Age | Commit message (Collapse) | Author |
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Changes output for geometry info node in Eevee to be consistent with Cycles (w/o osl)
Before this patch Eevee outputs Z-tangent even for hair. This patch changes it to output hair tangent (growth direction). Hair tangent is impossible to derive otherwise from normal or view direction.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D10841
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This is caused by lacking of consideration of
OB_DUPLICOLLECTION in updateDepsgraph() in the
modifier.
Reviewed by: Antonio Vazquez (antoniov)
https://developer.blender.org/D11292
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Includes update for OpenVDB file IO, i.e. fixes an issue with
compression flag combination that resulted in random segfaults.
Other changes: Cleanup and formatting.
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Value of the size argument in `strncat` is too large, might lead to a
buffer overflow.
Change the argument to be the free space in the destination buffer
minus the terminating null byte.
Introduced in 5368859a669d
Reviewed By: Sergey
Differential Revision: https://developer.blender.org/D11289
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When filtering the render using view layer, could be possible the mask is NULL and just need to be ignored.
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And re-enable the test on macOS Arm.
Ref T78710
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Test is failing and needs further investigation.
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- Used try/except instead of a poll function.
- The error case referenced a non-existent error handling module.
Prefer poll functions over exception handling where possible,
also having an operators logic in a try block isn't good practice
as it can hide more serious errors in the code.
Note that duplicate pencil settings access should be moved into a
utility function. This can be part of a separate cleanup.
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Resolve ownership ambiguity with shared physics pointers.
Previously, LIB_ID_CREATE_NO_MAIN allowed pointer sharing with
the source ID so physics caches can be shared between original and
evaluated data: (Object.soft.shared & Object.rigidbody_object.shared).
This only worked properly for LIB_TAG_COPIED_ON_WRITE ID's,
as LIB_TAG_NO_MAIN can be used in situations where the original ID's
lifetime limited by it's original data.
This commit adds `LIB_ID_COPY_SET_COPIED_ON_WRITE` so ID's only share
memory with original data for ID's evaluated in the depsgraph.
For all other uses, a full copy of physics data is made.
Ref D11228#287094
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Expand is not expected to update the visibility state of the PBVH, only
the Face Sets IDs. If visibility updates are made accidentally, PBVH
rendering breaks.
In order for this to work properly, the following fixes are needed:
- Expand should always check for active component before attempting to
modify a Face Set ID
- Expand should always check the visibility state on original_face_sets, as
it is the array that contains the visiblilty state that corresponds with the
current state used for PBVH rendering. This implies that after any modification
done by Expand, the visibility state of ss->face_sets and
expand_cache->original_face_sets should match (like in any other tool that
does not modify visibility).
- Expand should never modify the Face Set ID of a poly that is hidden in
expand_cache->original_face_sets.
- When deleting an ID, hidden Face Sets should be skipped when picking IDs for
content filling. This avoids introducing hidden IDs back into the visible
geometry even after updating its visibility state.
Reviewed By: JulienKaspar, JacquesLucke
Maniphest Tasks: T88230
Differential Revision: https://developer.blender.org/D11243
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As in the old Blender Internal baking code, this still relies on there being a
good mapping to the original vertices.
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This is giving too bright pixel values, as the sample scaling and random number
sample are wrong. The proper fix for this is complicated. It will be solved in
Cycles X, for now we disable this combination.
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instance
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Contributed by Intel. On some scenes like classroom with particular integrated
GPUs this speeds up rendering 1.97x. With other benchmarks and GPUs it's
between 0.99-1.14x.
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Before, the camera parameters were calculated only for first frame.
If the camera is animated, these values need to be recalculated in order to get the new camera view position and export the strokes as expected.
Also fixed the export of PDF when the view is not in camera view. PDF export, needs to be done in camera view.
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Files without doc-strings were not included.
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This was a bug uncovered by rB50782df42586.
Previously, the lightcache was always discarded between redraw and forced
to be updated again.
Now we check for update inside the render loop making it compatible with
accumulation motion blur and long exposure.
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This was caused by the slight focus gather not being wide enough
for small radii. Now the cast to int will properly round the radius to
the nearest integer.
This is related to T86244 Black Artefacts in EEVEE on Transparent BSDF
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This was caused by the bokeh LUT being sampled outside the valid range.
But `texelFetch` is only valid if the sample actually exists. This lead to
undefined behavior.
The fix is to increase `DOF_MAX_SLIGHT_FOCUS_RADIUS` (which just offsets the
LUT along the X=Y axis) to avoid any sample outside the defined range.
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operator
This is only used when the preset is set to 'Custom', make that clear in
the tooltip and disable editing the value if another preset is used.
Issue came up in T88155.
Maniphest Tasks: T88155
Differential Revision: https://developer.blender.org/D11210
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effect
The way it is now, `ClothVertex->mass` is setup once for the clothObject
and then reused if it already exists [so does not change across frames/
steps] which happens in`cloth_from_object` / `do_init_cloth`, where
`SIM_cloth_solver_init` / `SIM_mass_spring_set_vertex_mass` are called
and set up masses in `Implicit_Data`.
Seems possible to update `ClothVertex->mass` every step in
`do_step_cloth`, however it seems more involved to update the masses in
`Implicit_Data` there as well. The masses from `Implicit_Data` are
accessed in many places, so it would be mandatory to have these masses
kept up-to-date (and even then it is unclear if the solver was designed
to work with these animated or if there are assumptions about this being
stable across the sim).
So propose to remove the (broken/not implemented) animation capabilities
on the property instead.
