Age | Commit message (Collapse) | Author |
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`new` allocates a new object that needs to be autoreleased.
Reviewed By: #platform_macos, sebbas, ankitm
Maniphest Tasks: T86222
Differential Revision: https://developer.blender.org/D10597
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This clamp the volumetric shadow samples to the actual old max to avoid
problematic slowdown after the bugfix rB3a29c19b2bff.
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The SSS shader in Eevee has the following drawbacks (elaborated in {T79933}):
1. Glowing
2. Ringing. On low SSS jittering it is rendered a bunch of sharp lines
3. Overall blurriness due to the nature of the effect
4. Shadows near occlusions as in T65849
5. Too much SSS near the edge and on highly-tilted surfaces
{F9438636}
{F9427302}
In the original shader code there was a depth correction factor, as far as I can understand for fixing light bleeding from one object to another. But it was scaled incorrectly. I modified its scale to depend on SSS scale*radius and made it independent from the scene scale. The scale parameter (`-4`) is chosen so that it makes tilted surfaces to have visually the same SSS radius as straight surfaces (surfaces with normal pointed directly to the camera).
This depth correction factor alone fixes all the problems except for ringing (pt. 2). Because of float-point precision errors and irradiance interpolation some samples near the border of an object might leak light, causing sparkly or dashed (because of aliasing) patterns around the highlights. Switching from `texture()` to `texelFetch()` fixes this problem and makes textures on renders visually sharper.
An alternative solution would be to detect object borders and somehow prevent samples from crossing it. This can be done by:
1. Adding an `object_id` texture. I think it requires much more code changing and makes the shader more complicated. Again, `object_id` is not interpolatable.
2. Watch gradient of depth and discard samples if the gradient is too big. This solution depends on scene scale and requires more texture lookups. Since SSS is usually a minor effect, it probably doesn't require that level of accuracy.
I haven't notice it in practice, but I assume it can make visible SSS radius slightly off (up to 0.5 px in screen space, which is negligible). It is completely mitigated with render sampling.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9740
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This improve self intersection prevention. Also reduce the bias
that was making a lot of rays not being shoot at grazing angles.
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This is ported from Cycles and fixes issues with bump/normal mapping
giving weird reflections/lighting.
Fixes T81070 Specular light should be limited to normal pointing toward the camera
Fixes T78501 Normal mapping making specular artifact
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{73af762e9cd595ea708647c02c7e74752d844e80}
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Core API of cryptomatte is also CPP.
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Warnings:
* readability-inconsistent-declaration-parameter-name
* readability-redundant-smartptr-get
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Can use const parameter.
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Warning: else-after-return/break
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Steps to reproduce:
- switch to Scripting workspace
- execute bpy.data.meshes['Cube'].copy()
- Outliner will not show the new mesh immediately
Now just send appropriate notifier.
Differential Revision: https://developer.blender.org/D10584
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Sometimes it is useful to have this information available to be able
to read information from links.
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The `bNodeLinkDrag` struct was NULL when dragging a node instead of
a link. It is allocated with `calloc` anyway, so this field doesn't
need to be explitely cleared.
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Don't assign the BPy_StructRNA a value which can be 'None',
instead, set it to NULL.
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This commit includes a few simple improvements to the direct mesh
boolean code added recently.
- Passing the transforms and meshes to `direct_mesh_boolean` as spans
makes the function easier to call from C++.
- The definition of `TransMat`, was unecessary when we have the
`float4x4` type already used elsewhere in C++ code.
Differential Revision: https://developer.blender.org/D10592
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The socket drag operator stored the index of the last picked socket
into RNA in case the mouse cursor leaves the link while dragging.
This id was not unique which is why sometimes a link from an other node
with the same id is picked.
This patch changes the way the last picked link is stored and stores a
pointer to the link directly into bNodeLinkDrag struct instead.
Differential Revision: https://developer.blender.org/D10590
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Also use doxygen comments for sculpt functions.
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The Python API for the curve mapping widget offers the `update`
function, but no way to reset the view to the clipping rectangle.
This commit adds a blenkernel function for this operation,
and exposes it to the CurvMapping RNA API. This allows addons
to display a more user-friendly view of the data in this widget.
Differential Revision: https://developer.blender.org/D10561
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This commit adds a search for existing attributes when you click
on an attribute field. This is useful because otherwise you have
to remember which attributes should be available at each node in
the tree.
The fundamental complication is that this information is not
accessible statically. So the search data is only a cache from
the previous node tree evaluation. The information is added
with `BKE_nodetree_attribute_hint_add`, currently for every
input geometry socket for a single node.
This is only an initial implementation, and later versions will
expose the data type and domain of the attributes.
Differential Revision: https://developer.blender.org/D10519
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I landed D10527 in rB1a8aee0a7cec accidentally, and the version there was
missing a name change discussed in review. This commit just renames the
boolean variable controlling the special behavior for attribute search.
Original message meant for this change:
For geometry nodes we will use search buttons to display a list of
attributes available the last time the node tree was executed (D10519).
