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Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.
The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
(using rgb_to_grayscale value as the brightness value)
Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.
Differential Revision: https://developer.blender.org/D13228
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Cycles, Eevee, OSL, Geo, Attribute
This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D10808
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Cycles, Eevee, OSL, Geo, Attribute
Based on outdated refract patch D6619 by @cubic_sloth
`refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages.
Adding these functions provides Blender shader artists access to these standard functions.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10622
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This patch implements the same operations and interface as the regular
vector math node, but it runs for every element of the attribute. This
should expand what's possible with geometry nodes quite a bit.
Differential Revision: https://developer.blender.org/D9914
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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
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Caused by my refactoring of the math node.
Somehow this operation slipped through my double checking procedure.
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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
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