Age | Commit message (Collapse) | Author |
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`ob->runtime.geometry_set_eval` can contain instances as well.
This only affected instances generated by geometry nodes.
We should probably have a separate function that tells us if an object
has instances or not..
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The issue is that for historic reasons, `geometry_set_eval` does not contain
the mesh component when the object is in edit mode.
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In the past, custom attributes were rarely used in practice, because the
only way to use them was from Python. Since geometry nodes, more
users started to add their own attributes. Those attributes should not
be removed automatically. It is still possible to remove them in
geometry nodes explictly to improve performance.
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This refactor simplifies having standalone function pointer that
does a single conversion. It also speeds up implicit type conversion
of attributes.
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This introduces a context path to the spreadsheet editor, which contains
information about what data is shown in the spreadsheet. The context
path (breadcrumbs) can reference a specific node in a node group
hierarchy. During object evaluation, the geometry nodes modifier checks
what data is currently requested by visible spreadsheets and stores
the corresponding geometry sets separately for later access.
The context path can be updated by the user explicitely, by clicking
on the new icon in the header of nodes. Under some circumstances,
the context path is updated automatically based on Blender's context.
This patch also consolidates the "Node" and "Final" object evaluation
mode to just "Evaluated". Based on the current context path, either
the final geometry set of an object will be displayed, or the data at
a specific node.
The new preview icon in geometry nodes now behaves more like
a toggle. It can be clicked again to clear the context path in an
open spreadsheet editor.
Previously, only an object could be pinned in the spreadsheet editor.
Now it is possible to pin the entire context path. That allows two
different spreadsheets to display geometry data from two different
nodes.
The breadcrumbs in the spreadsheet header can be collapsed by
clicking on the arrow icons. It's not ideal but works well for now.
This might be changed again, if we get a data set region on the left.
Differential Revision: https://developer.blender.org/D10931
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This patch adds domain and data type information to each row of the
attribute search menu. The data type is displayed on the right, just
like how the list is exposed for the existing point cloud and hair
attribute panels. The domain is exposed on the left like the menu
hierarchy from menu search.
For the implementation, the attribute hint information is stored as a
set instead of a multi-value map so that every item (which we need to
point to descretely in the search process) contains the necessary data
type and domain information by itself. We also need to allocate a new
struct for every button, which requires a change to allow passing a
newly allocated argument to search buttons.
Note that the search does't yet handle the case where there are two
attributes with the same name but different domains or data types in
the input geometry set. That will be handled as a separate improvement.
Differential Revision: https://developer.blender.org/D10623
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Previously, the bone position outside of "fit to curve length" mode was
incorrect.
It assumed that the curve was completely straight with no bends or
turns. This would lead to bones being scaled down as their final
position would be servery underestimated in some cases.
The solution is to do a sphere -> curve intersection test to see where
to put the bones while still preserving their length. As we are using
the tessellated curve data this essentially boils down to us doing a
sphere -> line intersection check.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10849
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Using alloca in C++ is not recommended, especially when we have the
blender::Array type that can contain an inline buffer.
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This is especially useful when trying to add a node group instance, e.g. via
drag & drop from the Outliner or Asset Browser.
Previously this would just silently fail, with no information why. This is a
source of confusion, e.g. earlier, it took me a moment to realize I was
dragging a node group into itself, which failed of course.
Blender should always try to help the user with useful error messages.
Adds error messages like: "Nesting a node group inside of itself is not
allowed", "Not a compositor node tree", etc.
Adds a disabled hint return argument to node and node tree polling functions.
On error the hint is reported, or could even be shown in advance (e.g. if
checked via an operator poll option).
Differential Revision: https://developer.blender.org/D10422
Reviewed by: Jacques Lucke
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Before rBf674976edd88, the flag indicating whether a curve was 2D or 3D was
ignored by Surfaces objects.
So it can be said that Surfaces objects were always 3D.
We could remove updates to 2D on Surface objects, so the behavior is
identical to what it was before.
But this would also cause the return of `data.dimensions` to be misleading,
complicate the code a bit and add a micro overhead.
So the solution here is just to init all Surface objects as 3D.
Surface objects can now be constrained to 2D with the command:
```
data.dimensions = '2D'
```
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Differential Revision: https://developer.blender.org/D10956
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Linked override were not properly ignored in some part of the code,
leading to invalid resync results in some cases with recursive overrides
(i.e. overrides of overrides).
