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This patch contains an initial set of nodes to access basic
mesh topology information, as explored in T100020.
The nodes allow six direct topology mappings for meshes:
- **Corner -> Face** The face a corner is in, the index in the face
- **Vertex -> Edge** Choose an edge attached to the vertex
- **Vertex -> Corner** Choose a corner attached to the vertex
- **Corner -> Edge** The next and previous edge at each face corner
- **Corner -> Vertex** The vertex associated with a corner
- **Corner -> Corner** Offset a corner index within a face
And two new topology mappings for curves:
- **Curve -> Points** Choose a point within a curve
- **Point -> Curve** The curve a point is in, the index in the curve
The idea is that some of the 16 possible mesh mappings are more
important, and that this is a useful set of nodes to start exploring
this area. For mappings with an arbitrary number of connections, we
must sort them and use an index to choose a single element, because
geometry nodes does not support list fields. Note that the sort
index has repeating behavior as it goes over the "Total" number of
connections, and negative sort indices choose from the end.
Currently which of the "start" elements is used is determined by the
field context, so the "Field at Index" and "Interpolate Domain" nodes
will be quite important. Also, currently the "Sort Index" inputs are
clamped to the number of connections.
One important feature that isn't implemented here is using the winding
order for the output elements. This can be a separate mode for some
of these nodes. It will be optional because of the performance impact.
There are several todos for separate commits after this:
- Rename "Control Point Neighbors" to be consistent with this naming
- Version away the "Vertex Neighbors" node which is fully redundant now
- Implement a special case for when no weights are used for performance
- De-duplicating some of the sorting logic between the nodes
- Improve performance and memory use of topology mappings
- Look into caching some of the mappings on meshes
Differential Revision: https://developer.blender.org/D16029
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This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.
**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
its active or not.
**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
When pinned, the spreadsheet still references the viewer node even
when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
the active viewer.
**Attribute**
* When a field is linked to the second input of the viewer node it is
displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
automatically. This does not work in all cases. It falls back to the
face corner domain on meshes and the point domain on curves. When
necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.
**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
by disabling the "Viewer Node" option in the "View" menu.
**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
attribute.
* The ground truth for the active viewer node is stored in the workspace
now. Node editors, spreadsheets and viewports retrieve the active
viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
the viewed geometry of the corresponding object is part of the iterator
instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
"preferred domain" for every field input. If there is not exactly one
preferred domain, the fallback is used.
Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
the values might have to be normalized or some should be drawn as arrays.
For now, we encourage users to build node groups that generate appropriate
viewer-geometry. We might include some of that functionality in future versions.
Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
nvidia gpus, to be investigated.
Differential Revision: https://developer.blender.org/D15954
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This commit is an improvement in the previous fill tool
changes in order to improve how the extended strokes
are managed.
* Now, the algorithm checks if the extend cross a standard stroke, not only extend strokes.
* Option to enable or disable the stroke cross checking
because this can be slow in very complex scenes.
* Added `D` key to toggle stroke cross option.
* Option to use only collide strokes to be used as fill limit.
If the option to use only collide strokes is enabled, the
open extensions are in different color.
* Status text now shows mode and the actual extend factor.
This commits also contains a refactor of the loops
to use arrays as much as possible.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D16052
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Removing this item was missed in 837144b4577f161baf1625.
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Batch rename for action clips works in outliner and 3d view.
Reviewed By: campbellbarton
Ref D15819
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Available on Windows and macOS, where such gestures are supported.
For Windows, disabling this option restores touchpad behavior to
match Blender 3.2.
Ref T97925
Differential Revision: https://developer.blender.org/D16005
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At the cost of slightly more boilerplate code, we can avoid the `NodeItem`
and `NodeCategory` abstractions used to build the node add menu.
This makes the menus more flexible and more obvious, which will
make them easier to extend with assets.
The identifiers for the new menu types are inconsistent with regular
class naming for backwards compatibility with the old "category"
menu naming.
Also adds an item for the "Self Object" node missed in dd5131bd700c.
Differential Revision: https://developer.blender.org/D15973
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This node allows access to the indices of neighboring control points
within a curve via an offset. This includes taking into consideration
curves that are cyclic.
