February 28, 2012, 10:43 (GMT) |
TileBranch * Added basic flow for samplers in the compositor samplers can be used to identify how to sample an ImBuf/LenderLayer/Image/MovieClip/TempBuffer. example of samplers are Nearest, Bilinear, Bicubic - At Mind - |
February 27, 2012, 14:56 (GMT) |
TileBranch * Added transform node * Fixed rounding issue in MovieClipOperation * Initial version of Stabilize2d node (not working ATM; Memory rewrites occurs) * Added MovieClipAttributeOperation, to read movieclip attributes, like frame stabilization offset, angle, scale - At Mind - |
February 22, 2012, 18:56 (GMT) |
TileBranch * Added the MapValue node - At Mind - |
February 22, 2012, 16:26 (GMT) |
TileBranch * added parameter to the compositor to really identify if the compositor is called from an editor or from the renderer/pipeline This is a fix so that the quality level and speedups are managed appropriate. - At Mind - |
February 22, 2012, 14:34 (GMT) |
TileBranch * Added Output file node * Fixed issue during deinitialization of the compositor Note: * There is a change in the render pipeline of blender that the render vs editor attribute is not correct anymore. This needs to be fixed, have noted in the todo list - At Mind - |
February 21, 2012, 13:13 (GMT) |
TileBranch * added color spill node. * did some optimizations to the color spill logic |
February 20, 2012, 12:18 (GMT) |
Tile Branch * added the color correction node back. Node was only merged for a part from the git branch With the color correction node ("Color/Color correction" in the compositor node editor) colors can be manipulated using the most common color operations. Even color channels can be enabled/disabled and fine-tuning on highlights, midtones and shadows can be tweaked. - At Mind - |
February 16, 2012, 13:23 (GMT) |
Tile Branch: * converted the MovieClip node to tiles. * added color profile conversion operation |
February 7, 2012, 22:20 (GMT) |
Channel Matte Node Tile node from trunk converted to tile. |
February 2, 2012, 10:05 (GMT) |
Fixed use of deprecated bNodeStack values from sockets. These have been replaced by the default_value pointer, which points to one of the bNodeSocketValue*** structs, depending on socket type. The bNodeStack ns member in bNodeSocket might still work occasionally since it is restored in writefile.c for forward compatibility (happens on undo push too). |
February 2, 2012, 09:24 (GMT) |
Fixed registration functions for last section of compositor nodes in registerCompositNodes (dilate/erode 2, box mask, ellipse mask, bokeh image, bokeh blur, switch and opencl test). The register functions need a tree type argument now instead of a plain ListBase. |
February 2, 2012, 00:14 (GMT) |
adding double edge mask to the list of to be converted nodes + blenderplayer stubs update |
February 1, 2012, 23:22 (GMT) |
svn merge ^/trunk/blender -r43091:43824(HEAD) Conflicted file manually update: =============================== readfile.c Note 1: ======= The Double Edge Mask is not in tile since it's not a simple convert. The author of this node is aware of it and should have it working there eventually. (I'm going to add it in COM_Converter.cpp in a next commit) Note 2: ======= In COM_compositor.cpp we are passing only "Compositing" instead of what we have in trunk "Compositing 1 Gamma" If we decide to go with trunk then we need to incorporate the 43283 and 43287 commits. Something like: COM_compositor.cpp:51 - editingtree->stats_draw(editingtree->sdh, (char*)"Compositing"); + char str[128]; + BLI_snprintf(str, sizeof(str), "Compositing %d %s", curnode, node->name) + editingtree->stats_draw(editingtree->sdh, str); |
January 31, 2012, 19:57 (GMT) |
Normalize Node - Tile The implementation is simple. Fancy alternatives to gather the minimum and maximum through recursive loop in the tiles proved inefficient (Jeroen Bakker's tests) I'm also using the generic NodeTwoFloats to store the temporary values calculated in the loop. And different from Blender trunk I'm not checking to see if the value is between the accepted Z range (e.g. (*val <= BLENDER_ZMAX)). I can't see why that would be necessary. To avoid overflow? If so this be handled (aka clamped) outside the nodes in a generic way. Credits to Jeroen Bakker for the solution in using mutex (copy pasted from his ToneMap code) and review |
January 27, 2012, 09:03 (GMT) |
displace node cleanup (using clamp) + simple displace glitch fix + not using protected variables |
January 26, 2012, 10:42 (GMT) |
Tile branch * Added the Glare streaks operation * Added a clear method to the MemoryBuffer Jeroen Bakker - At Mind - |
January 26, 2012, 08:45 (GMT) |
TileBranch * removed a python null-value when doing the next steps: 1. start blender 2. go to the compositor view 3. press 'N' issue was that no node_tree is available |
January 26, 2012, 08:37 (GMT) |
Displacement Node Simple version - Tile |
January 24, 2012, 16:45 (GMT) |
Displace Node - Tile -------------------- I had to make it into a Complex node to allow the readEWA to be used. (the other alternative is to expose readEWA to all node types when dx and dy are passed as parameter to read). This node also uses the readEWA. It's the last one that needs that (from trunk nodes at least) Thanks for Jeroen Bakker for the help in the determineDependingAreaOfInterest. Using +1 as max for the uv was producing precision problems resulting in a strange artifact (a vertical and a horizontal line from the origin (0,0)) |
January 18, 2012, 15:08 (GMT) |
TileBranch * resolution propagation patch Resolution were not always propagated between read/write buffers. This will be important when implementing Buffer caches Jeroen Bakker - At Mind - |
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