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2020-12-16Geometry Nodes: Poisson disk point distribution node/methodDalai Felinto
This patch does two things: * Introduce a Seed to the random distribution method * Bring in a new distribution method for the point scattering node Patch Review: https://developer.blender.org/D9787 Note: This commit doesn't not handle doversion. Which means that users need to manually update their files that were using the Point Distribute node and reconnect inputs to the "Maximum Density" socket. Original patch by Sebastian Parborg, with changes to not rely on the cy libraries and overall cleanup. Patch review by Jacques Lucke, besides help with the new "heap" system that was required for this algorithm. Based on Cem Yuksel. 2015. Sample Elimination for Generating Poisson Disk Sample. Sets. Computer Graphics Forum 34, 2 (May 2015), 25-32 http://www.cemyuksel.com/research/sampleelimination/
2020-12-16Sculpt: Multires Displacement SmearPablo Dobarro
This tool implements smearing for multires displacement over the limit surface, similar to how smearing for colors and topology slide works. When used the displacement values of the vertices "slide" over the topology, creating the effect of smearing the surface detail. As the brush just modifies displacement values instead of coordinates, the total displacement of the affected area doesn't change. This means that this smearing effect can be used multiple times over the same area without generating any artifacts in the topology. When the brush is used with the pinch or expand smear modes, displacement differences are pushed into the same area, creating hard surface effects without pinching the topology. As any other brush that relies on the limit surface (like displacement erasers), this will work better after using apply base. Reviewed By: sergey, JulienKaspar, dbystedt Differential Revision: https://developer.blender.org/D9659
2020-12-16UI: Indicate asset data-blocks with an icon in Outliners & search menusJulian Eisel
It's useful to easily see which data-blocks are assets and which not. So just like we usually show the library linking/override icons, we show the asset icon there (these are mutually exclusive data-block states). Uses the `'MAT_SPHERE_SKY` icon, which wasn't used before (except by an add-on!) and is sorta fitting, but not quite. We should either change this one or add an own asset icon. Meanwhile this isn't too bad :) Also adds an internal macro to check if a data-block is an asset, consistent to how we do it for libraries and library overrides.
2020-12-16Cleanup: sort struct blocksCampbell Barton
2020-12-16Cleanup: remove redundant struct declarationsCampbell Barton
2020-12-16VSE: Add Overlay popover panelsPeter Fog
Add panels with overlay settings for strips and preview and overlay enable/disable button. Entries from the View menus moved to the overlay panels, which will simplify cluttered View menus. Additional options have been added: - Strip Name - Strip Source(ex. path) - Strip Duration So users can now select what info they need to see on the strips. When No text is displayed, waveforms are drawn in full height. Reviewed By: ISS, HooglyBoogly, pablovazquez Differential Revision: https://developer.blender.org/D9751
2020-12-16GPencil Array - Add option for uniform random scalingCody Winchester
This patch adds the option to make the random scaling from the grease pencil array modifier uniform. The current settings allow a separate value for each of the 3 scaling axis. The modifier also creates different seed values for each axis so there is no way to keep the random scaling uniform. This patch creates 1 random seed value and applies it to each of the scaling axis. Here is a demonstration of the previous behavior and the new optional behavior. {F9485973} {F9485981} {F9485798} Reviewed By: #grease_pencil, antoniov, pepeland Differential Revision: https://developer.blender.org/D9764
2020-12-15Fix crash when deleting/renaming asset library while it's visibleJulian Eisel
Storing the asset library reference by name wasn't a good idea, I thought it would work with a careful fallback, but it's easier to just use the index instead. So change to using indices, make sure fallback methods work reliable and make sure the file list is updated when asset libraries are removed. I added a new notifier type for the latter, I prefer not using file notifiers in asset-library/preferences code. We have more than enough values for notifiers left.