Differential Revision: D13373
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Adds more information to System info to help triaging/debugging.
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The python GPU module was not mentioned in the list of internal
modules. Adding the GPU module to the list allows curious users
to find it.
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This patch replaces the existing transfer attribute node with three
nodes, "Sample Nearest Surface", "Sample Index", and "Sample Nearest".
This follows the design in T100010, allowing for new nodes like UV
sampling in the future. There is versioning so the new nodes replace
the old ones and are relinked as necessary.
The "Sample Nearest Surface" node is meant for the more complex
sampling algorithms that only work on meshes and interpolate
values inside of faces.
The new "Sample Index" just retrieves attributes from a geometry at
specific indices. It doesn't have implicit behavior like the old
transfer mode, which should make it more predictable. In order to not
change the behavior from existing files, the node has a has a "Clamp",
which is off by default for consistency with the "Field at Index" node.
The "Sample Nearest" node returns the index of the nearest element
on a geometry. It can be combined with the "Sample Index" node for
the same functionality as the old transfer node. This node can support
curves in the future.
Backwards compatibility is handled by versioning, but old versions can
not understand these nodes. The warning from 680fa8a523e0 should make
this explicit in 3.3 and earlier.
Differential Revision: https://developer.blender.org/D15909
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* Improve how the extend lines collision is calculated.
* Added `S` key to switch between modes.
* Now extend factor does not disable visual aids (thi sis done with checkbox).
* Reduce the use of linked list and now memory array is used.
* Refactor Radius functions.
* Fixed bug of Radius mode when object is rotated.
* Cleanup code.
Differential Revision: https://developer.blender.org/D16022
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This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.
There are two functional differences here:
* Operators are used to add and remove layers instead of a property.
* The "crease" attribute can be created and removed by geometry nodes.
The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.
Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.
One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.
Differential Revision: https://developer.blender.org/D15927
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* Mask by cavity is no longer its own subpanel in
the options panel, instead it's just a button
* Redo panel ui no longer shows props from automasking
settings when use automasking settings is on.
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* Brush now has its own cavity mask settings
- I modified the UI a bit to make it clearer when
a brush automasking setting is overriding a scene one.
* Merge remote-tracking branch 'origin' into temp-sculpt-cavity-mask
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In UV editor, previously unable to see grid and image at same time.
Maniphest Tasks: T78391
Differential Revision: https://developer.blender.org/D16038
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Initializing the sys.path on startup attempted to add subdirectories
of {BLENDER_SYSTEM_SCRIPTS}:
- ./modules/modules
- ./modules/startup
As the directories aren't expected to exist there is no need to add them.
Also improved comments for path searching logic.
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Reviewers: Campbell Barton <ideasman42>, Ryan Inch <Imaginer>
Differential Revision: https://developer.blender.org/D16015
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In D10241, both NodeItems for NodeGroupInput and NodeGroupOutput in the
were moved from their categories into the 'node_group_items' generator.
As the NodeItem.poll() is called by the NodeCategory class and not by
the NodeItem class, the poll functions associated with those NodeItems
were never called. This should correct that.
Differential Revision: https://developer.blender.org/D16013
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Add the Redo panel to the dopesheet & NLA editors. This also implicitly
adds it to the timeline editor, since it's a kind of action editor
internally.
This feature is needed for changing advanced properties of animation
operators, such as select grouped (see D14811). But it can also be
useful for existing operators, like precise keyframe position tweaking.
Changes are basically the same as in D6286 (which added the redo panel
for Graph Editor).
Some operators have internal properties that should be hidden. A full
list can be found in T98195. These will be fixed in a follow-up patch.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14960
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This was missing in Blender File & Orphan Data view.
Typo in rBb5fc8f611e39.
Maniphest Tasks: T101201
Differential Revision: https://developer.blender.org/D16016
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For example, allows a custom UV grid size of 4 x 12.
TODO: Fix snapping with custom UV grid sizes.
Manifest Tasks: T78391
Differential Revision: https://developer.blender.org/D16000
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Currently node group assets are supported, but using them by dragging
from the asset browser is cumbersome. This patch adds all node group
assets from user asset libraries and the current file libraries to the
add node search menu and the link drag search menu.
