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Since you can already specify a separate size for X and Y with the
grid node, it makes sense to be able to specify the size separately
for each axis also.
This also avoids some awkward math with a Transform node afterwards
when you want a specific size for each direction.
Versioning (except for animation and drivers) is handled in this commit.
Differential Revision: https://developer.blender.org/D10834
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This allows easily changing the scale attribute with a uniform scale
within a single simple node.
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Since these nodes are usually used for more basic operations and the
attribute nodes are used when more complexity is necessary, it makes
sense to give these nodes more accessible defaults-- hopefully this can
make learning about the core concepts of geometry nodes a bit easier.
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The following primitives needed ME_EDGEDRAW, ME_EDGERENDER edge flags:
* Grid
* Circle
Set flags on the inside edges for grid and circle triangle fan (mesh primitive nodes)
so they are visible and selectable.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10878
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The main goal here is to remove the need for a C API to the code in
`mesh_boolean_convert.cc`. This is achieved by moving `MOD_boolean.c`
to C++ and making the necessary changes for it to compile. On top of
that there are some other slight simplifications possible to the
direct mesh boolean code: it doesn't need to copy the material
remaps, and the modifier code can use some other C++ types directly.
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This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
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Differential Revision: https://developer.blender.org/D10857
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There was a note about reusing this for "texture nodes", but that will
probably not be implemented in this way anyway.
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Doing this, because it might make it easier to replace the implementation
of `bNodeInstanceHash`.
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The node tree evaluator now calls a callback for every used socket with
its corresponding value(s). Right now the callback does nothing.
However, we can use it to collect attribute name hints, socket values
for debugging or data that will be displayed in the spreadsheet.
The main difficulty here was to also call the callback for sockets in
nodes that are not directly executed (such as group nodes, muted
nodes and reroutes).
No functional changes are expected.
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Caused by an incorrect transformation order in cleanup commit
rBd037fef3bd1dc2e. The fix is to simply reverse the order.
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For other "Attribute Name" fields we usually give a more specific name
that relates to what the attribute is actually used for, like "Mask" in
the point separate node. This is a similar situation, and would also
be consistent with the naming planned in D10506.
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This is a relatively arbitrary value, but a good starting point-- it's
simple while also showing the possibility of the subdivisions.
Ref T86819
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Caused by a cleanup, rBd037fef3bd1dc.
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This is an implementation of Enhanced Subpixel Morphological Antialiasing (SMAA)
The algorithm was proposed by:
Jorge Jimenez, Jose I. Echevarria, Tiago Sousa, Diego Gutierrez
This node provides only SMAA 1x mode, so the operation will be done with no spatial
multisampling nor temporal supersampling. See Patch for comparisons.
The existing AA operation seems to be used only for binary images by some other nodes.
Using SMAA for binary images needs no important parameter such as "threshold", so we
perhaps can switch the operation to SMAA, though that changes existing behavior.
Notes:
1. The program code assumes the screen coordinates are DirectX style that the
vertical direction is upside-down, so "top" and "bottom" actually represent bottom
and top, respectively.
Thanks for Habib Gahbiche (zazizizou) to polish and finalize this patch.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D2411
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Although "Grid" may not be techincally correct since a grid could be 3D,
it was decided to rename the "Plane" primtive to "Grid". The primitive
node allows subdivisions, so the name is more consistent with the
operator in the 3D view.
Ref T86819
This commit includes a file subversion bump for the versioning.
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Change `float to boolean` and `int32 to boolean` to return false for zero and negative values.
This aligns with how artists would expect these values to work. This is in contrast to what a coder would expect. It was determined on blender.chat that this was a better default. This means that a negative float value would give a boolean false.
Change `Color4f to boolean` to return false for zero and negative grayscale values.
Likewise, for color to boolean, to account for negative value colors, the grayscale value would be used for determining if a colour was false or not.
See {T86454}
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10685
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This patch adds support for the remaining operations of the Vector Math
node within Geometry Nodes. While the operations are already available
in the UI, they hadn't been implemented, yet. With this patch the node
uses the implementation that was added for the Attribute Vector Math
node - similar to how it's handled with the Math node and Attribute
Math node.
Differential Revision: https://developer.blender.org/D10650
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This adds a Clamp node for Geometry Nodes Attributes.
