Wed, Feb 7
I think you missed an important point regarding the editing performance:
Tue, Jan 23
Jan 16 2018
So if I understand this correctly, the idea is to handle one sample at a time, using Monte Carlo sampling for operations like blur. The advantage of that is that it simplifies the implementation, as every sample can be handled individually, in a single kernel execution. As a result it may also be easier to optimize than a more complicated implementation that theoretically could be faster but isn't. It also naturally provides a progressive preview. "Monte Carlo compositing" is a very interesting idea and I hadn't realised this was the plan.
Jan 15 2018
So the user can add a viewport "object" to the scene, which is a image buffer "dump":
- buffer of a input node (image, movie, etc.)?
- buffer of a texture node?
- buffer of a output node, i.e. a different compositing output?
- buffer of another scene (OpenGL / Eevee / Cycles Render)?
Please don't remove whitespace it makes looking for real changes and nightmare
Very interesting! I checked it out (both compositor-2106 and compositor-2016-macosand on macOS it simply crashes after basic interaction (plugging in a viewer node). Attached you find some logs, I hope it helps.
Jan 10 2018
Currently the alpha needs to be 1.0 to inpaint,
We could add a threshold option, but this isn't a bug.
Jan 9 2018
While this might be handy to have, the implementation goes against compositor design:
If you can't tell the difference, it may not be working correctly. Should be as clearly apparent as in https://youtu.be/nfhTET86kdE
Not really happy with how this patch requires a copy of the image (goes against compositor design).
- Update so this now compiles
Jan 6 2018
Jan 2 2018
Jan 1 2018
Update with arc
Close as requested.
The node is called Luminance Key and its purpose is similar to other keying nodes: creating a matte.
Update to fix discarding of alpha, also fixes incorrect comment.
Correct tab size
Remove calls to RNA_def_property_range
Dec 31 2017
@Brecht Van Lommel (brecht) I am a little confused by this because that is not what this node is designed for.
It is not a keying node but a matte node used to remove high or low contrast pieces of an image.
Also, the fact that it might look different should not matter. All this patch is fixing something that
was missed in rBdd38dce7f0ae604396d1e96bc49500369fdedf29
How about we just close this and rename the node to "Doesn't do what the node label is supposed to do" node, then we won't need to commit the three line patch.
Looks fine to me, but remove the calls to RNA_def_property_range since they are just setting the default again.
Dec 30 2017
Fix wrong max ui max value
Dec 26 2017
Dec 20 2017
Well, on the fresh head, it seems that I want impossible thing. I should rather render scene in 20% and then Composite it with 100% resolution, or stick with File Output. So close it down.
I don't see difference between viewer node and file output. Only difference is between render result and file output, but that's because using lower resolution for final render acts like a "canvas" thing. It does not scale anything up or down. For that you can use Scale node est to "Render Size" mode.