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
34 lines
946 B
C++
34 lines
946 B
C++
/* SPDX-FileCopyrightText: 2011 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "COM_PixelateNode.h"
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#include "COM_PixelateOperation.h"
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namespace blender::compositor {
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PixelateNode::PixelateNode(bNode *editor_node) : Node(editor_node)
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{
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/* pass */
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}
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void PixelateNode::convert_to_operations(NodeConverter &converter,
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const CompositorContext & /*context*/) const
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{
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const bNode *editor_node = this->get_bnode();
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NodeInput *input_socket = this->get_input_socket(0);
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NodeOutput *output_socket = this->get_output_socket(0);
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PixelateOperation *operation = new PixelateOperation();
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converter.add_operation(operation);
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operation->set_pixel_size(editor_node->custom1);
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converter.map_input_socket(input_socket, operation->get_input_socket(0));
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converter.map_output_socket(output_socket, operation->get_output_socket(0));
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}
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} // namespace blender::compositor
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