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2021-06-14Geometry Nodes: Curve to Points Node for Evaluated DataHans Goudey
This node implements the second option of T87429, creating points along the input splines with the necessary evaluated information for instancing: `tangent`, `normal`, and `rotation` attributes. All generic curve point and spline attributes are copied to the result points as well. The "Count" and "Length" methods are just like the current options in the resample node, but the output is points instead of a curve. The "Evaluated" method uses the points you see on the curve directly, and therefore should be the fastest. The rotation data is retrieved from a transform matrix built with the same method that the curve to mesh node uses. The radius attribute is divided by 10 so the points don't look absurdly huge in the viewport. In the future that could be an option. For the implementation, one thing that could use an improvement is the amount of temporary allocations while resampling to evaluated points before the final points. I expect that reusing a buffer for each thread would give a nice improvement. Differential Revision: https://developer.blender.org/D11539
2021-06-09Cleanup: Comment formattingHans Goudey
2021-06-09UI: Add the option to not display some socket labelsHans Goudey
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
2021-06-04Nodes: Add Multiply Add to Vector Math nodesCharlie Jolly
Cycles, Eevee, OSL, Geo, Attribute This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation. Reviewed By: HooglyBoogly, brecht Differential Revision: https://developer.blender.org/D10808
2021-06-01Compositor: Full-frame base systemManuel Castilla
This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame. Two execution models: - Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation. - FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch). This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage. FullFrame breaking changes respect Tiled system, mainly: - Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation. - Any sampling is always done over inputs instead of last buffered operation. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11113
2021-05-13Cleanup: clang formatCampbell Barton
2021-05-12Nodes: add boilerplate for texture and material socketsJacques Lucke
The sockets are not exposed in any nodes yet. They work similar to the Object/Collection sockets, which also just reference a data block. This is part of D11222.
2021-05-11Geometry Nodes: Add Attribute Vector Rotate nodeCharlie Jolly
Port vector rotate node to geo attributes. Request by @simonthommes Reviewed By: simonthommes, HooglyBoogly
2021-05-07Geometry Noes: Curve Resample NodeHans Goudey
This node generates a naturally parametarized (even length edge) poly spline version of every spline in the input. There are two modes, "Count", and "Length". These are similar to the same options for the line primitive node in end points mode. I implemented this instead of a "Sample Points" node, because for this operation it's trivial to keep the result as a curve, which is nice since it increases flexibility, and because it can make instancing simpler, i.e. using the transforms of each evaluated point rather than requiring the construction of a "rotation" attribute. Differential Revision: https://developer.blender.org/D11173
2021-05-07Geometry Nodes: Add Attribute Curve Map NodeCharlie Jolly
This node has the same functionality as the color and vector curve mapping nodes in the shader editor. Here is works on every value for the selected attribute, and it can also output a float value. Other than that, the implementation is quite straightforward-- almost completely boilerplate code. Differential Revision: https://developer.blender.org/D10921
2021-04-30Geometry Nodes: Add an "Auto" option for Attribute Convert data typeCharlie Jolly
Currently there is an "Auto" option for the domain, this commit adds a similar option for "Auto" data type, that uses the data type from the target attribute or the source attribute (in that order). Ref T87347 Differential Revision: https://developer.blender.org/D10932
2021-04-27Geometry Nodes: initial Attribute Transfer nodeJacques Lucke
This is a first version of an Attribute Transfer node. It only supports two modes for mapping attributes from one geometry to another for now. More options are planned for the future. Ref T87421. Differential Revision: https://developer.blender.org/D11037
2021-04-19Geometry Nodes: new Switch nodeEitan
This is a first iteration of a switch node. It can only switch between two inputs values based on a boolean. A more sophisticated switch node that has an integer selector will probably come later. Currently, the geometry nodes evaluator does not support lazy evaluation of individual inputs. Therefore, all inputs will be computed currently. An improvement to the evaluator will be worked on separately. Ref: T85374 Differential Revision: https://developer.blender.org/D10460
2021-04-13Nodes: Tooltip for Group Input propertiesFabian Schempp
With this patch, users can define custom tooltips for the exposed properties of their Geometry Nodes Groups. Currently this custom tooltips are only used in the modifier panel, but its a long term goal to use it in the node editor. Reviewer: Hans Goudey Differential Revision: https://developer.blender.org/D10884
2021-04-08Spreadsheet: support showing data of specific nodeJacques Lucke
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
2021-03-29Compositor: Add Anti-Aliasing nodeHabib Gahbiche
This is an implementation of Enhanced Subpixel Morphological Antialiasing (SMAA) The algorithm was proposed by: Jorge Jimenez, Jose I. Echevarria, Tiago Sousa, Diego Gutierrez This node provides only SMAA 1x mode, so the operation will be done with no spatial multisampling nor temporal supersampling. See Patch for comparisons. The existing AA operation seems to be used only for binary images by some other nodes. Using SMAA for binary images needs no important parameter such as "threshold", so we perhaps can switch the operation to SMAA, though that changes existing behavior. Notes: 1. The program code assumes the screen coordinates are DirectX style that the vertical direction is upside-down, so "top" and "bottom" actually represent bottom and top, respectively. Thanks for Habib Gahbiche (zazizizou) to polish and finalize this patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D2411
