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2020-12-28UI: List library overrides in the OutlinerJulian Eisel
Having a centeral place to find a list of all library overrides should be useful for managing production scenes where library overrides are used a lot. This change adds the individually overridden properties of a data-block under the data-block itself. Just how we show modifiers, constraints or pose channels there. This way we can also expose library override operations/options better in future. There's also a filter option for the library overrides now, so they can be hidden. It is only available in the View Layer display mode though, like the other filter options. One internal change this has to do is adding more informative return values to undo pushes and the library override functions called by it. That way we can send a notifier when library overrides change for the Outliner to know when to rebuild the tree. Differential Revision: https://developer.blender.org/D7631 Reviewed by: Andy Goralczyk, Bastien Montagne, William Reynish
2020-12-24Bake: vertex color baking support for CyclesBrecht Van Lommel
In the Bake > Output panel, there is now a choice between Image Textures and Vertex Colors. The active vertex color layer is used for baking. This works with both existing per-corner and sculpt per-vertex vertex colors.
2020-12-23Cleanup: Clang formatHans Goudey
2020-12-23Geometry Nodes: new Rotate Points nodeJacques Lucke
This node updates the "rotation" attribute on points. Multiple ways to specify the rotation are supported. Differential Revision: https://developer.blender.org/D9883 Ref T83668.
2020-12-23Fluid: Added new viscosity solverSebastián Barschkis
Mainly updated the Mantaflow version. It includes the new viscosity solver plugin based on the method from 'Accurate Viscous Free Surfaces for Buckling, Coiling, and Rotating Liquids' (Batty & Bridson). In the UI, this update adds a new 'Viscosity' section to the fluid modifier UI (liquid domains only). For now, there is a single 'strength' value to control the viscosity of liquids.
2020-12-22UI: Properties editor popover and outliner syncNathan Craddock
This adds a popover to the properties editor. Currently the only setting is for controlling outliner to properties syncing. Because we cannot define a perfect heuristic to determine when properties editors should change tabs based on outliner icon selection, we need an option to enable or disable this behavior per properties editor. There are 3 options for controlling the syncing. Auto uses the heuristic to only allow tab switching when a properties editor and outliner share a border. On and off enable and disable syncing respectively. Differential Revision: https://developer.blender.org/D9758
2020-12-21Cleanup: Correct commentHans Goudey
2020-12-20VSE: Remove cost calculation from cacheRichard Antalik
This value was meant to be used for keeping images that are slowest to render in cache. Method of measurement was flawed, because it doesn't take UI overhead into consideration. Cache panel is to be removed because users should not have to tweak settings like this. It is not useful for development either, therefore it is removed completely.
2020-12-19Cleanup: Rename BKE_sequencer functionsRichard Antalik
API functions get SEQ_ prefix. Intern functions get seq_ prefix Functions also have appropriate category included in name.
2020-12-19Fix build error after previous commitHans Goudey
I tested building so many times while making this patch, but somehow the previous commit was missing a padding variable, I have no idea how.
2020-12-19Cleanup: Remove unused variables from the bNode structHans Goudey
In some cases the variables were set but never used anywhere. Differential Revision: https://developer.blender.org/D9889
2020-12-18Function Nodes: Input VectorDalai Felinto
Ref: T82651 Normally people use "Combine XYZ" to input a vector, but it is more interesting to have an explicit vector input. So this is basically "Combine XYZ" without any input sockets, the values are stored in the node itself. Differential Revision: https://developer.blender.org/D9885
2020-12-18Fix T82591: Performance regression when rendering at very high resolutionJeroen Bakker
This patch introduces a partial update of GPUTexture. When rendering a large image the GPUTexture could have been scaled. The old implementation would rescale the image on CPU and create a new GPUTexture. This resulted in flooding the PCI bus. The new solution would only scale and upload the parts of the GPUTexture that has been changed. It does this by keeping track of areas of 256x256 pixels. When something changes the tiles that cover that changes will be rescaled and uploaded the next time the GPUTexture is requested. Test situation: Default Cube, 4 samples, 19200x10800 tile size 512. Blender 2.83.9: 4m27s. Blender 2.91: 20+m (regression) This patch: 1m01s. There is still room for more optimizations: * Reduce the time that an image is locked. ** Use task scheduling to update the tiles of an image. ** Generic optimization of the ImBuf scale method. Maniphest Tasks: T82591 Differential Revision: https://developer.blender.org/D9591
2020-12-17Cleanup: Use abstraction for attribute math node inputHans Goudey
Since creating the attribute node, a helper function has been added to automatically get the input attribute or a constant value, depending on the "input type" values for the node. This commit replaces the specific implementation of that behavior with the new helper function. The versioning is necessary since the node now has a "storage" struct.
2020-12-17Geometry Nodes: Point separate and attribute compare nodesHans Goudey
This patch adds two related nodes, a node for separating points and mesh vertices based on a boolean attribute input, and a node for creating boolean attributes with comparisons. See the differential for an example file and video. Point Separate (T83059) The output in both geometries is just point data, contained in the mesh and point cloud components, depending which components had data in the input geometry. Any points with the mask attribute set to true will be moved from the first geometry output to the second. This means that for meshes, all edge and face data will be removed. Any point domain attributes are moved to the correct output geometry as well. Attribute Compare (T83057) The attribute compare does the "Equal" and "Not Equal" operations by comparing vectors and colors based on their distance from each other. For other operations, the comparison is between the lengths of the vector inputs. In general, the highest complexity data type is used for the operation, and a new function to determine that is added. Differential Revision: https://developer.blender.org/D9876
2020-12-17Fix T83886: Particle instance modifier brokenPhilipp Oeser
Caused by Caused by rB83980506957c. Since above commit, the modifier was created with wrong initial values [amount was 0.0 and offset was 1.0 -- instead of the other way around]. Since there is no way to fix existing files in a reasonable way I guess, all we can do here is to make sure that from now on, the defaults are correct. Maniphest Tasks: T83886 Differential Revision: https://developer.blender.org/D9881
2020-12-17Geometry Nodes: add Attribute Color Ramp nodeJacques Lucke
Differential Revision: https://developer.blender.org/D9861 Ref T82585.
2020-12-16VSE: Improve motion-picture workflowRichard Antalik
This commit resolves problem introduced in e1665c3d3190 - it was difficult to import media at their original resolution. This is done by using original resolution as reference for scale. All crop and strip transform values and their animation is converted form old files. To make both workflows easy to use, sequencer tool settings have been created with preset for preffered scaling method. This setting is in sequencer timeline header and add image or movie strip operator properties. Two new operators have been added: `sequencer.strip_transform_fit` operator with 3 options: Scale To Fit, Scale to Fill and Stretch To Fill. Operator can fail if strip image or video is not loaded currently, this case should be either sanitized or data loaded on demand. `sequencer.strip_transform_clear` operator with 4 options: Clear position, scale, rotation and all (previous 3 options combined). Reviewed By: sergey, fsiddi Differential Revision: https://developer.blender.org/D9582
2020-12-16Geometry Nodes: Boolean attribute typeHans Goudey
This adds a boolean attribute and custom data type, to be used in the point separate node. It also adds it as supported data types in the random attribute and attribute fill nodes. There are more clever ways of storing a boolean attribute that make more sense in certain situations-- sets, bitfields, and others, this commit keeps it simple, saving those changes for when there is a proper use case for them. In any case, we will still probably always want the idea of a boolean attribute. Differential Revision: https://developer.blender.org/D9818
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