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This implements the update cache described in T95401.
The cache is currently only used for drawing strokes and
sculpting (using the push brush).
**Note: Making use of the cache throughout grease pencil will
have to be done incrementally in other patches. **
The update cache stores what elements have changed in the
original data-block since the last time the eval object
was updated. Additionally, the update cache can store multiple
updates to the data and minimizes the number of elements
that need to be copied.
Elements can be tagged using `BKE_gpencil_tag_full_update` and
`BKE_gpencil_tag_light_update`. A full update means that the element
itself will be copied but also all of the content inside. E.g. when a
layer is tagged for a full update, the layer, all the frames inside the
layer and all the strokes inside the frames will be copied.
A light update means that only the properties of the element are copied
without any of the content. E.g. if a layer is tagged with a light
update, it will copy the layer name, opacity, transform, etc.
When the update cache is in use (e.g. elements have been tagged) then
the depsgraph will not trigger a copy-on-write, but an update-on-write.
This means that the update cache will be used to determine what elements
have changed and then only those elements will be copied over to the
eval object.
If the update cache is empty or the data block was tagged with a full
update, we always fall back to a copy-on-write.
Currently, the update cache is only used by the active depsgraph. This
is because we need to free the update cache after an update-on-write so
it's reset and we need to make sure it is not freed or read by other
depsgraphs.
Co-authored-by: @yann-lty
This patch was contributed by The SPA Studios.
Reviewed By: sergey, antoniov, #dependency_graph, pepeland, mendio
Maniphest Tasks: T95401
Differential Revision: https://developer.blender.org/D13984
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Also some descriptive text into doc-strings.
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When image position is animated, float makes movement look smoother.
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Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13849
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Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13850
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Added a new "Sharpen Less" kernel to the filter compositor node. The intent here is to provide a much less aggressive sharpening filter that can't simply be solved by toning down the factor on the existing sharpen filter.
The existing "Sharpen" filter uses a "box" kernel:
```
-1 -1 -1
-1 9 -1
-1 -1 -1
```
The new "Sharpen Less" filter uses a "diamond" kernel:
```
0 -1 0
-1 5 -1
0 -1 0
```
The difference between the two is clear to see in the following side-by-side:
{F12847431}
Below shows the difference between the filtering kernels as applied to a B&W render of Suzanne with the UV grid as a texture. The left side of the render using the existing "Sharpen" filter, and the right side showing the new "Sharpen Less" filter. Notice that the left side is more aggressive in accentuating localized contrasts across the image. This can lead to what appears to be aliasing or striations in the resulting image:
{F12847429}
https://developer.blender.org/T95275
https://blender.community/c/rightclickselect/57Kq/?sorting=hot
{F12847428}
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D14019
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This change will make handling of liboverrides hierarchies (especially
resyncing) much easier and efficient. It should also make it more
resilient to 'degenerate' cases, and allow proper support of things like
parenting an override to another override of the same linked data (e.g.
a override character parented to another override of the same
character).
NOTE: this commit only implements minimal changes to add that data and
generate it for existing files on load. Actual refactor of resync code
to take advantage of this new info will happen separately.
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Based on discussions from T95355 and T94193, the plan is to use
the name "Curves" to describe the data-block container for multiple
curves. Eventually this will replace the existing "Curve" data-block.
However, it will be a while before the curve data-block can be replaced
so in order to distinguish the two curve types in the UI, "Hair Curves"
will be used, but eventually changed back to "Curves".
This patch renames "hair-related" files, functions, types, and variable
names to this convention. A deep rename is preferred to keep code
consistent and to avoid any "hair" terminology from leaking, since the
new data-block is meant for all curve types, not just hair use cases.
The downside of this naming is that the difference between "Curve"
and "Curves" has become important. That was considered during
design discussons and deemed acceptable, especially given the
non-permanent nature of the somewhat common conflict.
Some points of interest:
- All DNA compatibility is lost, just like rBf59767ff9729.
- I renamed `ID_HA` to `ID_CV` so there is no complete mismatch.
- `hair_curves` is used where necessary to distinguish from the
existing "curves" plural.