Node groups added through the search will have their "options" hidden,
meaning the data-block selector is displayed. This helps keep the UI
clean, and the selector shouldn't be necessary anyway.
To make that possible, metadata like the node tree type and its inputs
and outputs has to be saved in the file. This requires re-saving the
files that contain the assets with the patch applied.
The node add search operator is moved from Python to C++ to ease
development and allow more flexibility. It supports a tooltip that
gives the description of assets.
Currently the node groups are added with the asset system's existing
"Append & Reuse" behavior. It's likely that linking should be possible
in the future too, but for now the idea is to use the more foolproof
option that doesn't create dependencies between files.
Because loading assets can potentially take a long time, the search
menu refreshes its items as new assets are loaded. However, changing
the search field is necessary to see the update.
Differential Revision: https://developer.blender.org/D15568
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This commit adds a node to distribute points inside of volume grids.
The "Random" mode usese OpenVDB's "point scatter" implementation, and
there is also a "Grid" mode for uniform distributions. Both methods
operate on all of the float grids in the volume, using every voxel with
a value higher than the threshold. The random method is not stable as
the input volume deforms.
Based on a patch by Angus Stanton (@abstanton), which was based on a
patch by Kenzie (@kenziemac130).
Differential Revision: https://developer.blender.org/D15375
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This simplifies python code.
When we call a method like shader.uniform_float("color", (1,1,1,1)),
we expect the shader's uniform to be updated regardless of whether the
shader is bound or not.
And `batch.draw()` already calls `GPU_shader_bind` inside.
Differential Revision: https://developer.blender.org/D15929
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While both are supported, 'arg' is in more common use so prefer it.
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With the recent addition of the UV unwrapping node, there is a need to
be able to create seams easily. This node does that by outputting a
selection of the boundaries between different input face sets. In the
context of UV mapping, one inputs the "patches" you want, and the node
gives you the seams needed to make those patches.
Differential Revision: https://developer.blender.org/D15423
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Also removed leak size
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The motivation for this change: while working on an animation recently, I found that there are some gaps that won't close easily via stroke extension or leak size checking. In D14698, I attempted to address this by changing the algorithm of the raster-space flood fill. This patch attempts to address the same issue in vector space by adding two new cases where stroke extensions are added, as suggested by @frogstomp:
# **Points of high curvature:** when the curvature at a point is high enough that it's hard to visually distinguish between it and an endpoint, add a stroke extension out along the normal (pointing in the opposite direction of the stroke's acceleration.) This addresses cases where technically the endpoint points up, but there's a sharp corner right below it that should extend to connect.
# **Stroke endpoints within a radius**: when two endpoints are close together, regardless of the angle they make, connect them if they are within a radius. This addresses cases like where the two endpoints have effectively parallel tangents, so extensions won't close the gap.
Reviewed By: antoniov, mendio, frogstomp
Differential Revision: https://developer.blender.org/D14809
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Maniphest Tasks: T78391
Differential Revision: https://developer.blender.org/D15952
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autopep8 v1.7 added a space after assert & raise,
remove the braces as they aren't needed.
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This adds back the new mix node to the Color sections
of the add node menu.
The add menu now contains two entries for the mix node.
One under Utilites/Converter which defaults for float.
One under Color which defaults to color with `Mix Color` label.
This was moved as part of D13749.
The issue was reported on BlenderArtists.
Differential Revision: https://developer.blender.org/D15887
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This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.
{F13482749}
A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.
During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.
NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.
Reviewed By: fclem
Maniphest Tasks: T99390
Differential Revision: https://developer.blender.org/D15753
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Although view layers aren't ID, they do support custom properties,
so not providing the UI to access them seems to be a simple oversight.
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This operator allows to set the start point for any cyclic stroke.
This is very handy to fit interpolation issues or
use thickness modifier.
Note: There is small change in this commit to fix
a typo error in the name of the operator.
Reviewed By: mendio, frogstomp
Maniphest Tasks: T100827
Differential Revision: https://developer.blender.org/D15881
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