Age | Commit message (Collapse) | Author |
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Rename the node to "Offset Point in Curve"
Since this was committed, more mesh and curve topology nodes have been
committed with a different naming scheme (482d431bb6735e82069). Change
the name of this node to match "Offset Corner in Face". Because the
node was only added recently, it's a full rename, including the ID,
so forward compatibility is broken.
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This node allows for curves to have their evaluated normal mode changed
between MINIMUM_TWIST and Z_UP. A selection input allows for choosing
which spline in the curves object will be affected.
Differential Revision: D16118
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Contributed by linhsu0723.
Differential Revision: https://developer.blender.org/D15979
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The Instancer mode of the node is intended for varying material
behavior between instances. Since Geometry Nodes support arbitrary
named instance attributes, this mode should include them in lookup.
To implement this it is sufficient to store references to Geometry
Node data in DupliObject, and check it during dupli attribute lookup.
In order to reduce the memory usage of DupliObject, only 4 array
entries are allocated, even though the current dupli recursion stack
limit is 8. This assumes that not every entry would be associated with
a GeometrySet instance. Hopefully, soon the whole system will be
rewritten to remove the hard limits altogether.
Differential Revision: https://developer.blender.org/D16114
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This node allows sampling an attribute on a mesh surface based
on a UV coordinate. Internally, this has to do a "reverse uv lookup",
i.e. the node has to find the polygon that corresponds to the uv
coordinate. Therefore, the uv map of the mesh should not have
overlapping faces.
Differential Revision: https://developer.blender.org/D15440
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Also replace "dm" for evaluated mesh in some comments.
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In preparation for moving mesh runtime data out of DNA.
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Even if multires in sculpt mode doesn't yet support color
attributes, we should at least upload white color to avoid
making everything black.
Also fixed a bug where multires PBVHs didn't have access to
their CustomData attribute layout, which PBVH draw needs.
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Currently lookup of Object and Instancer attributes is completely
duplicated between Cycles, Eevee and Eevee Next. This is bad design,
so this patch aims to deduplicate it by introducing a common API
in blenkernel.
In case of Cycles this requires certain hacks, but according to
Brecht it is planned to be rewritten later for more direct access
to internal Blender data anyway.
Differential Revision: https://developer.blender.org/D16117
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In preparation for moving the mesh runtime struct out of DNA.
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Muted nodes and reroutes can potentially affect the output when
they are linked to an input socket and don't have any inputs on
their own.
The issues was that previously "logically linked sockets" where used
which hide reroutes and muted nodes away. The solution is to work
with the directly linked sockets instead and handle reroutes etc
explicitly.
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Two new normal-based automasking modes.
The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.
The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.
Each mode has an associated angular limit and a falloff.
Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
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Due to increased usage of typed arrays in C++ and name/offset based
access for BMesh, these are unlikely to be used again, and haven't been
used in many years.
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Also remove comments that just restated what the next line
was doing, often incorrectly.
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This is the conventional way of dealing with unused arguments in C++.
Also quiet enum conversion warnings.
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Add new cavity automasking mode based on local mesh
curvature. Cavity masking is a great way to quickly add
detail in crevices and the like. It's meant to be used
with the Paint brush in color attribute mode. It does
work with other brushes but the results can be unpredictable.
{F13131497}
The old "dirty mask" operator has been replace with a new
"mask from cavity" operator that shares the same code with
cavity automasking.
Differences from the sculpt-dev implementation:
* It uses the word "cavity." When I first implemented
this I wasn't aware
this feature existed in other software (and other
paint modes in Blender),
and for reasons that escape me today I initially
decided to call it a concave or
concavity mask.
* The cavity factor works a bit differently. It's
no longer non-linear and functions as a simple
scale around 0.5f.
* Supports custom curves.
* Supports blurring.
Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton
Differential Revision: https://developer.blender.org/D15122
Ref D15122
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Rewrite PBVH draw to allocate attributes into individual VBOs.
The old system tried to create a single VBO that could feed
every open viewport. This required uploading every color and
UV attribute to the viewport whether needed or not, often exceeding
the VBO limit.
This new system creates one VBO per attribute. Each attribute layout is
given its own GPU batch which is cached inside the owning PBVH node.
Notes:
* This is a full C++ rewrite. The old code is still there; ripping it out
can happen later.
* PBVH nodes now have a collection of batches, PBVHBatches, that keeps
track of all the batches inside the node.
* Batches are built exclusively from a list of attributes.
* Each attribute has its own VBO.
* Overlays, workbench and EEVEE can all have different attribute
layouts, each of which will get its own batch.
Reviewed by: Clement Foucault
Differential Revision: https://developer.blender.org/D15428
Ref D15428
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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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Because they are friendlier to use in C++ code than the existing mesh
mapping API, these mappings from one domain to another were often
reimplemented in separate files. This commit moves some basic
implementations to a `mesh_topology` namespace in the existing
mesh mapping header file. These is plenty of room for performance
improvement here, particularly by not using an array of Vectors, but
that can come later.
Split from 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 adds callbacks to `SpaceType` to make each editor responsible to
manage their own .blend I/O, and moves relevant code from `screen.c`
to the editors files.
Differential Revision: D11069
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Also add missing task ID.
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When setting the old face set custom data type, do it in the
"layers to write" vector instead of the mesh's poly custom
data layers, which weren't "prepared" yet. Otherwise this
could make the mesh's custom data typemap invalid.
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This patch adds 5th mode to Time offset modifier, which should allow
to create time segments list.
This will allow users to chain together multiple time ranges in 4 modes:
- Forward
- Backwards
- Pingpong
- Reverse Pingpong
It also comes with additional Repeat parameter which specifies number
of times particular segment should run.
The mechanic of it is transforming initial parameters into array of frames which
are mapped to existing cfra (current frame) value.
Prototype : https://jsfiddle.net/ha2sjw8p/3/
This is also closely aligned to community request:
https://blender.community/c/rightclickselect/Txhbbc/
This should allow creation of complex animations like dancing,
which consists of repeating loops and transitions to the next.
One important side effect of this is dramatically reduced
file sizes, as user no longer needs to copy paste keyframes.
Reviewed By: antoniov, mendio, pepeland
Differential Revision: https://developer.blender.org/D15052
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Corrections for caret insertion & movement and deletion for text
strings that include non-precomposed diacritical marks (Unicode
combining characters).
See D15659 for more details and examples.
Differential Revision: https://developer.blender.org/D15659
Reviewed by Campbell Barton
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Due to (optimization) checks in in `BKE_gpencil_prepare_eval_data` &
`BKE_gpencil_update_layer_transforms`, updates were skipped if animation
reached exact identity transforms.
Now check if the matrix has changed additionally to gain proper updates.
Unsure if this is the cheapest way to check for the animated state of
layer transforms tbh, but I see similar checks elsewhere.
Fixes T101164.
Maniphest Tasks: T101164
Differential Revision: https://developer.blender.org/D16018
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First, there can only be one crease layer, so remove the "default name",
since apparently that's how CustomData tests for that
(see `CustomData_layertype_is_singleton`).
Second, always propagate crease data because it can be used in arbitrary
situations by geometry nodes. That also has to be done for all generic
attribute layers.
Fixes T101340, T101373
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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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Use function style casts in C++ headers & source.
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This also simplifies using function style casts when moving to C++.
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Some changes missed from f68cfd6bb078482c4a779a6e26a56e2734edb5b8.
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Some changes missed from f68cfd6bb078482c4a779a6e26a56e2734edb5b8.
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To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
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