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2022-04-20Mesh: Avoid unnecessary normal calculation and dirty tagsHans Goudey
This is mostly a cleanup to avoid hardcoding the eager calculation of normals it isn't necessary, by reducing calls to `BKE_mesh_calc_normals` and by removing calls to `BKE_mesh_normals_tag_dirty` when the mesh is newly created and already has dirty normals anyway. This reduces boilerplate code and makes the "dirty by default" state more clear. Any regressions from this commit should be easy to fix, though the lazy calculation is solid enough that none are expected.
2022-04-19Cycles: add support for volume motion blurKévin Dietrich
This adds support for rendering motion blur for volumes, using their velocity field. This works for fluid simulations and imported VDB volumes. For the latter, the name of the velocity field can be set per volume object, with automatic detection of velocity fields that are split into 3 scalar grids. A new parameter is also added to scale velocity for more artistic control. Like for Alembic and USD caches, a parameter to set the unit of time in which the velocity vectors are expressed is also added. For Blender gas simulations, the velocity unit should always be in seconds, so this is only exposed for volume objects which may come from external OpenVDB files. These parameters are available under the `Render` panels for the fluid domain and the volume object data properties respectively. Credits: kernel advection code from Tangent Animation's Blackbird based on earlier work by Geraldine Chua Differential Revision: https://developer.blender.org/D14629
2022-03-16Cleanup: rename cnt to countCampbell Barton
Follow naming from T85728.
2022-03-09Cleanup: fix wrong spelling of texture and indentationBrecht Van Lommel
Contributed by luzpaz. Ref D14271, D14270
2022-03-09Cleanup: use ELEM macroCampbell Barton
2022-02-23Cleanup: Remove repeated word in commentsCampbell Barton
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-01-13Refactor: Move normals out of MVert, lazy calculationHans Goudey
As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
2021-12-07Cleanup: move public doc-strings into headers for 'blenkernel'Campbell Barton
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
2021-11-19Cleanup: fix typos in comments and docsBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D13264
2021-10-20Cleanup: use elem macrosCampbell Barton
2021-09-28Fix: Fluid/Cloth/DynamicPaint: Only share pointcaches in CoW case.Bastien Montagne
Particle copying code was already properly sharing pointcache between orig data and its copy only when `LIB_ID_COPY_SET_COPIED_ON_WRITE` is set, do the same for the other point cache users. Using `LIB_ID_CREATE_NO_MAIN` here is waaaaaaay to much wide scope for such a dangerous/advanced behavior, that kind of things has to be strictly restricted in scope.
2021-09-15Cleanup: Use function to mark mesh normals dirtyHans Goudey
2021-09-10Modifiers: export motion blur velocity through attributeBrecht Van Lommel
Previously fluid simulation and Alembic modifiers had a dedicated function to query the velocity for motion blur. Now use a more generic system where those modifiers output a velocity attribute. Advantages: * Geometry and particle nodes can output velocity through the same mechanism, or read the attribute coming from earlier modifiers. * The velocity can be preserved through modifiers like subdivision surface or auto smooth. * USD and Alembic previously only output velocity from fluid simulation, now they work with velocity from other sources too. * Simplifies the code for renderers like Cycles and exporters like Alembic and USD. This breaks compatibility: * External renderers and exporters accessing these velocities through the Python API now need to use the attribute instead. * Existing modifier node setups that create an attribute named "velocity" will render differently with motion blur. Differential Revision: https://developer.blender.org/D12305
2021-08-31Cleanup: Use C style comments for descriptive textCampbell Barton
2021-08-26Cleanup: use C style comments for descriptive textCampbell Barton
2021-08-06Cleanup: use MEM_SAFE_FREE macroCampbell Barton
2021-08-05Cleanup: remove redundant parenthesisCampbell Barton
2021-07-26Mantaflow: Remove Noise Type OptionAaron Carlisle
Mantflow only supports wavelet noise, thus the parameter with only one option is no longer useful. Differential Revision: https://developer.blender.org/D6770
2021-07-20Cleanup: reserve C++ comments for disabled codeCampbell Barton
Use C comments for plain text.
2021-07-12Cleanup: improve naming and comments of scene frame/ctime functionsBrecht Van Lommel
Confusingly, BKE_scene_frame_get did not match the frame number as expected by BKE_scene_frame_set. Instead it return the value after time remapping, which is commonly named "ctime". * Rename BKE_scene_frame_get to BKE_scene_ctime_get * Add a new BKE_scene_frame_get that matches BKE_scene_frame_set * Use int/float depending if fractional frame is expected
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-23Cleanup: reformat trailing comments that caused line wrappingCampbell Barton
2021-06-17Cleanup: split BKE_mesh_copy_settings into two functionsCampbell Barton
- BKE_mesh_copy_parameters_for_eval to be used for evaluated meshes only as it doesn't handle ID user-counts. - BKE_mesh_copy_parameters is a general function for copying parameters between meshes.
