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Currently, colored links overlay only supports standard sockets defined
by Blender. Some add-ons like Animation Nodes defines custom sockets for
everything and hence doesn't get colored sockets.
This patch uses the draw color from the socket type info to draw links
in order to support custom sockets.
Differential Revision: https://developer.blender.org/D13044
Reviewed By: Hans Goudey
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Node links that are connected to selected nodes are highlighted
using the Wire Select theme color. Now it is possible to change the
transparency of this color to allow the actual link color to be visible
through the highlight (or to turn of the highlight entirely).
Differential Revision: https://developer.blender.org/D12973
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This adds a new image texture node for geometry nodes. It does not
reuse the same node that is used in shading, because we want to be
able to expose the image and frame as sockets.
There is a known update issue when a movie or image sequence is
used. That will be fixed separately (also see D12957).
Currently, the image socket is just a pointer to an Image ID data block.
This can contain single images but also movies and image sequences.
In the future, the definition of an image socket can be expanded to
include images that are generated from scratch in the node tree.
For more details read the discussion in D12827.
Some of the code is a direct port from cycles and should be cleaned
up a bit in the future. For example `image_cubic_texture_lookup`.
For still images, the frame input is ignored. Otherwise, the frame
has to be in a valid range for the node to work. In the future we
may add e.g. automatic looping functionality.
Differential Revision: https://developer.blender.org/D12827
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This is a simplified version of D12730 by @erik85.
I added attribute search only to one legacy node for testing purposes.
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The type of sockets is `-1` in some cases, resulting in a crash
when accessing the `std_node_socket_colors` array.
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This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.
The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.
Theme setting for dash opacity:
{F11370574, size=full}
{F11286177, size=full, autoplay, loop}
{F11149912, size=full}
For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12886
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Don't build a manual property split layout when the label
for the socket is hidden.
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This bump subversion.
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Replacement for float curve in legacy Attribute Curve Map node.
Float Curve defaults to [0.0-1.0] range.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D12683
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- Instead of making the enum expanded leave it in menu form.
- Use full words instead of letters.
Differential Revision: https://developer.blender.org/D12686
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Use dashes to represent the function flow (while keeping continuous
lines for the data-flow).
It is important to tell both flows apart (the data and the function
flow). The sockets help with that, the noodles help this further.
The "data flow" is evaluated at every single node. A user can inspect
the output sockets of those nodes and have a glimpse at their values.
The "function flow" (nodes) however is only evaluated in the geometry
nodes. The noodles are not transporting data in the same sense of the
"data flow". All that can be inspected are the attributes the functions
depend on.
Having this clearly communicated should help users to inspect the
nodetrees, read and understand the different flows in the same tree.
---
Known limitations:
At the moment the dash lines are not equidistant:
* It would be nice to get the "uv.x" to be resampled for the bezier curve
so the dashes are equally distributed in the curve.
* Using distance between the P3 and P0 instead of the real bezier curve
length seems to be fine.
---
Full disclaimer:
Changes with that much of a visual impact tend to be controversial. So
far the main feedback is that dashed lines can be associated to broken
link, and that there are better ways to represent the flows (or
different information that should be visually represented).
I'm fully aware of that. However dashed lines are already used in the
viewport and outliner to indicate (hierarchical) relation. Besides,
other approaches (double-lines, having the data flow to be more
distinct, ...) didn't pan out in the end (or didn't look as good as
this).
---
Impact in other editors:
The compositor uses mostly a "data flow" nodetree, so no change is
expected there.
The shader nodetree is one that could but doesn't have to change its
visual language.
The shader nodetree uses mostly "function flow" with some "data flow" nodes.
One can argue that it should be adapted to follow the
same pattern as geometry nodes (with the new noodles and the diamond
sockets). Oh the other hand, a shader nodetree has a single context.
When a node depends on the "UV", there is only one UV at a time for the
entire nodetree. So it can also be treated as a psedo "data flow"
nodetree if we want to avoid too many changes in other parts of Blender.