- I didn't rename any of the cycles/rendering code function names,
since that is also used by the old hair particle system.
Differential Revision: https://developer.blender.org/D14007
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Previously, nearest interpolation filter was used for preview, because
it offered good performance and bilinear was used for rendering. This
is not always desirable behavior, so filter method can now be chosen by
user. Chosen method will be used for preview and for rendering.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12807
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This commit adds infrastructure for 8 bit signed integer attributes.
This can be useful given the discussion in T94193, where we want to
store spline type, Bezier handle type, and other small enums as
attributes.
This is only exposed in the interface in the attribute lists, so it
shouldn't be an option in geometry nodes, at least for now.
I expect that this type won't be used directly very often, it
should mostly be cast to an enum type. However, with support
for 8 bit integers, it also makes sense to add things like mixing
implementations for consistency.
Differential Revision: https://developer.blender.org/D13721
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Part of T91671.
Not much else to say, this is mainly a massive deletion of code.
Note that a few cleanups possible after this proxy removal were kept out
of this commit to try to reduce a bit its size.
Reviewed By: sergey, brecht
Maniphest Tasks: T91671
Differential Revision: https://developer.blender.org/D13995
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This patch refactors the "Hair" data-block, which will soon be renamed
to "Curves". The larger change is switching from an array of `HairCurve`
to find indices in the points array to simply storing an array of offsets.
Using a single integer instead of two halves the amount of memory for that
particular array.
Besides that, there are some other changes in this patch:
- Split the data-structure to a separate `CurveGeometry`
DNA struct so it is usable for grease pencil too.
- Update naming to be more aligned with newer code and the style guide.
- Add direct access to some arrays in RNA
-- Radius is now retrieved as a regular attribute in Cycles.
-- `HairPoint` has been renamed to `CurvePoint`
-- `HairCurve` has been renamed to `CurveSlice`
- Add comments to the struct in DNA.
The next steps are renaming `Hair` -> `Curves`, and adding support
for other curve types: Bezier, Poly, and NURBS.
Ref T95355
Differential Revision: https://developer.blender.org/D13987
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Use the ID.recalc flag to detect when updates after frame-change is
needed. Since comparing the last calculated frame doesn't take undo into
account (see code-comment for details).
`ID_RECALC_AUDIO_SEEK` has been renamed to `ID_RECALC_FRAME_CHANGE`
since this is not only related to audio however internally this flag is
still categorized in `NodeType::AUDIO`.
Reviewed By: sergey
Ref D13942
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The issue was happening with a specific file where the ID management
code was not fully copying all modifiers because of the extra check
in the `BKE_object_support_modifier_type_check()`.
While it is arguable that copy-on-write should be a 1:1 copy there is
no real need to maintain the per-modifier pointer to its original.
Use its SessionUUID to perform lookup in the original datablock.
Downside of this approach is that it is a linear lookup instead of
direct pointer access, but the upside is that there is less pointers
to manage and that the file with unsupported modifiers does behave
correct without any asserts.
Differential Revision: https://developer.blender.org/D13993
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Now all proxies will always be converted to library overrides. If
conversion fails, they are simply 'disabled'.
This should be the last 'user-visible' step of proxies removal.
Remaining upcoming commits will remove internal ID management, depsgraph
and evaluation code related to proxies.
Also bump the blendfile subversion.
Part of T91671.
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This will help when dealing with liboverrides from other library files,
e.g for resync or proxies conversion.
This commit only affects proxy conversion.
Part of T91671.
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The geometry nodes modifier currently always adds a dependency
relation from the evaluated geometry to the object transform. However,
that can be avoided unless there is a collection or object info node in
"Relative" mode.
In order to avoid requiring dependency graph relations updates often
when editing a node tree, this patch doesn't check if the node is muted
or if the data-block sockets are empty before adding the dependency.
Fixes T95265
Differential Revision: https://developer.blender.org/D13973
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Currently, audio and video strips are synchronized based on data from
media stream, which is nice, but this causes gaps between strips.
This synchronization was implemented by moving movie strip position
relative to sound, which doesn't make much sense for user which is
mostly interested in editing video.
