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Previously it would bake viewed from above the surface. The new option can be
useful when the baked result is meant to be viewed from a fixed viewpoint or
with limited camera motion.
Some effort is made to give a continuous reflection on parts of the surface
invisible to the camera, but this is necessarily only a rough approximation.
Differential Revision: https://developer.blender.org/D15921
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This value worked better for artists.
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Re-order members and remove pad members,
reducing it's size by 24 bytes on 64 bit systems.
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Historically, caching these values may have had some advantages,
simplifying drawing object centers and selecting by object center.
Now the only uses of these values would calculate the projection
before use, so there is no reason to store run-time projection in DNA.
This also quiets a `-Wstring-overflow` warning.
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Also replace "dm" for evaluated mesh in some comments.
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After a lot of testing, this option is not required and
now this is managed by stroke_collsion.
If the stroke_collision is enabled, only collide strokes
are used.
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Two new normal-based automasking modes.
The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.
The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.
Each mode has an associated angular limit and a falloff.
Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
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Add new cavity automasking mode based on local mesh
curvature. Cavity masking is a great way to quickly add
detail in crevices and the like. It's meant to be used
with the Paint brush in color attribute mode. It does
work with other brushes but the results can be unpredictable.
{F13131497}
The old "dirty mask" operator has been replace with a new
"mask from cavity" operator that shares the same code with
cavity automasking.
Differences from the sculpt-dev implementation:
* It uses the word "cavity." When I first implemented
this I wasn't aware
this feature existed in other software (and other
paint modes in Blender),
and for reasons that escape me today I initially
decided to call it a concave or
concavity mask.
* The cavity factor works a bit differently. It's
no longer non-linear and functions as a simple
scale around 0.5f.
* Supports custom curves.
* Supports blurring.
Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton
Differential Revision: https://developer.blender.org/D15122
Ref D15122
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This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.
**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
its active or not.
**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
When pinned, the spreadsheet still references the viewer node even
when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
the active viewer.
**Attribute**
* When a field is linked to the second input of the viewer node it is
displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
automatically. This does not work in all cases. It falls back to the
face corner domain on meshes and the point domain on curves. When
necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.
**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
by disabling the "Viewer Node" option in the "View" menu.
**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
attribute.
* The ground truth for the active viewer node is stored in the workspace
now. Node editors, spreadsheets and viewports retrieve the active
viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
the viewed geometry of the corresponding object is part of the iterator
instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
"preferred domain" for every field input. If there is not exactly one
preferred domain, the fallback is used.
Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
the values might have to be normalized or some should be drawn as arrays.
For now, we encourage users to build node groups that generate appropriate
viewer-geometry. We might include some of that functionality in future versions.
Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
nvidia gpus, to be investigated.
Differential Revision: https://developer.blender.org/D15954
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This commit is an improvement in the previous fill tool
changes in order to improve how the extended strokes
are managed.
* Now, the algorithm checks if the extend cross a standard stroke, not only extend strokes.
* Option to enable or disable the stroke cross checking
because this can be slow in very complex scenes.
* Added `D` key to toggle stroke cross option.
* Option to use only collide strokes to be used as fill limit.
If the option to use only collide strokes is enabled, the
open extensions are in different color.
* Status text now shows mode and the actual extend factor.
This commits also contains a refactor of the loops
to use arrays as much as possible.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D16052
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Also add missing task ID.
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This patch adds 5th mode to Time offset modifier, which should allow
to create time segments list.
This will allow users to chain together multiple time ranges in 4 modes:
- Forward
- Backwards
- Pingpong
- Reverse Pingpong
It also comes with additional Repeat parameter which specifies number
of times particular segment should run.
The mechanic of it is transforming initial parameters into array of frames which
are mapped to existing cfra (current frame) value.
Prototype : https://jsfiddle.net/ha2sjw8p/3/
This is also closely aligned to community request:
https://blender.community/c/rightclickselect/Txhbbc/
This should allow creation of complex animations like dancing,
which consists of repeating loops and transitions to the next.
One important side effect of this is dramatically reduced
file sizes, as user no longer needs to copy paste keyframes.
Reviewed By: antoniov, mendio, pepeland
Differential Revision: https://developer.blender.org/D15052
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This modifier converts any stroke (no fill strokes) into perimeter
from camera view. Also, it's possible to define an alternative
material for the outline.