Supports both Min-Max and Range clamp modes.
Float, Vector, Color and Int data types supported.
Reviewed By: HooglyBoogly, simonthommes
Differential Revision: https://developer.blender.org/D10526
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This commit adds a node with a "Map Range" operation for attributes
just like the non-attribute version of the node. However, unlike the
regular version of the node, it also supports operations on vectors.
Differential Revision: https://developer.blender.org/D10344
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The recent commit that changed the size (rB83df3545246aada) left out
a few changed. This patch also adjusts the positioning and UV scale of
the generated plane accordingly.
Differential Revision: https://developer.blender.org/D10822
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This will allow retrieving the instance groups from multiple geometry
sets and avoiding needing vectors of vectors to store the results.
This is useful when retrieving instances from a multi-input socket
of geometries.
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This patch renames two domains:
* `Polygon` -> `Face`
* `Corner` -> `Face Corner`
For the change from `polygon` to `face` I did a "deep rename" where I updated
all (most?) cases where we refere to the attribute domain in code as well.
The change from `corner` to `face corner` is only a ui change. I did not see
a real need to update all code the code for that. It does not seem to improve
the code, more on the contrary.
Ref T86818.
Differential Revision: https://developer.blender.org/D10803
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Without `calc_object_remap` turned off in the conversion to and from
BMesh for the primitive nodes, the `CD_ORIGINDEX` custom data layer
has incorrect values. By using a different function to do the conversions,
we can avoid this problem.
Thanks to Jacques for finding the fix here.
Differential Revision: https://developer.blender.org/D10805
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This means the "Size" input is treated as a "diameter" instead of
a "radius", just like the 3D view primitives.
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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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Made it just a bit smaller (same size as renderlayers node).
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Set the min/max and default node size of the cryptomatte node.
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Differential Revision: https://developer.blender.org/D10789
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Following some discussion among the geometry nodes team, it was decided
that keeping the primitive nodes simpler and requiring a separate
transform node to move the generated geometry from the origin would
be better.
- It's more consistent with the current general idea of "building
block nodes"
- It makes more sense for the future when it will be possible to
use instancing to control the transforms.
- It reduces UI clutter when the controls are not necessary.
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Those nodes are leftovers from my work on particle nodes and are not needed currently.
They can be added back easily if they become necessary.
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Previously, different Random Float nodes would generate different values
depending on where they are in the node group hierarchy. This can be useful,
but should definitely not be the default behavior, because it is very inconsistent
with other nodes.
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Previously, the signature of a `MultiFunction` was always embedded into the function.
There are two issues with that. First, `MFSignature` is relatively large, because it contains
multiple strings and vectors. Secondly, constructing it can add overhead that should not
be necessary, because often the same signature can be reused.
The solution is to only keep a pointer to a signature in `MultiFunction` that is set during
construction. Child classes are responsible for making sure that the signature lives
long enough. In most cases, the signature is either embedded into the child class or
it is allocated statically (and is only created once).
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When a function is executed for many elements (e.g. per point) it is often the case
that some parameters are different for every element and other parameters are
the same (there are some more less common cases). To simplify writing such
functions one can use a "virtual array". This is a data structure that has a value
for every index, but might not be stored as an actual array internally. Instead, it
might be just a single value or is computed on the fly. There are various tradeoffs
involved when using this data structure which are mentioned in `BLI_virtual_array.hh`.
It is called "virtual", because it uses inheritance and virtual methods.
Furthermore, there is a new virtual vector array data structure, which is an array
of vectors. Both these types have corresponding generic variants, which can be used
when the data type is not known at compile time. This is typically the case when
building a somewhat generic execution system. The function system used these virtual
data structures before, but now they are more versatile.
I've done this refactor in preparation for the attribute processor and other features of
geometry nodes. I moved the typed virtual arrays to blenlib, so that they can be used
independent of the function system.
One open question for me is whether all the generic data structures (and `CPPType`)
should be moved to blenlib as well. They are well isolated and don't really contain
any business logic. That can be done later if necessary.
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This does not need to be included everywhere, because it is only
needed in very few translation units that actually define CPPType's.
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This visualization of nested node groups makes it easier to debug
some issues. Muted nodes, muted links, reroute nodes and unavailable
sockets are removed from the visualization to keep it clean.
Nested node groups are visualized using colored clusters.
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