2021-03-26Geometry Nodes: Add Attribute Clamp NodeCharlie Jolly
This adds a Clamp node for Geometry Nodes Attributes. Supports both Min-Max and Range clamp modes. Float, Vector, Color and Int data types supported. Reviewed By: HooglyBoogly, simonthommes Differential Revision: https://developer.blender.org/D10526
2021-03-26Geometry Nodes: Add Attribute Map Range NodeVictor-Louis De Gusseme
This commit adds a node with a "Map Range" operation for attributes just like the non-attribute version of the node. However, unlike the regular version of the node, it also supports operations on vectors. Differential Revision: https://developer.blender.org/D10344
2021-03-23Nodes: Add Refract and Faceforward functions to Vector Maths nodesCharlie Jolly
Cycles, Eevee, OSL, Geo, Attribute Based on outdated refract patch D6619 by @cubic_sloth `refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages. Adding these functions provides Blender shader artists access to these standard functions. Reviewed By: brecht Differential Revision: https://developer.blender.org/D10622
2021-03-21Cleanup: spelling, doxygen comment formattingCampbell Barton
2021-03-18Cleanup: spellingCampbell Barton
2021-03-17Nodes: Add support to mute node wiresCharlie Jolly
This patch adds the ability to mute individual wires in the node editor. This is invoked like the cut links operator but with a new shortcut. Mute = Ctrl + Alt Cut = Ctrl Dragging over wires will toggle the mute state for that wire. The muted wires are drawn in red with a bar across the center. Red is used in the nodes context to indicate invalid links, muted links and internal links. When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected. Downstream and upstream links connected using reroute nodes are also muted. Outside scope of patch: - Add support for pynodes e.g. Animation Nodes - Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property. Maniphest Tasks: T52659 Differential Revision: https://developer.blender.org/D2807
2021-03-17Geometry Nodes: Add initial version of mesh primitivesHans Goudey
This commit includes nodes to build the following primitives: - Cone - Cylinder - Circle - Cube - UV Sphere - Ico Sphere - Line - Plane/Grid In general the inputs are the same as the corresponding operators in the 3D view. **Line Primitive** The line primitive has two modes-- adding vertices between two end points, or adding vertices each at an offset from the start point. For the former mode, there is a choice between a vertex count and a distance between each point. **Plane Primitive** This commit includes the "Plane" and "Grid" primitives as one node. Generally primitives are named after the simpler form of the shape they create (i.e. "Cone" can make some more complex shapes). Also, generally you want to tweak the number of subdivisions anyway, so defaulting to plane is not an inconvenience. And generally having fewer redundant base primitives is better. **Future Improvements** A following patch proposes to improve the speed of the cylinder, cone, and sphere primitives: D10730. Additional possible future improvements would be adding subdivisions to the cube node and rings to the cone and cylinder nodes. Differential Revision: https://developer.blender.org/D10715
2021-03-16Compositor: Redesign Cryptomatte node for better usabilityJeroen Bakker
In the current implementation, cryptomatte passes are connected to the node and elements are picked by using the eyedropper tool on a special pick channel. This design has two disadvantages - both connecting all passes individually and always having to switch to the picker channel are tedious. With the new design, the user selects the RenderLayer or Image from which the Cryptomatte layers are directly loaded (the type of pass is determined by an enum). This allows the node to automatically detect all relevant passes. Then, when using the eyedropper tool, the operator looks up the selected coordinates from the picked Image, Node backdrop or Clip and reads the picked object directly from the Renderlayer/Image, therefore allowing to pick in any context (e.g. by clicking on the Combined pass in the Image Viewer). The sampled color is looked up in the metadata and the actual name is stored in the cryptomatte node. This also allows to remove a hash by just removing the name from the matte id. Technically there is some loss of flexibility because the Cryptomatte pass inputs can no longer be connected to other nodes, but since any compositing done on them is likely to break the Cryptomatte system anyways, this isn't really a concern in practise. In the future, this would also allow to automatically translate values to names by looking up the value in the associated metadata of the input, or to get a better visualization of overlapping areas in the Pick output since we could blend colors now that the output doesn't have to contain the exact value. Idea + Original patch: Lucas Stockner Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D3959
2021-03-13Geometry Nodes: Add Attribute Convert nodeCharlie Jolly
The Attribute Convert node provides functionality to change attributes between different domains and data types. Before it was impossible to write to a UV Map attribute with the attribute math nodes since they did not output a 2D vector type. This makes it possible to "convert into" a UV map attribute. The data type conversion uses the implicit conversions provided by `\nodes\intern\node_tree_multi_function.cc`. The `Auto` domain mode chooses the domain based on the following rules: 1. If the result attribute already exists, use that domain. 2. If the result attribute doesn't exist, use the source attribute domain. 3. Otherwise use the default domain (points). See {T85700} Differential Revision: https://developer.blender.org/D10624
2021-03-10Nodes: Sortable Multi Input SocketsFabian Schempp
This Patch removes the auto sorting from Multi-Input Sockets and allows the links to be sorted by drag and drop instead. As a minor related change, it fixes the drawing of the mute line to connect to the first input instead of the socket's center.
