Age | Commit message (Collapse) | Author |
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This visualization of nested node groups makes it easier to debug
some issues. Muted nodes, muted links, reroute nodes and unavailable
sockets are removed from the visualization to keep it clean.
Nested node groups are visualized using colored clusters.
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For example, it would crash when connecting a float to a geometry socket,
under some circumstances.
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Porting the deadlock bugfix in WASAPI from upstream Audaspace.
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This also moves the handling of muted nodes from derived node tree to
node tree ref.
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The new clamping works by modifying the lamp internal radius which
then soften the light contribution.
However this does remove more light compare to the old solution.
This is because the clamp now affects the light over a much larger
distance since it is smoother. Old scene needs manual tweaking.
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Soft surface shadows were already supported but now we support
soft shadows of the volume themselves.
This is only enabled if the light casts shadow and the scene soft
shadows toggle is enabled.
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Previously area lights were just considered as point lights.
We now use a "most representative point" technique that make the
light shape appearant and gives more homogenous result.
This technique is quite cheap but it is not physically correct.
So I came up with a power function to have almost the same intensity
output as cycles in the general case.
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This makes volume lights more efficient if they have lower power.
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Sun lights are treated as distant light source and need to gather
shadowing from the full frustum.
This might have performance impact on certain scenes.
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This adds 2 new sliders for light objects that modulates the diffuse
light and the volume light intensities.
This also changes the way volume light is computed using point lamp
representation. We use "Point Light Attenuation Without Singularity"
from Cem Yuksel instead of the usual inverse square law.
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Previously we could crash because we would not check if the modifier in
question actually was a line art modifier. We also did not query if the
modifier was disabled.
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This patch adds data about instances generated by geometry nodes
to the spreadsheet. The transform data is decomposed into position,
rotation, and scale, and there is a name column to display the name
of the instanced object or collection.
This data is implemented specifically for the spreadsheet, because
we're not sure that we want to expose this data as attributes for the
use elsewhere.
Differential Revision: https://developer.blender.org/D10770
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The point separate node was failing in situations where one of the
outputs was empty. In addition, the code was not structured very well.
This new implementation stores less temporary information, is more
geometry component type agnostic, and is more self-descriptive.
It also solves the problems mentioned above.
Fixes T86573
Differential Revision: https://developer.blender.org/D10764
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This option was missing from the UI.
Also add missing camera settings depsgraph relation.
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Make options that are usually only useful in edge cases off by default.
These settings would requite extra work and thus the modifier evaluation
would be needlessly slower as most users do not need these options to be
on.
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It caused some chaining errors when used in combination with image space
chaining. After some internal discussion, we realized it is not
useful as chaining in image space essentially does the same thing.
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Instead of storing those in scne's master collection, which is fairly
annoying, we now add them to a (hidden) specific collection. Easy to
ignore, or check and cleanup.
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MemoryBuffer->getRect was returning a ptr.
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No functional changes.
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`determineDependingMemoryProxies` was mapping a value in a temp vector.
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This gives the cone mesh primitive more pleasing proportions by default.
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This is generally what people expect when generating a cone. Note that
this translation currently happens after the rotation, but since the rotation
will likely be removed in the future, that won't be a problem for long.
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This patch adds the remaining 6 interpolations for mesh domains.
The new interpolations are:
- Corner / point / polygon to edge
- Edge to corner / point / polygon
After this it is possible to adapt an attribute to and from every
mesh domain. This is simple to test with the "Attribute Convert" node.
Though, as a note for the future, there are still some improvements
possible to the interpolations, like lazily calculating values for the
interpolations where it's possible, and slightly improving the
algorithms used for some interpolations, like using corner angles
for polygon to point.
Differential Revision: https://developer.blender.org/D10765
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Now terminate if there are many bounces and the throughput gets so small
that we get precision issues.
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This is not only potentially extremely expensive, it is also fairly
futile, and code is not designed to handle it currently anyway (could
easily end up in inifinite loops and other crashes).
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Differential Revision: https://developer.blender.org/D10740
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When adding a node group there can be no inputs in the input map that
was triggering an assert.
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- Remove use of evaluated poses, instead calculate transformations
into an array which is applied afterwards.
- Only update ID's for poses that have been changed.
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This is simply a convenience when using this type. More similar
constructors can be added in the future when they are useful.
Differential Revision: https://developer.blender.org/D10714
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Allow python access to the `reset_view` functionality which before
was only available through the menu. This was suggested for
consistency after D10561.
Differential Revision: https://developer.blender.org/D10595
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The size in the transform matrices was extra, since it is also
passed as an argument to the BMesh operators.
Differential Revision: https://developer.blender.org/D10763
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