2020-12-15Asset System: Prepare File Browser backend for the Asset BrowserJulian Eisel
The Asset Browser will be a sub-editor of the File Browser. This prepares the File Browser code for that. **File-Lists** * Support loading assets with metadata read from external files into the file-list. * New main based file-list type, for the "Current File" asset library. * Refresh file-list when switching between browse modes or asset libraries. * Support empty file-lists (asset library with no assets). * Store file previews as icons, so scripts can reference them via icon-id. See previous commit. **Space Data** * Introduce "browse mode" to differeniate between file and asset browsing. * Add `FileAssetSelectParams` to `SpaceFile`, with `FileSelectParams` as base. Makes sure data is separated between asset and file browsing when switching between them. The active params can be obtained through `ED_fileselect_get_active_params()`. * `FileAssetSelectParams` stores the currently visible asset library ID. * Introduce file history abstraction so file and asset browsing can keep a separate history (previous and next directories). **General** * Option to only show asset data-blocks while file browsing (not exposed here). * Add "active_file" context member, so scripts can get and display info about the active file. * Add "active_id" context member, so `ED_OT_lib_id_load_custom_preview` can set a custom ID preview. (Only for "Current File" asset library) * Expose some of `FileDirEntry` in RNA as (non-editable). That way scripts can obtain name, preview icon and asset-data. Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Differential Revision: https://developer.blender.org/D9724 Reviewed by: Bastien Montagne
2020-12-15Asset System: Support custom asset library paths through PreferencesJulian Eisel
One of the core design aspects of the Asset Browser is that users can "mount" custom asset libraries via the Preferences. Currently an asset library is just a directory with one or more .blend files in it. We could easily support a single .blend file as asset library as well (rather than a directory). It's just disabled currently. Note that in earlier designs, asset libraries were called repositories. Idea is simple: In Preferences > File Paths, you can create custom libraries, by setting a name and selecting a path. The name is ensured to be unique. If the name or path are empty, the Asset Browser will not show it in the list of available asset libraries. The library path is not checked for validity, the Asset Browser will allow selecting invalid libraries, but show a message instead of the file list, to help the user understand what's going on. Of course the actual Asset Browser UI is not part of this commit, it's in one of the following ones. {F9497950} Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Differential Revision: https://developer.blender.org/D9722 Reviewed by: Brecht Van Lommel, Hans Goudey
2020-12-15Asset System: Various changes to previews in preparation for Asset BrowserJulian Eisel
* Support defining (not necessarily rendering) icons in threads. Needed so the File Browser can expose file previews with an icon-id to scripts. ** For that, ported `icons.c` to C++, to be able to use scope based mutex locks (cleaner & safer code). Had to do some cleanups and minor refactoring for that. * Added support for ImBuf icons, as a decent way for icons to hold the file preview buffers. * Tag previews as "unfinished" while they render in a thread, for the File Browser to dynamically load previews as they get finished. * Better handle cases where threaded preview generation is requested, but the ID type doesn't support it (fallback to single threaded). This is for general sanity of the code (as in, safety and cleanness) * Enabled asset notifier for custom preview loading operator, was just disabled because `NC_ASSET` wasn't defined in master yet. Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Differential Revision: https://developer.blender.org/D9719 Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-15Asset System: Data-block asset metadata storage, reading and APIJulian Eisel
Asset metadata is what turns a regular data-block into an asset. It is a small data-structure, but a key part of the technical design of the asset system. The design foresees that asset data-blocks store an `ID.asset_data` pointer of type `AssetMetaData`. This data **must not** have dependencies on other data-blocks or data-block data, it must be an independent unit. That way we can read asset-metadata from .blends without reading anything else from the file. The Asset Browser will use this metadata (together with the data-block name, preview and file path) to represent assets in the file list. Includes: * New `ID.asset_data` for asset metadata. * Asset tags, description and custom properties. * BKE code to manage asset meta-data and asset tags. * Code to read asset data from files, without reading IDs. * RNA for asset metadata (including tags) Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Differential Revision: https://developer.blender.org/D9716 Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-15Move Point Cloud object back to Experimental FeaturesDalai Felinto
The geometry-nodes features no longer depend on the point cloud object. Therefore the point cloud object, although important in the future, can be postponed until we have render and edit mode fully working. This reverts commits: * ea74ed5a7a2031b614d401e394f2e0146fc90155. * dc614c68ef2c8ca8b076a000974b5a20a4145a42.