Maniphest Tasks: T88188
Differential Revision: https://developer.blender.org/D11225
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context menu
Collection holdouts are now supported by eevee.
Maniphest Tasks: T87715
Differential Revision: https://developer.blender.org/D11233
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In {rB266cd7bb82ce}, support for muting links was added. It might be
debatable if we define a shader as "having" displacement even if the link
is muted, but after said commit, shader_has_displacement() would return
true but still leave the returned node as NULL.
Now also return false if the link is muted (otherwise the caller would
need to additionally check the returned node as well.)
Maniphest Tasks: T88234
Differential Revision: https://developer.blender.org/D11256
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Code would still create an object (without setting up materials), code
for removing unused material slots would then freeze.
Now return/cancel early in case of empty selection.
This came up in T88269 [which is still not fully fixed, transforming
curve edit points clear their GP_STROKE_SELECT flag which now results in
the early exit, should be looked at separately]
Maniphest Tasks: T88269
Differential Revision: https://developer.blender.org/D11252
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This allows extra options (in-front and stroke order) to be shown when adding line art kind of grease pencil object.
Reviewed by: Antonio Vazquez (antoniov)
Diff: https://developer.blender.org/D11130
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Differential Revision: https://developer.blender.org/D11240
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When popping ID-property groups/arrays,
ID-property was removed but not freed.
Now the value is converted to a native Python type and freed.
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This issue originates from a missing BVH packing for visibility data
when it is modified.
To fix this, this adds update flags to the managers to carry the
modified visibility information from the Objects' modified flag to the
GeometryManager.
Another set of flags is added to determine which data need to be packed:
geometry, vertices, or visibility. Those flags are then used when
packing the primivites.
Reviewed By: brecht
Maniphest Tasks: T87929
Differential Revision: https://developer.blender.org/D11219
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link->multi_input_socket_index, which is used to calculate the links
position on the multi-input socket, was not set.
Now it is set to the sockets current link count.
Review: Jacques Lucke (JacquesLucke)
Differential Revision: https://developer.blender.org/D11082
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When disk cache path is same as blend file path, with Unix-like systems
blend file can be overwritten by disk cache directory.
This was caused by `BLI_delete(path, false, true)` when path points to
file. On Windows this would result in error message and file would not
be deleted. On Linux, file is deleted and then overwritten with cache
directory.
To further minimize chance of removing blend file, append disk cache
path with `_seq_cache` suffix.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11217
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Byte images used `ibuf->float_colorspace` as source colorspace.
This was oversight - `ibuf->rect_colorspace` should be used as source
colorspace.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11223
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In e1f3996d740c, logic for changing metastrip start and end frame based
on contained strips was removed. This was done intentionally and
incorrect functionality wasn't noticed as drawing code reflected
seemingly correct state.
Original code was mostly correct, because meta strip doesn't store its
internal start and end points. This code was restored with minor
modifications so function `SEQ_time_update_sequence()` is fully self
contained as it is used not only by transform operator.
In addition, drawing glitches that happen when meta content is outside
of meta boundaries were fixed. These glitches were not caused by
e1f3996d740c.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11215
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This was caused by the drivers not optimizing the shader enough to remove
the samplers and data used by closure eval. Removing the lighting loops
from the depth shader fixes the perf regression.
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With Constrain to Image Bounds selected, UVs will be constrained to the
correct/closest UDIM if the image is tiled.
UVs will be constrained to the 0-1 UV space if the image is not tiled.
This will override the present behavior of always constraining selected
UVs to the 0-1 UV space (UDIM 1001).
Reviewed By: campbellbarton
Ref D11202
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Remove the V key for switching to vertex mode in Weight Paint mode
as it caused a key-conflict.
Ref D11192
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Found in T88151, labels are swapped. Vector math node is not affected.
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Was causing calculation issues later on in the kernel.
This change catches the most obvious case: missing attribute. The old
code was trying to set tangent to 0, but because it was transformed as
a normal it got converted to non-finite value. This change makes it so
that no transform is involved and 0 is written directly to the SVM
stack.
To cover all cases it will require using safe_normalize() in this node
and in the normal transform function. This is more involved change from
performance point of view, would be nice to verify whether we really want
to go this route.
I've left asserts in the BSDF allocation functions. Don't have strong
connection to them, but think they are handy and are not different from
having an assert in the path radiance checks.
Differential Revision: https://developer.blender.org/D11235
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It is possible that BSDF allocation will advance pointer in the
allocation "pool" but will return null pointer if the weight is
too small.
One artist-measurable issue this change fixes is random issues
with denoising: normal pass for denoising could have accessed
non-initialized normal of a closure.
Differential Revision: https://developer.blender.org/D11230
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Introduced when refactoring the function in
8815e3e3303933e2cc662f15fc9d11ca68a47d16
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Take into account the closure sample weight for the throughput.
Differential Revision: https://developer.blender.org/D10936
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Now, we have the new `I` menu for that. The `B`keymap was part of the old code.
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The id-property iterator referenced a PyObject pointer without
increasing it's user count - allowing for errors if the value
goes out of scope during iteration.
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Looping over IDProperty keys or calling iteritems leaked memory.
Error in original Python idproperty support from
8768707610fbc1cea2bde069cdfd6d3f3e2fc522
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This enables the overlay for instanced geometry.
After this change, objects that are an instance of the current active
object (which are also being modified in the current active mode) won't
fade, which is different from the previous behavior.
Reviewed By: fclem
Maniphest Tasks: T82155
Differential Revision: https://developer.blender.org/D9362
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