There is an option to include a target object to manipulate the start
point of the strokes. The start point will be the nearest point
to the target object.
Reviewed By: mendio, frogstomp
Maniphest Tasks: T100826
Differential Revision: https://developer.blender.org/D15882
Note: Icon will be updated in T101155
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Available on Windows and macOS, where such gestures are supported.
For Windows, disabling this option restores touchpad behavior to
match Blender 3.2.
Ref T97925
Differential Revision: https://developer.blender.org/D16005
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This also simplifies using function style casts when moving to C++.
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To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
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This patch replaces the existing transfer attribute node with three
nodes, "Sample Nearest Surface", "Sample Index", and "Sample Nearest".
This follows the design in T100010, allowing for new nodes like UV
sampling in the future. There is versioning so the new nodes replace
the old ones and are relinked as necessary.
The "Sample Nearest Surface" node is meant for the more complex
sampling algorithms that only work on meshes and interpolate
values inside of faces.
The new "Sample Index" just retrieves attributes from a geometry at
specific indices. It doesn't have implicit behavior like the old
transfer mode, which should make it more predictable. In order to not
change the behavior from existing files, the node has a has a "Clamp",
which is off by default for consistency with the "Field at Index" node.
The "Sample Nearest" node returns the index of the nearest element
on a geometry. It can be combined with the "Sample Index" node for
the same functionality as the old transfer node. This node can support
curves in the future.
Backwards compatibility is handled by versioning, but old versions can
not understand these nodes. The warning from 680fa8a523e0 should make
this explicit in 3.3 and earlier.
Differential Revision: https://developer.blender.org/D15909
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* Improve how the extend lines collision is calculated.
* Added `S` key to switch between modes.
* Now extend factor does not disable visual aids (thi sis done with checkbox).
* Reduce the use of linked list and now memory array is used.
* Refactor Radius functions.
* Fixed bug of Radius mode when object is rotated.
* Cleanup code.
Differential Revision: https://developer.blender.org/D16022
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12becbf0dffe06b6f28c4 changed to `flag_legacy` but didn't use a rename.
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Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
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This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.
There are two functional differences here:
* Operators are used to add and remove layers instead of a property.
* The "crease" attribute can be created and removed by geometry nodes.
The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.
Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.
One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.
Differential Revision: https://developer.blender.org/D15927
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Similar to the other refactors from T95965, this commit moves sculpt
face sets to use a generic integer attribute named `".sculpt_face_set"`.
This makes face sets accessible in the Python API.
The attribute is not visible in the attributes list or the spreadsheet
because it is meant for internal use, though that could be an option
in the future along with other similar attributes. Currently the change
is small, but in the future this could simplify code by allowing use
of more generic attribute APIs.
Differential Revision: https://developer.blender.org/D16045
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In UV editor, previously unable to see grid and image at same time.
Maniphest Tasks: T78391
Differential Revision: https://developer.blender.org/D16038
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I'm adding some asset APIs/types in C++ that the file-listing code would
use. I prefer porting this code to C++ over adding a C-API for the asset
code.
Includes some minor cleanups that shouldn't change behavior, like using
`MEM_new()`/`MEM_cnew()`, C++ style C-library includes,
`LISTBASE_FOREACH()`, removing unnecessary typedefs, etc.
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There were undocumented limitations in the current modifier handling
that came to my attention while investigating related issues.
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Links that are linked to unavailable sockets should be ignored.
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For example, allows a custom UV grid size of 4 x 12.
TODO: Fix snapping with custom UV grid sizes.
Manifest Tasks: T78391
Differential Revision: https://developer.blender.org/D16000
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This commit adds a node to distribute points inside of volume grids.
The "Random" mode usese OpenVDB's "point scatter" implementation, and
there is also a "Grid" mode for uniform distributions. Both methods
operate on all of the float grids in the volume, using every voxel with
a value higher than the threshold. The random method is not stable as
the input volume deforms.
Based on a patch by Angus Stanton (@abstanton), which was based on a
patch by Kenzie (@kenziemac130).
Differential Revision: https://developer.blender.org/D15375
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Before, the lines could be extended endless, but this added too noise.
Now, the lines are not extended more if collide.
Before:
{F13504186}
After:
{F13504187}
Reviewed By: mendio, frogstomp
Differential Revision: https://developer.blender.org/D15992
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Switch to target_ functions to avoid this.