2020-12-15Geometry Nodes: support evaluating mesh object to geometry setJacques Lucke
This implements the design proposed in T83357. The goal is to allow the geometry nodes modifier on mesh objects to output instances and potentially other geometry types. Both problems are tackled by allowing mesh objects to evaluate to a geometry set, instead of just a single mesh id data block. The geometry set can contain a mesh but also other data like instances and a point cloud. I can't say that I'm sure that this commit won't introduce bugs. Mainly the temporary object creation during rendering seems a bit brittle. BUT, we can be reasonably sure that this commit will not introduce regressions (at least not ones, that are hard to fix). This is because the code has been written in a way that minimizes changes for existing functionality. Given that we intend to hide the point cloud object for the next release, we won't even have to worry about temporary object creation for now. An important part of the technical design is to make sure that `ObjectRuntime->data_eval` contains the same data before and after this patch. This helps to make sure, that existing code paths are impacted as little as possible. Instead of fully replacing `data_eval`, there is `geometry_set_eval`, which contains all the geometry components an object evaluated to (including the data referenced by `data_eval`). For now, not much code has to be aware of `geometry_set_eval`. Mainly the depsgraph object iterator and the instances system have to know about it. Reviewers: brecht Differential Revision: https://developer.blender.org/D9851
2020-12-15Cleanup: make formatJacques Lucke
2020-12-15RNA: disallow negative fcurve data-path array indexCampbell Barton
2020-12-15Cleanup: reduce indirect DNA header inclusionCampbell Barton
Remove DNA headers, using forward declarations where possible. Also removed duplicate header, header including it's self and unnecessary inclusion of libc system headers from BKE header.
2020-12-14Cryptomatte: Data structure in compositor nodeJeroen Bakker
This changes the way how the mattes are stored in the compositor node. This used to be a single string what was decoded/encoded when needed. The new data structure stores all entries in `CryptomatteEntry` and is converted to the old `matte_id` property on the fly. This is done for some future changes in the workflow where a more structured approach leads to less confusing and easier to read code.
2020-12-14Eevee: Add Volume Transmittance to Color Render Passes.Jeroen Bakker
In Cycles the volume transmittance is already composited into the color passes. In Eevee the volume transmittance pass was separate and needed to be composited in the compositor. This patch adds the volume transmittance pass direct in the next render passes: * Diffuse Color * Specular Color * Emission * Environment This patch includes the removal of the volume transmittance render pass. It also renames the volume render passes to match Cycles. The setting themselves aren't unified. Maniphest Tasks: T81134
2020-12-13UI: Remove Unused 'U.wheellinescroll' PropertyYevgeny Makarov
Remove 'U.wheellinescroll' preference, currently hidden and unused. Differential Revision: https://developer.blender.org/D9616 Reviewed by Brecht Van Lommel
2020-12-11Geometry Nodes: support instancing collectionsJacques Lucke
The Point Instance node can instance entire collections now. Before, only individual collections were supported. Randomly selecting objects from the collection on a per point basis is not support, yet. Last part of D9739. Ref T82372.
2020-12-11Nodes: add Collection socket typeJacques Lucke
The implementation is pretty much the same as for Object sockets. The socket color is the one that is used for collections in the outliner. Part of D9739.
2020-12-11Geometry Nodes: add Attribute Mix nodeJacques Lucke
This node can be used to mix two attributes in various ways. The blend modes are the same as in the MixRGB shader node. Differential Revision: https://developer.blender.org/D9737 Ref T82374.
2020-12-11Cleanup: remove some forward declared enumsJacques Lucke
Forward declaring enums are not allowed in C++. Differential Revision: https://developer.blender.org/D9811
2020-12-11Cleanup: spelling, expand on FCurve.rna_path docstringCampbell Barton
2020-12-10Sculpt: Elastic deform type for Snake HookPablo Dobarro
This adds deformation types to snake hook and the elastic deformation type. This mode deforms the mesh using a kelvinlet instead of applying the displacement directly inside the brush radius, which is great for stylized shapes sketching. Changes in rake rotation when using elastic are too strong when set to 1, so I'll add a nicer way to support rake rotations with smoother transitions in the future. Reviewed By: sergey, JulienKaspar Differential Revision: https://developer.blender.org/D9560
2020-12-09Geometry Nodes: simplify supporting different input socket types for attributesJacques Lucke
This is a non-functional change. The functionality introduced in this commit is not used in master yet. It is used by nodes that are being developed in other branches though.