Reported by Andy @eyecandy from the studio.
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overrides.
We do not want to copy exiting overrides data from linked ID when
creating its local override (be it either a template, or because linked
ID is itself an override of another lib data).
Note that this was not a very serious issue, would just cause some memory
leak since override data is re-created on newly copied local data
anyway.
These use cases have been very little tested so far, but both complex
production pipeline and future restrictive workflow will make them fairly
common...
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Relying on only no-main for that was weak, and inn the end it turns out
we sometimes also need to ifnore override data during copy of Main
data-blocks.
NOTE: The new `LIB_ID_COPY_NO_LIB_OVERRIDE` is also added to the
`LIB_ID_COPY_LOCALIZE` set of flags.
NOTE: The fact that we may now copy liboverrides in some non-main cases
may cause issues in some cases, pretty impossible to track all possible
ones from reading the code... Would not expect too many problem though,
usages of `LIB_ID_CREATE_NO_MAIN` by itself are not so common.
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A `DataSource` provides columns for the spreadsheet to display.
Every column has a SpreadsheetColumnID as identifier. Columns
are not generated eagerly anymore, instead the main spreadsheet
code can request a column from a data source with an column
identifier. The column identifiers can be stored in DNA and allow us
to store persistent data per column.
On the user level the only thing that changes is that columns are
not shown in alphabetical order anymore. Instead, new columns
are always added on the left. The behavior can be changed,
however I'd prefer not to automate this too much currently. I think
we should just add operators to hide/reorder/resize columns soonish.
Differential Revision: https://developer.blender.org/D10901
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Share macro for setting BLI_Iterator defaults to ensure
this doesn't happen again in cases the ITER_* macros aren't used.
Oversight in 14d74fb34174a91190d35d7fe595f8dd64cb79d1.
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This is a minor change to add some plumbing code
to support custom geo nodes. This is working the
same way as the custom cycles and compositor nodes.
An example add-in is attached to D10784
Reviewed By: JacquesLucke
Differential Revision: http://developer.blender.org/D10784
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Where possible, nodes in the "Geometry" category should support all
geometry component types. This adds support for volumes in the
recently added bounding box node, based on functions added in the
previous two commits.
Differential Revision: https://developer.blender.org/D10906
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This commit splits of the function that generates a bounding box for a
volume into a new function, so that the min and max coordinate can
be retrieved from volume data without an object. Also some cleanup:
using the float3 type.
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Often you need to apply a transformation to a grid without changing the
original, and it's necessary to avoid a deep copy of the actual data.
OpenVDB has a function to do this, this commit simply adds a wrapper
to transform and use that function with blender's `float4x4` data type.
Split from D10906
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Previously only attributes of "real" geometry were displayed in
attribute search. This commit adds code to look through attributes
on instances and add those to the search drop-down too.
This required implementing the same sort of recursive traversal as
the realize instances code. The situation is a bit different though,
this can return early and doesn't need to keep track of transforms.
I added a limit so that it doesn't look through the attributes of
too many instanced geometry sets. I think this is important, since
this isn't a trivial operation and it could potentially happen for
every node in a large node tree. Currently the limit is set at 8
geometry sets, which I expect will be enough, since the set of
attributes is mostly not very unique anyway.
Fixes T86282
Diffrential Revision: https://developer.blender.org/D10919
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The problem was that you could getting write access to a grid from a
`const Volume *` without breaking const correctness. I encountered this
when working on support for volumes in the bounding box node. For
geometry nodes there is an important distinction between getting data
"for read" and "for write", with the former returning a `const` version
of the data.
Also, for volumes it was necessary to cast away const, since all of
the relevant functions in `volume.cc` didn't have const versions. This
patch adds `const` in these places, distinguising between "for read"
and "for write" versions of functions where necessary.
The downside is that loading and unloading in the global volume cache
needs const write-access to some member variables. I see that as an
inherent problem that comes up with caching that never has a beautiful
solution anyway.
Some of the const-ness could probably be propogated futher in EEVEE
code, but I'll leave that out, since there is another level of caching.
Differential Revision: https://developer.blender.org/D10916
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Previously, the spreadsheet editor could only show data of the original
and of the final evaluated object. Now it is possible to show the data
at some intermediate stages too.
For that the mode has to be set to "Node" in the spreadsheet editor.