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This option allows easier setup of intersection overrides on more
complex scene structures. Setting force intersection would allow objects
to always produce intersection lines even against no-intersection ones.
Reviewed By: Aleš Jelovčan (frogstomp) Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D15978
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This value was used to close gaps, but now with the new system is not needed.
Internally, still we need to keep a small leak size, but after doing a lot of test a
value of 3 is perfect, so it's harcoded.
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The new names are:
* Radius
* Extend
The mode Radius + Extend has been removed.
Also, some code cleanup and format.
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The motivation for this change: while working on an animation recently, I found that there are some gaps that won't close easily via stroke extension or leak size checking. In D14698, I attempted to address this by changing the algorithm of the raster-space flood fill. This patch attempts to address the same issue in vector space by adding two new cases where stroke extensions are added, as suggested by @frogstomp:
# **Points of high curvature:** when the curvature at a point is high enough that it's hard to visually distinguish between it and an endpoint, add a stroke extension out along the normal (pointing in the opposite direction of the stroke's acceleration.) This addresses cases where technically the endpoint points up, but there's a sharp corner right below it that should extend to connect.
# **Stroke endpoints within a radius**: when two endpoints are close together, regardless of the angle they make, connect them if they are within a radius. This addresses cases like where the two endpoints have effectively parallel tangents, so extensions won't close the gap.
Reviewed By: antoniov, mendio, frogstomp
Differential Revision: https://developer.blender.org/D14809
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Sun Disc is currently not supported because it'll need special handling - on the one hand, I'm not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won't actually cast sharp shadows anyways.
I guess we'd want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn't match that.
Anyways, that can be handled later, the sky itself is already a start.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13522
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Calculate a tangent per loop, apply the transformation in multiple
spaces and accumulate the result weighting by the loop-angle.
Note that previously only the tangents Z axis (normal)
was properly accumulated, the X and Y axes only contained the values
from a single loop (the last one written to), meaning only two edges
contributed to the result. Now the transformation from all loops are
taken into account.
In practice the difference between both methods is minimal,
only for more extreme bending it can be noticed which is often when the
previous method didn't work as well.
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Maniphest Tasks: T78391
Differential Revision: https://developer.blender.org/D15952
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When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.
`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.
Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.
This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.
Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.
**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).
**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.
**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15885
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Calling operators in background-mode always printed with the
assumption that output should never be hidden.
However operators called from `bpy.ops` were also printing reports to
the `stdout` (needed for the Python console and generally useful).
Resolve by adding a flag to signal that the owner of the ReportList
is responsible for printing to the `stdout`.
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`MPoly` is used and copied in many places. To avoid the need to use a
special function for copying MPoly, or the need to add a copy
constructor, just rename the `mat_nr` field to include "legacy" in the
name. This keeps the original purpose of notifying developers that
the field shouldn't be used without any further complexity.
Apply the same fix to `bweight`.
Differential Revision: https://developer.blender.org/D15841
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This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.
{F13482749}
A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.
During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.
NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.
Reviewed By: fclem
Maniphest Tasks: T99390
Differential Revision: https://developer.blender.org/D15753
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This refactors the geometry nodes evaluation system. No changes for the
user are expected. At a high level the goals are:
* Support using geometry nodes outside of the geometry nodes modifier.
* Support using the evaluator infrastructure for other purposes like field evaluation.
* Support more nodes, especially when many of them are disabled behind switch nodes.
* Support doing preprocessing on node groups.
For more details see T98492.
There are fairly detailed comments in the code, but here is a high level overview
for how it works now:
* There is a new "lazy-function" system. It is similar in spirit to the multi-function
system but with different goals. Instead of optimizing throughput for highly
parallelizable work, this system is designed to compute only the data that is actually
necessary. What data is necessary can be determined dynamically during evaluation.
Many lazy-functions can be composed in a graph to form a new lazy-function, which can
again be used in a graph etc.
* Each geometry node group is converted into a lazy-function graph prior to evaluation.
To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are
no longer inlined into their parents.
Next steps for the evaluation system is to reduce the use of threads in some situations
to avoid overhead. Many small node groups don't benefit from multi-threading at all.
This is much easier to do now because not everything has to be inlined in one huge
node tree anymore.
Differential Revision: https://developer.blender.org/D15914
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