2020-12-09Cleanup: use common 'MOD_WELD_MODE_' prefixCampbell Barton
2020-12-09Modifier: Add "Connected" mode to the weld modifierHenrik Dick
Implement improvement from T73139 for merging along edges. It is now called "Connected" mode, while the default is called "All". With the recent performance improvement, the Connected Mode is in some cases only double the speed than the usual merge all strategy but in other cases it may be even faster. The bottleneck is somewhere further down the line of merging geometry. The motivation for this patch came from T80897, because the merging in complex solidify is making it very slow. Now merging can be removed from solidify without greater consequences, as this is just a quicker and more advanced algorithm to do the same thing that solidify currently does slowly. Reviewed by: mano-wii, campbellbarton Ref D8966
2020-12-08Cleanup: Use enum for file selection type definitionsJulian Eisel
Makes it more clear that these belong together and allows using the enum type rather than just `int`.
2020-12-08LibOverride: Add initial support for adding new NLA tracks.Bastien Montagne
Also makes NLA tracks and strips overridable. User can either edit existing strips in existing NLA tracks (but not add or remove them), and/or add new NLA tracks after those comming from the linked data. Most of the work was as usual checking operators and adding protections against illegal operations in override context. Note that since we can only rely on indices to deal with local added tracks, we forbid any local track being before any linked/original track. Maniphest Tasks: T72629 Differential Revision: https://developer.blender.org/D9611
2020-12-07Add comment to clarify the use of mesh::symmetryPablo Dobarro
Reviewed By: sybren Differential Revision: https://developer.blender.org/D9776
2020-12-04Cleanup: Move Outliner runtime hash into internal runtime struct, out of DNAJulian Eisel
This way Outliner internal data stays internal, non-Outliner code will not be able to access and mess with this. Further it allows us to use the real type (rather than `void *`), change the type to a C++ container if needed and slightly reduces the size for every Outliner stored in files. Slightly changed how we set the `SO_TREESTORE_REBUILD` for this, but it should effectively behave the same way as before.
2020-12-04Cleanup: clang-formatSybren A. Stüvel
Rerun `make format`. No functional changes.
2020-12-04EEVEE CryptomatteJeroen Bakker
Cryptomatte is a standard to efficiently create mattes for compositing. The renderer outputs the required render passes, which can then be used in the compositor to create masks for specified objects. Unlike the Material and Object Index passes, the objects to isolate are selected in compositing, and mattes will be anti-aliased. Cryptomatte was already available in Cycles this patch adds it to the EEVEE render engine. Original specification can be found at https://raw.githubusercontent.com/Psyop/Cryptomatte/master/specification/IDmattes_poster.pdf **Accurate mode** Following Cycles, there are two accuracy modes. The difference between the two modes is the number of render samples they take into account to create the render passes. When accurate mode is off the number of levels is used. When accuracy mode is active, the number of render samples is used. **Deviation from standard** Cryptomatte specification is based on a path trace approach where samples and coverage are calculated at the same time. In EEVEE a sample is an exact match on top of a prepared depth buffer. Coverage is at that moment always 1. By sampling multiple times the number of surface hits decides the actual surface coverage for a matte per pixel. **Implementation Overview** When drawing to the cryptomatte GPU buffer the depth of the fragment is matched to the active depth buffer. The hashes of each cryptomatte layer is written in the GPU buffer. The exact layout depends on the active cryptomatte layers. The GPU buffer is downloaded and integrated into an accumulation buffer (stored in CPU RAM). The accumulation buffer stores the hashes + weights for a number of levels, layers per pixel. When a hash already exists the weight will be increased. When the hash doesn't exists it will be added to the buffer. After all the samples have been calculated the accumulation buffer is processed. During this phase the total pixel weights of each layer is mapped to be in a range between 0 and 1. The hashes are also sorted (highest weight first). Blender Kernel now has a `BKE_cryptomatte` header that access to common functions for cryptomatte. This will in the future be used by the API. * Alpha blended materials aren't supported. Alpha blended materials support in render passes needs research how to implement it in a maintainable way for any render pass. This is a list of tasks that needs to be done for the same release that this patch lands on (Blender 2.92) * T82571 Add render tests. * T82572 Documentation. * T82573 Store hashes + Object names in the render result header. * T82574 Use threading to increase performance in accumulation and post processing. * T82575 Merge the cycles and EEVEE settings as they are identical. * T82576 Add RNA to extract the cryptomatte hashes to use in python scripts. Reviewed By: Clément Foucault Maniphest Tasks: T81058 Differential Revision: https://developer.blender.org/D9165
