[Bf-blender-cvs] [8ef68bf] master: Fix T46729: Render result different between animated and still renders
Sergey Sharybin
noreply at git.blender.org
Thu Nov 12 15:44:48 CET 2015
Commit: 8ef68bf989cee6084be00ec460bf555c4eecbcd7
Author: Sergey Sharybin
Date: Thu Nov 12 19:31:43 2015 +0500
Branches: master
https://developer.blender.org/rB8ef68bf989cee6084be00ec460bf555c4eecbcd7
Fix T46729: Render result different between animated and still renders
The issue was in fact a feedback loop between render database init which needs
to know which render layers to initialize and scene update for newframe which
needs to know which layers to update.
Worked around by updating scene animation before render database initialization
which isn't really ideal, but doesn't really have much better alternative.
===================================================================
M source/blender/render/intern/source/pipeline.c
===================================================================
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index e099c72..a9b7ad2 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -35,6 +35,7 @@
#include <stdlib.h>
#include <stddef.h>
+#include "DNA_anim_types.h"
#include "DNA_image_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
@@ -3608,7 +3609,24 @@ void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_overri
else {
for (nfra = sfra, scene->r.cfra = sfra; scene->r.cfra <= efra; scene->r.cfra++) {
char name[FILE_MAX];
-
+
+ /* Here is a feedback loop exists -- render initialization requires updated
+ * render layers settings which could be animated, but scene evaluation for
+ * the frame happens later because it depends on what layers are visible to
+ * render engine.
+ *
+ * The idea here is to only evaluate animation data associated with the scene,
+ * which will make sure render layer settings are up-to-date, initialize the
+ * render database itself and then perform full scene update with only needed
+ * layers.
+ * -sergey-
+ */
+ {
+ float ctime = BKE_scene_frame_get(scene);
+ AnimData *adt = BKE_animdata_from_id(&scene->id);
+ BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, ADT_RECALC_ALL);
+ }
+
/* only border now, todo: camera lens. (ton) */
render_initialize_from_main(re, &rd, bmain, scene, NULL, camera_override, lay_override, 1, 0);
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