Furthermore, the preview of a specific node has to be activated by
clicking the new icon in the header of geometry nodes.
The exact ui of this feature might be refined in upcoming commits.
It is already very useful for debugging node groups in it's current
state though.
Differential Revision: https://developer.blender.org/D10875
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The issue was that where_on_path uses a resampled curve to get the data
from the curve. This leads to disconnects between the curve the user
sees and the evaluated location data.
To fix this we simply use the actual curve data the user can see.
The older code needed a cleanup either way as there were hacks in other
parts of the code trying to work around some brokenness. This is now
fixed and we no longer need to clamp the evaluation range to 0-1 or make
helper functions to make it do what we actually want.
Reviewed By: Campbell, Sybren
Differential Revision: http://developer.blender.org/D10898
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This commit essentially touches to post-processing of collections and
objects after resync itself has been done, to ensure their proper
instantiation in the scene:
- Remove a lot of the process in resync case (resynced data are assumed
to be already instantiated in the scene, unlike override creation
case).
- For auto-resync, only do post-processing once after all overrides
have been resynced (doing it after each individual resynced was
causing a lot of instantiation glitches, with a lot of unwanted
extra objects and collections being added to the master collection).
It also deals in a much more reliable way with detection of objects
missing from the scene, by using the new `BKE_scene_objects_as_gset`
utils.
As a bonus this makes auto-resync process slightly faster (only by a few
percents, but that's always good to get).
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Use array allocation, and remove useless check.
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scene's collections.
This is internaly using the code of `BKE_scene_objects_iterator` and
steals its gset. More efficient than using that iterator directly to
rebuild another GSet...
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This flag is set for liboverride IDs that are detected as no longer
needed by resync process, while having been user-edited, so
auto-handling code cannot silently delete them.
Exposing those to users will be part of the new incoming Override
Outliner view.
Part of D10855.
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This removes a lot of unnecessary code that is generated by
the compiler automatically.
In very few cases, a defaulted destructor in a .cc file is
still necessary, because of forward declarations in the header.
I removed some defaulted virtual destructors, because they are not
necessary, when the parent class has a virtual destructor already.
Defaulted constructors are only necessary when there is another
constructor, but the class should still be default constructible.
Differential Revision: https://developer.blender.org/D10911
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The function name was not very specific, this makes it clearer that it
works on instances rather than only real geometry. Also use `r_`
prefix for the return argument.
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This commit adds a simple node to output the min and max of an
axis-aligned bounding box for the input geometry, as well a rectangular
prism mesh created from these values for convenience.
The initial use case for this node is a "bounding box boolean", where
doing the boolean with just a bounding box could be signigicantly
faster, for cases like cutting a hole in a wall for a window. But it's
easy to imagine other cases where it could be useful.
This node supports mesh and point cloud data right now, volume support
will come as a separate patch. Also note that there is plenty of room
to improve the performance of this node through parallelization.
Differential Revision: https://developer.blender.org/D10420
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Caused by typo in {rB76689e851700}.
Since Palettes and bGPDpalette are not the same size, this would not
only cause a crash in versioning code, but could only go downhill from
here on.
Maniphest Tasks: T87236
Differential Revision: https://developer.blender.org/D10903
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For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.
Previously there option was named Persistent Images and had a more limited
impact on render time and memory.
When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.
For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.
These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
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* Move out of Simplify panel, into Light Paths > Fast Global Illumination
* Add separate boolan setting to enable/disable it separate from Simplify
* Default AO bounces to 1
* Put ambient occlusion distance in this panel as well
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Since you can already specify a separate size for X and Y with the
grid node, it makes sense to be able to specify the size separately
for each axis also.
This also avoids some awkward math with a Transform node afterwards
when you want a specific size for each direction.
Versioning (except for animation and drivers) is handled in this commit.
Differential Revision: https://developer.blender.org/D10834
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The main goal here is to remove the need for a C API to the code in
`mesh_boolean_convert.cc`. This is achieved by moving `MOD_boolean.c`
to C++ and making the necessary changes for it to compile. On top of
that there are some other slight simplifications possible to the
direct mesh boolean code: it doesn't need to copy the material
remaps, and the modifier code can use some other C++ types directly.
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Now that object_dupli.cc is a C++ file, we don't have to have a specific
function to retrieve the instance data from the geometry set.
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