Dual Thread Render

Thanks to further cleaning of render code - especially removing globals - the render core now can make use of two separate threads, speeding up rendering with almost a factor two for dual CPU systems.

 

The current implementation feeds each thread its own scanline to render. Only halo (and particle) rendering are not threaded yet, this because it is still a post process in the old render engine. For Unified Render this is threaded however.

 

Enable threaded render with a new button in the "Output" Panel in the Scene context buttons (F10).

High definition color

All colors in the Blender renderer now only use 32 bits floating point values, rendering to a buffer of 4x32 bits RGBA. Only after creating such a buffer, the colors are converted to 4x8 bits RGBA.

 

In the Scene Context, render buttons, you can find two new options for it;

 

FBuf

Keep the 4x32 bits float buffer at end of rendering.

 

Post Process

Menu with options for brightness, contrast, gamma, hue and saturation. When an FBuf was rendered, the displayed 4x8 bits image gets updated according to these values after closing the menu.

 

For the next release input/output of high definition colors will be added, using ILM's OpenEXR.

True Ortho

Since Blender 1.0, the "Ortho" Camera actually faked an orthographic render by narrowing the view angle (e.g. lens value times 100) and moving back the camera with an identical factor. Although pictures rendered appeared to look "orthographic", it still had a slight perspective distortion and had - because it's a hack - a couple of other downsides too.

Setting a Camera on "Ortho" now renders true orthographic pictures. Because of this new feature, older (ortho rendering) Blender files might need to be tweaked to match desired results. A full backwards compatible conversion could not be implemented.

  • Ortho Scale value
    Since ortho rendering uses parallel projection, the "Lens" value of Camera doesn't play a role anymore. This has been replaced with a new "Scale" button, which denotes the scaling factor how the world coordinates map onto a picture. For a square picture, a scaling factor of "10.0" means that 10 Blender units exactly render in the entire picture.
  • Clipping
    Unlike before, the Ortho camera now also clips correctly between the "Clip Start" and "Clip End" values. You can define where clipping starts by moving the camera to another location.
    Moving the camera doesn't change orthographic scaling anymore, as happened before. So now Ortho camera animations (rides) are possible as well.
  • 3D window display
    Using camera view (Numpad 0), Ortho cameras now display correctly, drawing the camera itself as a selectable outline outside of the view borders. Also the error in zbuffer resolution has been fixed.
  • Future work
    Main reason for this fix was to enable preview rendering in the 3D window, for each view mode (camera, perspective, ortho). A preview rect (or draggable/scalable Preview Panel) can be added to any 3D window to render what's indicated.