commit:
- Removes various bits and pieces related to "tiled" compositor (execution
  groups, one-pixel-at-a-time node processing, read/write buffer operations
  related to node execution groups).
- "GPU" (OpenCL) execution device, that was only used by several nodes of
  the tiled compositor.
  - With that, remove CLEW external library too, since nothing within Blender
    uses OpenCL directly anymore.

Pull Request: https://projects.blender.org/blender/blender/pulls/118819
2024-02-28 16:59:16 +01:00
Omar Emara
9743d6992c Compositor: Unify Variable Size Bokeh Blur node
This patch adjusts the Variable Size Bokeh Blur node such that it
matches between CPU and GPU. The GPU implementation is mostly followed
for the reasons stated below.

The first difference is a bug in the CPU implementation, where the upper
limit of the blur window is not considered, but the lower limit is.

The second difference is due to CPU ignoring outside pixels instead of
clamping them to border, which is done until an option is added to the
node to control the boundary condition.

The third difference is due to CPU ignoring the bounding box input.

The fourth difference is that CPU doesn't allow zero maximum blur
radius, which is a valid option.

The fifth difference is that the threshold option, which is only used
for the Defocus node, was considered in a greater than manner, while it
should be greater than or equal. Since the default threshold of one
should allow a blur size of one.

The GPU implementation now considers the maximum size of its input,
following the CPU implementation.

Pull Request: https://projects.blender.org/blender/blender/pulls/117947
2024-02-09 11:52:41 +01:00
Omar Emara
291735971c Compositor: Port GPU Inpaint node to CPU
This patch ports the newly redesigned GPU Inpaint node to the CPU. The
code is mostly identical to the GPU code with the necessary adjustments
to make it work with CPU.

See #114849 for more information.

Pull Request: https://projects.blender.org/blender/blender/pulls/117716
2024-02-06 12:18:50 +01:00
Brecht Van Lommel
c14e9fc95b Cleanup: Compiler warnings 2024-02-05 12:59:30 +01:00
Omar Emara
049b0e6539 Compositor: Rewrite and optimize Double Edge Mask node
This patch rewrites and optimizes the Double Edge Mask node to be orders
of magnitude faster. For a 1k complex mask, it is 650x faster, while for
a 1k simple mask, it is only 50x faster.

This improvement is attributed to the use of a new Jump Flooding
algorithm as well as multi-threading, matching the GPU implementation.

The result of the new implementation differs in that the boundaries of
the masks are now identified as the last pixels inside the mask.

Pull Request: https://projects.blender.org/blender/blender/pulls/117545
2024-01-30 19:49:32 +01:00
Omar Emara
1aafb6802b Compositor: Use SMAA for anti-aliasing in all nodes
This patch changes all anti-aliasing operations to use SMAA instead of
the Scale3x-based operation. That's because SMAA is more accurate while
the Scale3x one is more a hack.
2024-01-29 18:44:10 +02:00
Aras Pranckevicius
a705259b4b Cleanup: move imbuf .h files to .hh 2024-01-19 20:29:38 +01:00
Martijn Versteegh
a3b7674c6e Compositor: Add a Nearest sampling to Map UV node
When using the MapUV node for certain NPR workflows (for example palette
based remapping of colors) it can be useful to not use the default
anisotropic filtering.

In preparation of potentially adding more filter modes at a later stage
and to keep things consistent with the 'transform' node we use the full
set of interpolation modes in the enum, but expose only the implemented
ones in RNA..
2024-01-19 13:24:22 +01:00
Sergey Sharybin
baab14ca38 Compositor: Re-write Pixelate node for CPU compositor
The old implementation was a simple rounding operation and was not
implemented for full-frame compositor.

The issue with the old implementation is that it will not give
satisfactory results for images with high frequency details,
including cases when is used for a preview on Cycles render with
low number of samples. Additionally, when applied on animated
footage it produces very noisy result.

The new algorithm uses an explicit pixel size setting, which allows
the node to be used on its own, without need to have scale-down and
scale-up nodes. It also uses neighbour averaging, which produces
better looking result during animation and noisy input images.

The old tiled compositor setup will render without changes with
this change. This commit does not include modifications in the GPU
compositor implementation.

Ref #88150

Pull Request: https://projects.blender.org/blender/blender/pulls/117223
2024-01-18 11:30:55 +01:00
Omar Emara
e4a93d7b8c Compositor: Add High Precision option to Kuwahara
For high radii Kuwahara, we use a Summed Area Table (SAT) implementation
to accelerate the classic variant of the algorithm. The problem is that
due to limited floating point precision, the SAT can produce artifacts
in its output.

An attempt to fix this was implemented in #114191, and while that patch
improved precision by 10x, the artifacts still existed, albeit less
noticeable. But since the improved precision also meant a performance
penalty, it was decided that the improvement is not worth it.