2021-05-26Fix T88531: Mantaflow problem with geometry nodesPhilipp Oeser
Objects modified by geometry nodes modifiers were not caught as being "dynamic". Now add this modifier type to the list of modifiers making them "dynamic" in the eyes of mantaflow. (noticed by @sebbas in chat) Maniphest Tasks: T88531 Differential Revision: https://developer.blender.org/D11389
2021-05-26Fix T88566: Mantaflow inflow with shapekeys is not working anymorePhilipp Oeser
(regression) Code was actually checking for shapekeys, but these were not detected properly (some effects like shape keys are added as virtual modifiers before the user created modifiers) Now go over virtual modifiers as well. Maniphest Tasks: T88566 Differential Revision: https://developer.blender.org/D11388
2021-03-24Cleanup: use new BLI_assert_unreachable macroCampbell Barton
2021-03-18Cleanup: spellingCampbell Barton
2021-02-02Force Fields: implement early filtering by the Affect flags.Alexander Gavrilov
Most fields have Affect Location and Rotation options that switch off their effect, but they are only checked as the last step after the force is already computed. It is more efficient to check it when building the list of field objects, just like zero weight. It is also possible to check the strength-related fields for 0. As an aside, this adds Location to Texture fields (they don't handle rotation) and both Location & Rotation checkboxes to Fluid Flow. Boid and Curve Guide remain without options for now as they are completely different from others. Differential Revision: https://developer.blender.org/D10087
2021-02-02Fix T84649: Quick liquid causing crash on scale operationSebastián Barschkis
This commit makes use of the updated fluid sources files (previous commit rB9ad828dbad94d279521875db47a3472a38cc9b29)
2021-01-19Refactor modifier copying code.Bastien Montagne
Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-10Fix T83777: Crash when enabling guidesSebastián Barschkis
Also adjusted adjusted guiding UI parameters so that guiding will not get invalidated when changing domain values.
2021-01-04Cleanup: remove self-assignmentCampbell Barton
Use CLAMP_MAX to remove redundant comparison.
2020-12-23Fluid: Added new viscosity solverSebastián Barschkis
Mainly updated the Mantaflow version. It includes the new viscosity solver plugin based on the method from 'Accurate Viscous Free Surfaces for Buckling, Coiling, and Rotating Liquids' (Batty & Bridson). In the UI, this update adds a new 'Viscosity' section to the fluid modifier UI (liquid domains only). For now, there is a single 'strength' value to control the viscosity of liquids.
2020-12-02Geometry Nodes: active modifier + geometry nodes editorHans Goudey
This commit adds functions to set and get the object's active modifier, which is stored as a flag in the ModifierData struct, similar to constraints. This will be used to set the context in the node editor. There are no visible changes in this commit. Similar to how the node editor context works for materials, this commit makes the node group displayed in the node editor depend on the active object and its active modifier. To keep the node group from changing, just pin the node group in the header. * Shortcuts performed while there is an active modifier will affect only that modifier (the exception is the A to expand the modifiers). * Clicking anywhere on the empty space in a modifier's panel will make it active. These changes require some refactoring of object modifier code. First is splitting up the modifier property invoke callback, which now needs to be able to get the active modifier separately from the hovered modifier for the different operators. Second is a change to removing modifiers, where there is now a separate function to remove a modifier from an object's list, in order to handle changing the active. Finally, the panel handler needs a small tweak so that this "click in panel" event can be handled afterwards.
2020-12-02Geometry Nodes: initial scattering and geometry nodesJacques Lucke
This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-11-18Merge branch 'blender-v2.91-release'Sebastián Barschkis
2020-11-18Fluid: Revert changes from T82488Sebastián Barschkis
Scaling of forces needs more work. Before making changes to them it would be nice to have a setup, that works physically correct across multiple modifiers (cloth, rigid bodies, fluid). This will be a to do for 2.92.
2020-11-12Merge branch 'blender-v2.91-release'Sebastián Barschkis
2020-11-12Fluid: Removed clamp from force assignmentSebastián Barschkis
The clamp is too aggressive and results in forces being too weak.
2020-11-09Cleanup: more renaming in the render/ module for consistencyBrecht Van Lommel
2020-11-09Fluid: Fix strict compiler warningSergey Sharybin
Proper way to check for DEBUG_PRINT is to do `if defined` check rather than `if`: this is because in non-debug builds the symbol is not defined.
2020-11-09Fluid: Fix strict compiler warningSergey Sharybin
Proper way to check for DEBUG_PRINT is to do `if defined` check rather than `if`: this is because in non-debug builds the symbol is not defined.
2020-11-09Merge branch 'blender-v2.91-release'Sebastián Barschkis
2020-11-09Fix T82488: Mantaflow - force fields have very low influence compare to 2.90.1Sebastián Barschkis
Removed 0.2f factor when setting forces. Why this factor has been used when forces should only be clamped, nobody knows ..
2020-11-06Cleanup: use ELEM macro (>2 args)Campbell Barton
2020-11-06Cleanup: follow our code style for float literalsCampbell Barton
2020-10-30Fluid: Added APIC simulation methodSebastián Barschkis
Basic support for velocity updates with the APIC method. This commit adds APIC to the already existing dropdown menu for the simulation method. The APIC plugin within Mantaflow has been updated to the latest version.
2020-10-23Fluid: Possible fix for T79799Sebastián Barschkis
This issue is specific to Windows and should be resolved with the extra checks (untested).