2021-03-08Fix T86026: Crash Opening Cryptomatte File.Jeroen Bakker
But this time the root cause. Writing undo files is done in a separate thread. This patch moved the updating of the matte_id when the user actually changes the matte.
2021-02-23Cleanup: Use shorter enum namesHans Goudey
With the full node name at the beginning, these names can get quite long. Slightly different words shorten them just a bit.
2021-02-20Geometry Nodes: Add string input nodeEdgar Roman Cervantes
This commit adds a simple string input node, intended for use in the attribute workflow to make using the same attribute name in multiple places easier. The node is function node similar to the existing vector input node. Ref T84971 Differential Revision: https://developer.blender.org/D10316
2021-02-18Cleanup: sort structs, file-listsCampbell Barton
2021-02-17Geometry Nodes: Node error messagesHans Goudey
This patch adds icons to the right side of nodes when they encounter a a problem. When hovered, a tooltip displays describing the encountered while evaluating the node. Some examples are: attribute doesn't exist, mesh has no faces, incorrect attribute type, etc. Exposing more messages to the system will be an ongoing process. Multiple warnings per node are supported. The system is implemented somewhat generically so that the basic structure can also be used to store more information from evaluation for the interface, like a list of available attributes. Currently the messages are just button tooltips. They could be styled differently in the future. Another limitation is that every instance of a node group in a parent node tree will have the same error messages, the "evaluation context" used to decide when to display the tooltips must be extended to support node tree paths. Differential Revision: https://developer.blender.org/D10290
2021-02-13Cleanup: spellingCampbell Barton
2021-02-12Geometry Nodes: Add operation setting to attribute randomize nodeHans Goudey
This commit adds a drop-down to the attribute randomize node to support a few operations on the values of existing attributes: "Replace/Create" (the existing behavior), "Add", "Subtract", and "Multiply". At this point, the operations are limited by what is simple to implement. More could be added in the future, but there isn't a strong use case for more complex operations anyway, and a second math node can be used. Differential Revision: https://developer.blender.org/D10269
2021-02-11UI: Multi-input node socket spacing and interactionFabian Schempp
This commit makes links connected to multi-input sockets spread verticaly along the socket. Sockets grow if more links are connected and the node layout updates accordingly. Links are sorted by their incoming angle to avoid crossing links. Also, link picking is updated to work with spread links and bezier links. Currently the multi-input sockets are used in the join geometry node. The mutli-input sockets look like a vertical rounded rectangle. Currently they do not support the other custom socket shapes. Reviewed By Hans Goudey, with cleanup and additional edits Differential Revision: https://developer.blender.org/D10181
2021-02-10Cleanup: Remove unecessary padding from small DNA structsHans Goudey
After {rBa0867f05a48e2017a}, it is no longer necessary to pad structs with 1 and 2 byte sizes. Most of these are geometry node structs, where we've been avoiding using `node.custom1`. I only found two others, the freestyle flags in custom data DNA. Differential Revision: https://developer.blender.org/D10335
2021-02-09Geometry Nodes: Add Combine and Separate XYZ nodes for attributesWannes Malfait
These are similar to the regular "Combine XYZ" and "Separate XYZ" nodes, but they work on attributes. They will make it easier to switch between vector attributes and float attributes. Differential Revision: https://developer.blender.org/D10308
2021-02-05Geometry Nodes: add Volume to Mesh nodeJacques Lucke
This node takes a volume and generates a mesh on it's "surface". The surface is defined by a threshold value. Currently, the node only works on volumes generated by the Points to Volume node. This limitation will be resolved soonish. Ref T84605. Differential Revision: https://developer.blender.org/D10243
2021-02-05Geometry Nodes: support fixed pivot axis in Align Rotation to Vector nodeJacques Lucke
When the pivot axis is not set to auto, the node will try to align the rotation to vector as best as possible, given the selected rotation axis. Ref T85211. Differential Revision: https://developer.blender.org/D10292
2021-02-05Geometry Nodes: Add Attribute Proximity NodeVictor-Louis De Gusseme
This node calculates a distance from each point to the closest position on a target geometry, similar to the vertex weight proximity modifier. Mapping the output distance to a different range can be done with an attribute math node after this node. A drop-down changes whether to calculate distances from points, edges, or faces. In points mode, the node also calculates distances from point cloud points. Design task and use cases: T84842 Differential Revision: https://developer.blender.org/D10154
2021-02-03Geometry Nodes: Multi-Input SocketsFabian Schempp