Since the artifacts are only noticeable for scenes with very high
values, this patch adds a High Precision option that defaults to false
and can be enabled by the user upon noticing any artifacts. The option
simply uses direction convolution instead of SAT in this case. The
downside, of course, is that it can be orders of magnitude slower.

An alternative to using this option is for the user to clamp the input
or downsample the image. Both methods should be documented in the
documentation.

Fixes: #113578.

Pull Request: https://projects.blender.org/blender/blender/pulls/115763
2024-01-17 14:30:29 +01:00
Omar Emara
65e1a3a5c3 Compositor: Port redesigned Defocus node to CPU
This patch ports the redesigned GPU Defocus node to the CPU.

Pull Request: https://projects.blender.org/blender/blender/pulls/117174
2024-01-17 13:19:10 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Habib Gahbiche
57df35c8f9 Fullframe compositor: unify scaling behavior with realtime compositor
This patch unifies the behavior of the scale node by removing the arbitrary limit of scaling images. The change applies to scale and transform nodes.

Note: with this change, Blender can crash for large resizing factors (around 10 000 x 10 000 relative factors). We think it's very unlikely users will run into this issue, so we agreed errors coming from failed memory allocation won't be handled, as is the case for GPU compositor.

Pull Request: https://projects.blender.org/blender/blender/pulls/114764
2023-12-26 12:58:46 +01:00
Aras Pranckevicius
fec8461365 Cleanup: move BKE_colorband.h and BKE_colorcools.h to .hh
Also remove includes of those where not needed

Pull Request: https://projects.blender.org/blender/blender/pulls/116416
2023-12-21 10:10:53 +01:00
Campbell Barton
482ba7806d Cleanup: spelling correction: "adjacent" & spelling in comments 2023-12-19 09:54:53 +11:00
Habib Gahbiche
80ab3338df Compositor: Unify relative translate behavior with realtime compositor
"Relative" in translation means relative to input size and not render size, as described in the user manual.

Pull Request: https://projects.blender.org/blender/blender/pulls/115947
2023-12-17 12:52:00 +01:00
Omar Emara
123da3412b Cleanup: Move Cryptomatte node defines into enums 2023-12-13 12:40:34 +02:00
Omar Emara
931c188ce5 Compositor: Refactor File Output node
This patches refactors the compositor File Output mechanism and
implements the file output node for the Realtime Compositor. The
refactor was done for the following reasons:

1. The existing file output mechanism relied on a global EXR image
   resource where the result of each compositor execution for each
   view was accumulated and stored in the global resource, until the
   last view is executed, when the EXR is finally saved. Aside from
   relying on global resources, this can cause effective memory leaks
   since the compositor can be interrupted before the EXR is written and
   closed.
2. We need common code to share between all compositors since we now
   have multiple compositor implementations.
3. We needed to take the opportunity to fix some of the issues with the
   existing implementation, like lossy compression of data passes,
   and inability to save single values passes.

The refactor first introduced a new structure called the Compositor
Render Context. This context stores compositor information related to
the render pipeline and is persistent across all compositor executions
of all views. Its extended lifetime relative to a single compositor
execution lends itself well to store data that is accumulated across
views. The context currently has a map of File Output objects. Those
objects wrap a Render Result structure and can be used to construct
multi-view images which can then be saved after all views are executed
using the existing BKE_image_render_write function.

Minor adjustments were made to the BKE and RE modules to allow saving
using the BKE_image_render_write function. Namely, the function now
allows the use of a source image format for saving as well as the
ability to not save the render result as a render by introducing two new
default arguments. Further, for multi-layer EXR saving, the existent of
a single unnamed render layer will omit the layer name from the EXR
channel full name, and only the pass, view, and channel ID will remain.
Finally, the Render Result to Image Buffer conversion now take he number
of channels into account, instead of always assuming color channels.

The patch implements the File Output node in the Realtime Compositor
using the aforementioned mechanisms, replaces the implementation of the
CPU compositor using the same Realtime Compositor implementation, and
setup the necessary logic in the render pipeline code.

Pull Request: https://projects.blender.org/blender/blender/pulls/113982
2023-12-13 11:08:03 +01:00
Omar Emara
45dcc61fd2 Fix #115859: Cryptomatte node considers preview channels
The Cryptomatte node considers preview channels as part of the
Cryptomatte layers, producing bad pick outputs at best and bad mattes at
worst.

The Cryptomatte specification specifies that a layer with the same name
as the typename is a (Now deprecated) preview layer, so it should be
ignored, which is what the patch does.

Pull Request: https://projects.blender.org/blender/blender/pulls/115879
2023-12-07 10:00:55 +01:00