Code was bit hard to read, so it has been simplified. Ideally video
stream time would be easily accessible so synchronization could be done
at any time, but this is not necessary at this point.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D13948
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For those EEVEE passes a bit of trickery with pointer offsets allows to
get the owning viewlayer, so path generation is not too bad.
Also moved ViewLayer path generation itself into a public utils, to
avoid duplicating code.
NOTE: Doing the same for AOV would be needed, but since pointer offsets
won't help us here to find the owning viewlayer, not sure how to do it
nicely yet (only solution I think is to loop over all AOVs of all
ViewLayer of the scene to find it :( ).
Reported by Beau Gerbrands (@Beaug), thanks.
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Set an appropriate range and default value for the property.
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The "Paint" mode is wrong, must be "Draw"
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Also minor wording improvements.
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Those operations were missing the necessary notification for the
Outliner. This was also affecting RNA API of liboverrides.
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Adds two new attribute outputs:
"Line" outputs the line number of the character.
"Pivot Point" outputs the selected pivot point position per char.
Some refactoring of the text layout code.
Differential Revision: https://developer.blender.org/D13694
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accessors.
Both new normals (from rBb7fe27314b25) and vpaint (from rBf7bbc7cdbb6c)
RNA arrays were missing the `PROPOVERRIDE_IGNORE`. Those huge blobs of
geometry data should never be processed by liboverride code.
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This change applies only for automatic proxy building, when strip
is added to timeline. Manual building process is not affected.
Don't build proxy file if movie is already fast enough to seek.
To determine seek performance, check if whole GOP can be decoded
in 100 milliseconds.
To consider some variation in GOP size, large number of packets are
read, assuming that each packet will produce 1 frame. While this is not
technically correct, it does give quite accurate estimate of maximum GOP
size.
This test will ensure consistent performance on wide array of machines.
Check should be done in order of few milliseconds.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11671
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Previously it was only part of experimental features in beta, however now
renderers can render point clouds generated by geometry nodes. Adding or
converting a point cloud object directly is still hidden by default, since
there is no good way to edit it.
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Currently the Boolean Math node only has 3 basic logic gates:
AND, OR, and NOT. This commit adds 6 additional logic gates
for convenience and ease of use.
- **Not And (NAND)** returns true when at least one input is false.
- **Nor (NOR)** returns true when both inputs are false.
- **Equal (XNOR)** returns true when both inputs are equal.
- **Not Equal (XOR)** returns true when both inputs are different.
- **Imply (IMPLY)** returns true unless the first input is true and
the second is false.
- **Subtract (NIMPLY)** returns true when the first input is true and
the second is false.
Differential Revision: https://developer.blender.org/D13774
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Allows to perform correction of coordinate delta/displacement in a
similar way of how sculpt mode handles sculpting on a deformed mesh.
An example of usecase of this is allowing riggers and sciprters to
improve corrective shapekey workflow.
The usage consists of pre-processing and access. For example:
object.crazyspace_eval(depsgraph, scene)
# When we have a difference between two vertices and want to convert
# it to a space to be stored, say, in shapekey:
delta_in_orig_space = rigged_ob.crazyspace_displacement_to_original(
vertex_index=i, displacement=delta)
# The reverse of above.
delta_in_deformed_space = rigged_ob.crazyspace_displacement_to_deformed(
vertex_index=i, displacement=delta)
object.crazyspace_eval_clear()
Fuller explanation with actual usecases and studio examples are written in
the comment:
https://developer.blender.org/D13892#368898
Differential Revision: https://developer.blender.org/D13892
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real user.
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Currently there are many function declarations in `BKE_node.h` that
don't actually have implementations in blenkernel. This commit moves
the declarations to `NOD_composite.h`, `NOD_texture.h`, and
`NOD_shader.h` instead. This helps to clarify the purpose of the
different modules.
Differential Revision: https://developer.blender.org/D13869
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Same fix as for {rBc09f61a9157ddee0e186db52fb7ac0f4cdae09da}
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This patch introduces an extrude node with three modes. The vertex mode
is quite simple, and just attaches new edges to the selected vertices.
The edge mode attaches new faces to the selected edges. The faces mode
extrudes patches of selected faces, or each selected face individually,
depending on the "Individual" boolean input.