Because this list is just a hint, we need to be able to enter any string,
not just strings from the search items.
This patch adds a boolean option to string buttons to enable this.
The change is quite simple, changes to behavior are only required in
two places. The type-specific button struct changes help a lot here.
Differential Revision: https://developer.blender.org/D10527
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compatibility with minimum macOS version
Similarly to other dependencies, the Python build should make use of the default CMake arguments. On macOS, for example, these arguments are required to set the deployment target correctly.
See also: https://devtalk.blender.org/t/compiling-latest-branch-on-macos-fails-undefined-symbol/17649
Reviewed By: brecht, sybren
Differential Revision: https://developer.blender.org/D10498
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In Blender, we used to use the term 'draw' to refer to information
displayed to the user. For version 2.80, it was decided to change these
instances to 'display' instead. This was to avoid the ambiguity between
end-user drawing tools and display options.
From the Oxford English Dictionary:
- Draw: produce (a picture or diagram) by making lines and marks on
paper with a pencil, pen, etc.
- Display: show (data or an image) on a computer, television, or
other screen.
Therefore, we should use draw when referring to drawing tools for
making marks, but use display when referring to information
shown/displayed to the user. From a user POV, the computer displays
certain information, whereas the user draws a mark.
Apparently this change was not implemented consistently, so this patch
changes all remaining relevant instances of "draw".
Differential Revision: https://developer.blender.org/D10551
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Currently when you open an RNA collection search button, like a
vertex group selector, the search filter isn't applied until you
start typing, in order to display every option at the start.
Otherwise they wouldn't be visible, since the search filter would
run for the current text.
Currently this check happens in one place, but it relies on the
`changed` value of `uiBut`. This is fine in the interface directory,
but anywhere else it would require exposing `uiBut.changed`, which
is probably too low-level to expose.
The solution is adding an `is_first` argument to the search callbacks,
which is nice for a few reasons:
- They work at a higher level of abstraction, meaning they don't
have to worry about how exactly to tell if this is the first
search.
- It makes it easier to do special behavior when the search menu
is first opened.
- Then, obviously, it makes that state accessible without including
`interface_intern.h`.
Needed for attribute search: T85658
Differential Revision: https://developer.blender.org/D10528
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Since the same node tree can be used in modifiers on different objects,
there can be multiple threads writing to the maps in the node tree UI
storage at the same time. The additions for attribute name hints and
error messages made it so this would often cause a crash or at least
an ASAN report. This patch adds locks to prevent multiple threads
from using the maps concurrently.
In a brief test I actually didn't observe a crash without the global
`bNodeTree` UI storage mutex, but I think it's necessary for the change
to be correct, and I did notice some unfreed memory without it anyway.
Ideally it would be in a node tree runtime struct though.
Differential Revision: https://developer.blender.org/D10577
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The shadowing was computed on the light distance squared,
leaking to much light since it was integrating the extinction behind
the ligth itself.
Also bump the maximum shadow max step to the actual UI values. Otherwise
we get shadowing under evaluated because `dd` is too small.
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missing NULL check if there is no cache there to begin with.
Differential Revision: https://developer.blender.org/D10581
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With audaspace disabled, function SEQ_add_sound_strip was declared as prototype.
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Expand is a new operator for Sculpt Mode which is intended to be the main
tool for masking, Face Set editing, interacting with the filters and pattern
creation.
The fundamentals of the tool are similar to the previous sculpt.mask_expand
operator. It shares the same default shortcuts and functionality, making
the previous operator obsolete.
The shortcuts to execute the operator are:
- Shift + A: Expand mask
- Shift + Alt + A: Expand mask by normals
- Shift + W: Expand Face Set
- Shift + Alt + W: Resize current Face Set
The main changes compared to the previous sculpt.mask_expand operator are:
- Modal keymap, all operator options can be changed in real time while the
operator is running.
- Supports creating Mask, Face Sets and Sculpt Vertex Colors.
- Much better code, new features can be easily integrated.
Limitations:
- All Mask operations are supported for Sculpt Vertex colors, but not exposed
by default as their support is still experimental.
- Dyntopo does not support any Face Set or Sculpt Vertex Colors. functionality
(they are not implemented in general for Dyntopo).
- Multires does not support any feature related to geodesic distances.
- Multires does not support vertex colors.
- Multires does not support recursions.
- In Multires, Face Sets snaping does not initialize all current enabled Face
Sets when toggling snapping.
- In Multires, Face Sets are created at base mesh level (works by this by
design, like any other tool).
- Unlike the previous mask_expand operator, this one does not blur the mask
by default after finishing Expand as that does not fit the new design.
The mask can still be blurred by using the mask filter manually.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10455
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Not sure this fixes the root cause. It seems that memory corruption
happens in dynstr. This patch replaces dynstr with a streamstring.
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Caused by e1f3996d740c, `seq_update_meta_disp_range()` did not check if
sequencer data exists.