2020-12-04EEVEE: Arbitrary Output VariablesJeroen Bakker
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-04Sculpt: Wet paint area radiusPablo Dobarro
This adds a new property to the sculpt vertex color paint brush to limit the area of the brush that is going to be used to sample the wet paint color. This is exactly the same concept as normal radius and area radius that exist for sculpting brushes for sampling the surface depth and orientation. When working near color hard edges, this allows to prevent the color from the other side of the edge to blend into the wet paint. With 1.0 (the previous default) wet paint radius, as soon as the brush touches one vertex of the other color, the wet paint mix color changes, making it impossible to maintain the border between the two colors. Reviewed By: sergey, dbystedt, JulienKaspar Differential Revision: https://developer.blender.org/D9587
2020-12-03Add Custom Object Space to ConstraintsHenrik Dick
Add Custom Space to the list of space conversions for constraints. Constraints can use World Space, Local Space, Pose Space, Local with Parent, and now also Custom Space with a custom object to define the evaluation space. The Custom Space option uses the Local Space of an other object/bone/vertex group. If selected on owner or target it will show a box for object selection. If an armature is selected, then it will also show a box for bone selection. If a mesh object is selected it will show the option for using the local space of a vertex group. Reviewed By: #animation_rigging, sybren, Severin, angavrilov Differential Revision: https://developer.blender.org/D7437
2020-12-03Cleanup: view-port --> 2D/3D ViewportAaron Carlisle
2020-12-02Outliner: Highlight icons on cursor hoverNathan Craddock
The icons for collapsed children already draw highlighted when hovered. Because the item icons are now select targets (for outliner to properties editor tab switching) this adds highlights on hover for all outliner element icons.
2020-12-02UI: Add new node colors for geometry nodesHans Goudey
During the development of the new nodes in the `geometry-nodes` branch the color of the new nodes wasn't considered, so all of the nodes ended up red, the color for "input" nodes. This patch introduces two new colors, one for "Geometry" and one for "Attributes". There are only two attribute nodes currently, but the next sprint will add two more, attribute mix, and sample from texture. The attribute nodes are conceptually different enough from the nodes that modify the geometry that they deserve their own color. Differential Revision: https://developer.blender.org/D9682
2020-12-02Preferences: remove Point Cloud object from experimentalDalai Felinto
The point cloud object is the only one that will support instancing at first. So we can expose it as a regular object. It is limited since it has no edit mode. But this is not different than the volume object.
2020-12-02Preferences: remove Geometry Nodes from experimentalDalai Felinto
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
2020-12-02Nodes: add geometry socket typeJacques Lucke
We still have to pick a color for this socket. Ref T81848.
2020-12-02Add Custom Falloff Curve to the Vertex Weight Proximity Modifier.Christian Friedrich
The Vertex Weight Edit Modifier already got the Custom Curve, there was no real reason for the proximity not to have it as well. With some fixes by Bastien Montagne (@mont29). Reviewed By: mont29 Differential Revision: https://developer.blender.org/D9594
2020-11-30Tracking: Cleanup pattern match DNA definitionSergey Sharybin
Wrong comment was used for enumerator. Also made it a real typed enumerator to ease use in the implementation code. Should be no functional changes.
2020-11-28Fix some naming and comments in F-Curve smoothing code.Alexander Gavrilov
2020-11-24Viewport: cannot select object by clicking on its instancesJacques Lucke
Selecting an object by clicking on its instances only worked, when the object itself is visible. However, it is possible to hide the object and still keep the instances visible. The solution is to give every object the correct `select_id` in the depsgraph object iterator right before rendering. Reviewers: fclem, brecht Differential Revision: https://developer.blender.org/D9640