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This is enabled with bl_use_eevee_viewport = True. It allows external engines
to generate an Cycles/Eevee shader node setup to emulate their materials in
the realtime viewport, or to leave it to users to do manually.
Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing
anymore. This should not break API compatibility, any scripts setting those
should continue to work the same as before.
Also adds descriptions for some RenderEngine settings.
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This reverts commit 935c9ab0de1ce3d36f93ce5aeee5d0f82d6f2591.
Clang-tidy was making unrelated *fixes*.
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On GPUs that support it, we now present OpenGL contents via CAMetalLayer. This
fixes frame skipping issues found in T60043. If the system does not have a Metal
capable GPU, NSOpenGLView will continue to be used.
Patch by Tomoaki Kawada, with some changes by Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D4619
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Previously, bright edges (e.g. caused by rim lighting) would sometimes get
halos around them after denoising.
This change introduces a log(1+x) highlight compression step that is performed
before denoising and reversed afterwards. That way, the denoising algorithm
itself operates in the compressed space and therefore bright edges cause less
numerical issues.
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Don't rely on indirect header includes.
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doesn't work as expected when the path includes a whitespace character
File path didn't need to be escaped.
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Operator flags to wrap on a single axis.
D4865 by @Gvgeo with updates.
Resolves T64585
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Truncating a pointer to long gave warnings with MSVC on x64
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This commit extends dependency graph API with an argument which
denotes that all custom data layers are to be preserved. This
forces modifier stack re-evaluation with more inclusive mask.
Far from ideal, since this might fail in certain configurations
with indirectly used objects which might be missing layers needed
for the current object evaluation. But this is how it worked for
a long time, so should be good enough for until more sophisticated
solution is found.
In order to use this new behavior two things are to be passed:
- Pass keep_all_data_layers=True
- Pass a valid dependency graph.
The dependency graph is only needed if keep_all_data_layers=True
and is NOT to be passed if keep_all_data_layers=False.
If keep_all_data_layers=True the dependency graph MUST be passed.
Reviewers: mont29, brecht
Reviewed By: mont29
Maniphest Tasks: T64994, T64794
Differential Revision: https://developer.blender.org/D4940
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The order of the initializers did not follow the order they were
declared in the class definition leading to warning C5038
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Explicitly disable particles in edit for now.
Those were not rendered already, but were attempted to be converted
to Cycles structures (if UVs were not needed for hair nothing was
rendered, but if UVs are needed then crash happened).
Would be nice to bring hair in edit mode back, but this is a bit
more involved change, which will be done later.
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* Replace Log view transform with Filmic Log.
* Remove Rec.709, DCI-P3 displays that were incomplete and outdated.
* Remove outdated RRT and Film transforms, replaced by Filmic.
* Remove camera responsive curves that don't work with HDR colors.
* Rename Default view transform to Standard.
We're breaking compatibility now for 2.80, so that we can add future
improvements on a clean config.
Part of the code was contributed by George Vogiatzis in D4782.
Differential Revision: https://developer.blender.org/D4900
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This also replaces the Use Alpha setting. We now have these alpha modes:
* Straight: store RGB and alpha channels separately with alpha acting as a
mask, also known as unassociated alpha.
* Premultiplied: transparent RGB pixels are multiplied by the alpha channel.
The natural format for renders.
* Channel Packed: different images are packed in the RGB and alpha channels,
and they should not influence each other. Channel packing is commonly used
by game engines to save memory.
* None: ignore alpha channel from the file and make image fully opaque.
Cycles OSL does not correctly support Channel Packed and None yet, we are
missing fine control over the OpenImageIO texture cache to do that.
Fixes T53672
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The previous behavior here was wrong for some specific combinations of
settings, non-color RGB channels should never be affected by the alpha
channel.
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The same was done for Windows, but some extra changes were needed to make it
work on macOS. This is required because the Blender quit dialog now contains
additional settings for image saving.
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There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
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For existing files, it will use the setting from Cycles or Eevee depending on
the render engine in the scene.
Differential Revision: https://developer.blender.org/D4874
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We can not access ensured-to-be-evaluated dependency graph from the
render API: some of it is running from within evaluation which makes
it possible for engines to access list of evaluated IDs.
Solved by passing dependency graph to viewport functions, similar to
the final render functions.