Differential Revision: https://developer.blender.org/D12602
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This makes it easier to spot which links contain fields and which
contain data. Actually, the patch makes all other links a bit thicker.
However, with soon-to-be-implemented theme changes, the
perceived thickness will be the same as before.
This is part of T91563.
Differential Revision: https://developer.blender.org/D12646
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This implements the update logic for the vizualization of which
sockets pass data or constants directly, and which pass functions.
The socket shapes may still have to be updated. That should be
done separately, because it might be a bit more involved, because
socket shapes are currently linked to keyframe shapes. Currently
the circle and diamond shapes are used with the following meanings:
- Input Sockets:
- Circle: Required to be a single value.
- Diamond: This input supports fields.
- Output Sockets:
- Circle: This output is a single value.
- Diamond: This output may be a field.
Connecting a field to a circle input socket is an error, since a
field cannot be converted to a single value. If the socket shape
is a diamond with a dot in the middle, it means it is currently
a single value, but could be a field.
In addition to socket shapes, the intention is to draw node links
differently based on the field status. However, the exact method for
conveying that isn't decided yet.
Differential Revision: https://developer.blender.org/D12584
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It's equivalent to the OpenImageDenoise prefiltering option in Cycles.
See D12043.
Prefilter modes:
- None: No prefiltering, use when guiding passes are noise-free.
- Fast: Denoise image and guiding passes together. Improves quality when
guiding passes are noisy using least amount of extra processing time.
- Accurate: Prefilter noisy guiding passes before denoising image.
Improves quality when guiding passes are noisy using extra
processing time.
Reviewed By: #compositing, jbakker, sergey
Differential Revision: https://developer.blender.org/D12342
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This patch fixes the issue described in T88411, that the text in frame nodes is only shown, when the node has a label. This has been caused by rB8f04ddbbc626, because `node_draw_frame_label` not only draws the label, but also all the other text. Therefore skipping it, when the label is empty, also skips drawing the other text.
This is fixed by moving the check for the empty label into `node_frame_draw_label`.
**Patch:** Frame nodes show text despite not having a label.
{F10286204, size = full}
**Same setup in master:**
{F10128099, size = full}
**Test file**
{F10128102}
Reviewed By: #user_interface, pablovazquez
Maniphest Tasks: T88411
Differential Revision: https://developer.blender.org/D11315
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This makes texture sockets have a label by default. This can be changed
by adding the SOCK_HIDE_LABEL flag to the socket. With this change the
switch node now shows the labels "True" and "False" like for the other
types of sockets.
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This is more of a first-pass refactor for the UI list template. More
improvements could be done, but that's better done separately. Main
purpose of this is to make the UI list code more manageable and ready
for the asset view template.
No functional changes for users.
* Split the huge template function into more manageable functions, with
clear names and a few structs with high coherency.
* Move runtime data management to the template code, with a free
callback called from BKE. This is UI data and should be managed at
that level.
* Replace boolean arguments with bit-flags (easily extendable and more
readable from the caller).
* Allow passing custom-data to the UI list for callbacks to access.
* Make list grip button for resizing optional.
* Put logic for generating the internal UI list identifier (stored in
.blends) into function. This is a quite important bit and a later
commit adds a related function. Good to have a clear API for this.
* Improve naming, comments, etc.
As part of further cleanups I'd like to move this to an own file.
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This makes node trees with long links that cross other nodes easier to work with.
Dimmed links will be ignored by various modal operators like cut and reroute insertion.
Differential Revision: https://developer.blender.org/D11813
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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This commit adds a flag to disable displaying some socket labels which
just redundant eye sores. We still want to have a label, because that
information can potentially be accessed elsewhere in the UI.
The flag is used in a few geometry nodes.
Differential Revision: https://developer.blender.org/D11540
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This just moves a couple of files in `space_node` to C++ and fixes
related errors.
The goal is to be able to use C++ data structures to simplify the code.
Differential Revision: https://developer.blender.org/D11451
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