Normally sockets only have one input link. This commit adds the back-end changes needed to use multiple input links per socket. Multi-input sockets can be defined with a new flag in `bNodeSocketType`. The changes necessary to make the sockets work in the geometry nodes evaluator are generalizing input socket values as a vector of values, and supporting this in the derived node tree structure. This patch should contain no functional changes. Two upcoming patches will use this system for the "Join Geometry" node and expose link picking and updated display in the UI: D10069 and D10181. Reviewed By: Jacques Lucke, Hans Goudey Differential Revision: https://developer.blender.org/D10067
2021-02-03Geometry Nodes: Add Collection Info NodeSebastian Parborg
Implements a node to get collection objects. These objects are then passed along as instances in the node tree. Follow up tasks: Multiple nodes does not support instancing yet: T85159 Changing collection offset does not trigger a refresh: T85274 Reviewed By: Jacques, Dalai, Hans Differential Revision: http://developer.blender.org/D10151
2021-01-26Geometry Nodes: Support all operations in the "Attribute Math" nodeHans Goudey
This adds the ability to use all the math operations in the regular utility "Math" node. The code is quite similar to the attribute vector math node, with the simplification that the result is always a float. Differential Revision: https://developer.blender.org/D10199
2021-01-26Geometry Nodes: new Points to Volume nodeJacques Lucke
This implements a new geometry node based on T84606. It is the first node that generates a `VolumeComponent`. Differential Revision: https://developer.blender.org/D10169
2021-01-22Cleanup - Point Instance: Use own DNA structDalai Felinto
We will need to expand this node soon to add weight/count for different elements inside the collection. For that it is better to have the node to use its own DNA.
2021-01-19Geometry Nodes - Object Info: option to apply obj transform to the geometryDalai Felinto
By design the modified object transformations should still work and affect the geometry nodes results. The current behaviour, however, would make the geometry from the object info to not be affected by the modified object transformations. This patch changes that by default. In a similar fashion the Location, Rotation and Scale sockets outputs should be aware of whether the output should be in the global space or in the space of the nodetree. To solve this, the patch introduces a new transformation space "enum" where users can pick "Original" or "Relative" space. Original -------- Output the geometry relative to the input object transform, and the location, rotation and scale relative to the world origin. Relative -------- Bring the input object geometry, location, rotation and scale into the modified object maintaining the relative position between the two objects in the scene. Relative space violates a bit the design of the nodetree. The geometry in this case is transformed so that moving the modified object doesn't interfere with the geometry. This is particularly useful for the boolean node for instance. "Original" is the default space, but old files are set to "Relative" for backwards compatibility. Differential Revision: https://developer.blender.org/D10124
2021-01-13Geometry Nodes: Add "Point Translate" and "Point Scale" nodesHans Goudey
The translate node moves every point in the geometry, and the scale node multiplies the "scale" attribute of the input geometry by its input. While these operations are already possible with the "Attribute" nodes, these new nodes fit nicely with the nodes specifically for changing the "rotation" attribute that already exist, and they provide a simpler way to do the same thing. Differential Revision: https://developer.blender.org/D10100
2021-01-13Geometry Nodes: Rename "Rotate Points" to "Point Rotate"Hans Goudey
This is consistent with the other node names, giving (almost) all of the nodes in the "Point" category the same prefix.
2021-01-13Compositor: "Save as Render" for the file output nodeRobert Guetzkow
This commit adds the "Save as Render" feature to the file output node, that allows to disable the application of the configured view transform and other color management settings on the image. If disable it uses the standard view transform instead. This feature was originally suggested in T83842 and is part of the color management improvements task in T68926. With this feature it is possible to toggle the application of the color management settings for each input socket of the File Output node individually. Reviewed By: brecht Maniphest Tasks: T68926, T83842 Differential Revision: https://developer.blender.org/D9921
2021-01-12Geometry Nodes: new Align Rotation to Vector nodeJacques Lucke
This adds a new Align Rotation to Vector node based on the mockup in T83669. Reviewers: HooglyBoogly, simonthommes Differential Revision: https://developer.blender.org/D10081
2021-01-11Geometry Nodes: Attribute Vector Math NodeHans Goudey
This patch implements the same operations and interface as the regular vector math node, but it runs for every element of the attribute. This should expand what's possible with geometry nodes quite a bit. Differential Revision: https://developer.blender.org/D9914