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One of the usecases is to create mesh from an object is a manner similar to
how Apply Modifiers does it, and have it in the bmain so it can be referenced
by other objects.
This usecase is something what went unnoticed in the previous API changes, so
here is a followup.
Summary of changes:
* bpy.meshes.new_from_object() behaves almost the same as before this change.
The difference now is that it now ensures all referenced data-blocks are
original (for example, materials referenced by the mesh).
* object.to_mesh() now creates free-standing Mesh data-block which is outside
of any bmain. The object owns it, which guarantees the memory never leaks.
It is possible to force free memory by calling object.to_mesh_clear().
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4875
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The kernel does not use AVX2 vectorization, and trying to use BVH8 was
leading to an empty scenes.
Fixes T64624: Ctest : Win32 + AVX2 fails virtually all cycles tests
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Main goal here is to make it obvious and predictable about
what is going on.
Summary of changes.
- Access to dependency graph is now only possible to a fully evaluated
graph. This is now done via context.evaluated_depsgraph_get().
The call will ensure both relations and datablocks are updated.
This way we don't allow access to some known bad state of the graph,
and also making explicit that getting update dependency graph is not
cheap.
- Access to evaluated ID is now possible via id.evaluated_get().
It was already possible to get evaluated ID via dependency graph,
but that was a bit confusing why access to original is done via ID
and to evaluated via depsgraph.
If datablock is not covered by dependency graph it will be returned
as-is.
- Similarly, request for original from an ID which is not evaluated
will return ID as-is.
- Removed scene.update().
This is very expensive to update all the view layers.
- Added depsgraph.update().
Now when temporary changes to objects are to be done, this is to
happen on original object and then dependency graph is to be
updated.
- Changed object.to_mesh() to behave the following way:
* When is used for original object modifiers are ignored.
For meshes this acts similar to mesh-copy, not very useful but
allows to keep code paths similar (i.e. for exporter which has
Apply Modifiers option it's only matter choosing between original
and evaluated object, the to_mesh() part can stay the same).
For curves this gives a mesh which is constructed from displist
without taking own modifiers and modifiers of bevel/taper objects
into account.
For metaballs this gives empty mesh.
Polygonization of metaball is not possible from a single object.
* When is used for evaluated object modifiers are always applied.
In fact, no evaluation is happening, the mesh is either copied
as-is, or constructed from current state of curve cache.
Arguments to apply modifiers and calculate original coordinates (ORCO,
aka undeformed coordinates) are removed. The ORCO is to be calculated
as part of dependency graph evaluation.
File used to regression-test (a packed Python script into .blend):
{F7033464}
Patch to make addons tests to pass:
{F7033466}
NOTE: I've included changes to FBX exporter, and those are addressing
report T63689.
NOTE: All the enabled-by-default addons are to be ported still, but
first want to have agreement on this part of changes.
NOTE: Also need to work on documentation for Python API, but, again,
better be done after having agreement on this work.
Reviewers: brecht, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D4834
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Was relying on the header recently removed from GHOST_Rect.h,
for some reason only some systems give issues here.
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This is the angular diameter as seen from earth, which is between 0.526° and
0.545° in reality. Sharing the size with other light types did not make much
sense and meant the unit was unclear.
Differential Revision: https://developer.blender.org/D4819
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A better solution would be to not use the callback mechanism anymore for
cases like this where the dependency graph will free volume data, but
that would be a bigger refactor.
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We need to do aligned alloc of the services instead of globals now since the
concurrent map moved there.
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The refactoring of texture handles did not take into account that render
services are shared between multiple render session. Now the texture
to handle map is also shared between render sessions.
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This makes it easier to set up materials with emission and transparency.
Importers/exporters and add-ons are recommended to now use these rather than
creating separate transparent BSDF and emission nodes.
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Cycles lights now use strength and color properties of the light outside
of the shading nodes, just like Eevee. The shading nodes then act as a
multiplier on this, and become optional unless textures, fallof or other
effects are desired.
Backwards compatibility is not exact, as we can't be sure which renderer
the .blend was designed for or even if it was designed for a single one.
If the render engine in the active scene is set to Cycles, lights are
converted to ensure overall light strength remains the same, and removing
unnecessary shader node setups that only included a single emission node.
If the engine is set to Eevee, we increase strength to remove the automatic
100x multiplier that was there to match Cycles.
Differential Revision: https://developer.blender.org/D4588
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