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2021-03-31Alembic procedural: fix missing update when editing shadersKévin Dietrich
2021-03-24Alembic procedural: deduplicate cached data accross framesKévin Dietrich
Currently the procedural will add an entry to the cache for every frame even if the data only changes seldomly. This means that in some cases we will have duplicate data accross frames. The cached data is now stored separately from the time information, and an index is used to retrieve it based on time. This decoupling allows for multiple frames to point to the same data. To check if two arrays are the same, we compute their keys using the Alembic library's routines (which is based on murmur3), and tell the cache to reuse the last data if the keys match. This can drastically reduce memory usage at the cost of more processing time, although processing time is only increased if the topology may change.
2021-03-15Fix Cycles rendering crash on OpenBSDBrecht Van Lommel
Static initialization order was not guaranteed to be correct for node base types. Now wrap all initialization in accessor functions to ensure the order is correct. Did not cause any known bug on Linux/macOS/Windows, but showed up on this platform.
2021-03-12Alembic procedural: specific result type for cache lookupsKévin Dietrich
This type, CacheLookupResult, holds the data for the current time, or an explanation as to why no data is available (already loaded, or simply nothing available). This is useful to document the behavior of the code but also, in future changes, to respond appropriately for missing data.
2021-03-12Alembic procedural: add support for instancingKévin Dietrich
Inside of the procedural, instances are AlembicObjects which point to the AlembicObject that they instance. In Alembic, an instance is an untyped Object pointing to the original (instanced) one through its source path. During the archive traversal we detect such instances and, only if the instanced object is asked to be rendered, set the instance's AlembicObject to point to the original's AlembicObject. Cycles Object Nodes are created for each AlembicObject, but only for non-instances are Geometries created, which are then shared between Object Nodes. It is supposed, and expected, that all instances share the same shaders, which will be set to be the ones found on the original object. As for caching, the data cache for an AlembicObject is only valid for non-instances and should not be read to or from as it is implicitly shared.
2021-03-12Alembic procedural: move cache building out of object update methodsKévin Dietrich
This will help support instancing as cache building is now decoupled from the logic to update the Nodes' sockets as data (and cache) will need to be shared by different Geometries somehow, and also simplify implementing different data caching methods by centralizing this operation.
2021-03-12Alembic procedural: fix missing attribute updateKévin Dietrich
We need to explicitely tag the Attribute and AttributeSet as modified if we change or add/remove data. This is more of a bandaid until attributes handling is refactored to be able to reuse routines from the Attribute API.
2021-03-12Cleanup: unused variableKévin Dietrich
2021-03-12Alembic procedural: fix potential zero scale matrix generationKévin Dietrich
This can happen during user edits or with files missing the global scale property.
2021-03-07Cleanup: do not pass class member to class methodsKévin Dietrich
2021-03-07Alembic procedural: fix missing update when only the transforms changeKévin Dietrich
The missing update has two sources: The TimeSampling used for looking up transformations in the cache was uninitialized. To fix this, simply use the TimeSampling from the last transformation in the hierarchy (that is the object's parent), which should also contain the time information for all of its parents. The objects are not tagged for update when their trasformations change.
2021-03-07Alembic procedural: fix infinite update loop when modifying Object level ↵Kévin Dietrich
properties
2021-02-23Alembic procedural: avoid storing constant hair topology for each frameKévin Dietrich
Only store the curve keys and radiuses for each frame if the topology does not change through time, this helps saving quit a bit of memory.
2021-02-23Alembic procedural: cleanup, demultiply Object and Geometry NodeKévin Dietrich
creation
2021-02-23Alembic procedural: use an enumeration to discriminate IObjectsKévin Dietrich
Using the various IObject::matches() to do so was expensive and would show up in profiles as requires creating std::strings for each call.
2021-02-23Alembic procedural: fix crash when accessing data out of frame boundsKévin Dietrich
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2021-02-03Alembic procedural: fix crash when cancelling a render duringKévin Dietrich
synchronization
2021-01-25Fix build error after Cycles Amembic procedural commitBrecht Van Lommel
2021-01-25Cycles: internal support for Alembic proceduralsKevin Dietrich
The implementation is currently optimized to load animation sequences once and then quickly scrubbing through them. Later on an option should be added to optimize for memory usage and only load the current frame into memory. Currently mesh and curve objects are supported, including support for UV and vertex color attributes. Missing still is support for arbitrary attributes and motion blur, as well as better handling of changing topology. Shader assignments are made using FaceSets found in the Alembic archive. The animation (and constant) data of the objects inside the Alembic archive is loaded at once at the beginning of the render and kept inside a cache. At each frame change we simply update the right socket of the corresponding Cycles node if the data is animated. This allows for fast playback in the viewport (depending on the scene size and compute power). Note this is not yet exposed in the Blender UI, it's a feature that is still under development and not ready for general use. Ref T79174, D3089