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The performance debug menu isn't used that often anymore as render doc
also show the timings. This patch will make sure that enabling the
performance debug view (21) does not crash blender.
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Bad copy paste...
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This was caused by a missing version check.
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The crash happened when the density in the Point Distribute node was
above zero but so small, that no point was generated. In this case, there
was a point cloud component, but the point cloud was empty, making some
attributes unavailable.
One could also make more attributes available in this case, but that can
be done separately if necessary.
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This fixes the issue of bokeh size being smaller when using overblur.
The additional overblur needs to be centered on the outer radius.
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Move low level logic to module code and versioning logic to versioning code.
Metas strip position was handled in diffrent way compared to other strips.
This was introduced in c8b0d25794be as bugfix for T28158.
I disagree with such design. Meta strips should be handled in same way as
any other strips.
I have tested this change and haven't found any problems.
No problems after checking T28158 as well.
There should be no functional changes on user level.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9972
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Nicely hidden bug in pose read library code, it was using the library
from the wrong ID as reference to relink the custom shape object pointer
(pose is data from Object, not Armature).
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This is same issue as fixed by d85789255320, but I forgot to check meta
strips. Meta strip output is always in render size.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10560
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Applying negative offset to seek position before scanning doesnn't have
any effect. This change results in 1.5x faster seeking (random frame,
average value) in sample file with 30 frame GOP length.
If I am not mistaken, B frames can have pts that can be less than
pts of I frame that must be decoded. Even in this case though, B frame
packet will be stored after that I frame.
In addition, preseek value is de facto hardcoded so seeking would fail
if it could. This can be hard to spot though.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10529
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Isolate RNA and operator logic from functions that create strips.
- Operator specific code was removed from `SeqLoadInfo` structure and
`SEQ_add_*` functions.
- Strip loading code was removed from RNA and operator functions.
- `SEQ_add_*` API was unified to work on `SeqLoadData` struct.
Only exception is image strip, which require files to be loaded
separately to strip creation itself. This is not ideal, but I think
it's acceptable.
- Some functions and variables were refactored so the code reads
better.
There are minor functional changes (coincidental bugfixes):
- Operator errors are reported per-strip. Previously they were not
reported at all?
- `new_sound()` RNA API function now create sound with length of 1
if source file does not exist. Previously it created strip with
length of 0.
- Replace selection operator property wasn't working correctly.
Fixed in this patch.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9760
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This enables the quick access button [to show the relevant Texture in
the Properties Editor] for textures used in geometry nodes.
This goes in line to what we do for other textures:
- modifier textures have this button
- particle textures have this button
- brush textures will soon have it, too (see D9813)
When outside of the Properties Editor, the button will always show (if a
texture is actually assigned), but will be inactive if no suiting
Properties Editor to show the texture in can be found.
Note this also changes the behavior to not show the button if _no_
texture is assigned (as in: we are still showing the "New" button).
Previously it was always there (e.g. for modifier textures), even if it
would take us to an empty texture tab. (Sure, we could add a texture
there then, but imho it makes more sense to just start showing it once a
texture is already there)
For this to work with geometry nodes, the following chages were done:
- implement foreachTexLink for geonode modifiers
- new buttons_texture_user_node_property_add() that stores prop as well
as node
- also use NODE_ACTIVE_TEXTURE flag in geometry nodetrees
notes:
- this still uses the first suiting (as in: pinning does not interfere)
Properties Editor it finds, this should (maybe?) find the _closest_
Property Editor instead (see related feedback in D9813).
- this will already show the button for brush textures as well
(disabled), but there is another mandatory change in an upcomming commit
to make it work there as well (see D9813)
ref. T85278
Maniphest Tasks: T85278
Differential Revision: https://developer.blender.org/D10293
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If the property is properly tagged, RNA knows how to deal with ID
usercount by itself, no need of a custom setter callback for that.
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Currently the compositor reads cryptomatte meta-data from the render
result. When loading a multilayer open exr file the meta-data was ignored.
This patch will also load the cryptomatte meta-data from multilayer open
exr files.
This enabled workflows where the rendering and compositing are done in
separate scenes or for future changes where the cryptomatte node will
use the meta-data for name matching and color picking.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D10384
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Utility to construct a cryptomatte session from a render result or
openexr file. This will allow D3959 to be more aware of the context
it is working on and would also support external render engines in
the cryptomatte color picker.
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1638af109e46522a1a24645289016922bb9ca977 &
bfc70a6a958b9c35bde765ea8a02e8b1fd36db8b
caused a regression with click-drag (not tweak which has it's own logic).
Restore some changes from these commits with added comments.
Minor changes from previous functionality from
39919e35326c732141bfd2d740b19000b6bc1d51.
- `prevval` & `prevtype` are now set for all kinds of new events
in the queue previously this was not done for some kinds of events
(mouse wheel, ndof - for example).
- Set `prevval` & `prevtype` for other windows for mouse buttons.
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Ensure they're working as documented (only for debug builds).
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Match wm_event_add_ghostevent behavior for setting previous values.
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