The default value of the "Offset" input is the mesh's normals, which
can be scaled with the "Offset Scale" input.
**Attribute Propagation**
Attributes are transferred to the new elements with specific rules.
Attributes will never change domains for interpolations. Generally
boolean attributes are propagated with "or", meaning any connected
"true" value that is mixed in for other types will cause the new value
to be "true" as well. The `"id"` attribute does not have any special
handling currently.
Vertex Mode
- Vertex: Copied values of selected vertices.
- Edge: Averaged values of selected edges. For booleans, edges are
selected if any connected edges are selected.
Edge Mode
- Vertex: Copied values of extruded vertices.
- Connecting edges (vertical): Average values of connected extruded
edges. For booleans, the edges are selected if any connected
extruded edges are selected.
- Duplicate edges: Copied values of selected edges.
- Face: Averaged values of all faces connected to the selected edge.
For booleans, faces are selected if any connected original faces
are selected.
- Corner: Averaged values of corresponding corners in all faces
connected to selected edges. For booleans, corners are selected
if one of those corners are selected.
Face Mode
- Vertex: Copied values of extruded vertices.
- Connecting edges (vertical): Average values of connected selected
edges, not including the edges "on top" of extruded regions.
For booleans, edges are selected when any connected extruded edges
were selected.
- Duplicate edges: Copied values of extruded edges.
- Face: Copied values of the corresponding selected faces.
- Corner: Copied values of corresponding corners in selected faces.
Individual Face Mode
- Vertex: Copied values of extruded vertices.
- Connecting edges (vertical): Average values of the two neighboring
edges on each extruded face. For booleans, edges are selected
when at least one neighbor on the extruded face was selected.
- Duplicate edges: Copied values of extruded edges.
- Face: Copied values of the corresponding selected faces.
- Corner: Copied values of corresponding corners in selected faces.
**Differences from edit mode**
In face mode (non-individual), the behavior can be different than the
extrude tools in edit mode-- this node doesn't handle keeping the back-
faces around in the cases that the edit mode tools do. The planned
"Solidify" node will handle that use case instead. Keeping this node
simpler and faster is preferable at this point, especially because that
sort of "smart" behavior is not that predictable and makes less sense
in a procedural context.
In the future, an "Even Offset" option could be added to this node
hopefully fairly simply. For now it is left out in order to keep
the patch simpler.
**Implementation**
For the implementation, the `Mesh` data structure is used directly
rather than converting to `BMesh` and back like D12224. This optimizes
for large extrusion operations rather than many sequential extrusions.
While this is potentially more verbose, it has some important benefits:
First, there is no conversion to and from `BMesh`. The code only has
to fill arrays and it can do that all at once, making each component of
the algorithm much easier to optimize. It also makes the attribute
interpolation more explicit, and likely faster. Only limited topology
maps must be created in most cases.
While there are some necessary loops and allocations with the size of
the entire mesh, I tried to keep everything I could on the order of the
size of the selection rather than the size of the mesh. In that respect,
the individual faces mode is the best, since there is no topology
information necessary, and the amount of work just depends on the size
of the selection.
Modifying an existing mesh instead of generating a new one was a bit
of a toss-up, but has a few potential benefits:
- Avoids manually copying over attribute data for original elements.
- Avoids some overhead of creating a new mesh.
- Can potentially take advantage of future ammortized mesh growth.
This could be changed easily if it turns out to be the wrong choice.
Differential Revision: https://developer.blender.org/D13709
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When enabled, it will keep contour around the object instead of hide them by rule of face mark,
so the object can always have full contour while filtering out some of the feature lines inside certain regions.
Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)
Differential Revision: https://developer.blender.org/D13847
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Option to discard back faced triangles, this speeds up calculation especially for when you only want to show visible feature lines.
Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)
Differential Revision: https://developer.blender.org/D13848
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Instead of splitting it at each occlusion change, it tolerates short segments of "zig-zag" occlusion incoherence and doesn't split the chain at these points, thus creating a much smoother result.
Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)
Differential Revision: https://developer.blender.org/D13851
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See T92299
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