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Differential Revision: https://developer.blender.org/D16203
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This makes instance handling more consistent with all the other geometry
component types. For example, `MeshComponent` contains a `Mesh *` and
now `InstancesComponent` has a `Instances *`.
Differential Revision: https://developer.blender.org/D16137
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Resolve by setting no_muted_links() on Factor sockets.
Same issue as T101613
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D16153
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Currently, the scale node always changes the interpolation of its result
to bilinear. This was done because the scale node does not have an
interpolation option, unlike the Transform node, so a default of
bilinear was assumed. This turned out to be problematic, because in the
pixelation use cases, a nearest interpolation is typically preferred by
the user.
This patch changes the default interpolation of input nodes to bilinear,
makes the scale node keep the interpolation of the input it receives,
and makes the pixelate node changes the interpolation to nearest. In
effect, for non-pixelation use cases, the default bilinear interpolation
will be used, and for pixelation use cases, the nearest interpolation
will be used unless explicitly specified using a node that sets the
interpolation.
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Currently there is no way to tell that these node types are deprecated
in the UI. This commit adds "(Legacy)" to the end of the names.
It also makes it simple to skip these in the various node searches
more automatically than before.
Fixes T101700
Differential Revision: https://developer.blender.org/D16223
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Besides texture nodes, which aren't supported anyway, we don't have any
builtin nodes that still use the socket template system, so this can be
removed.
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This lowers the search weight for color-specific
mix functions on non-color sockets.
Reported in blender.chat by simonthommes
Differential Revision: https://developer.blender.org/D16228
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This patch implements the variable size blur option in the Bokeh Blur
node. The implementation is different from the CPU one in that it also
takes the Bounding Box input into account, which is ignored for some
reason for the CPU. Additionally, this implementation does not do the
optimization where the search radius is limited relative to the maximum
value in the size texture. That's because the cost of computing the
maximum is not worth it for most use cases.
The reference implementation does three unexpected things that are
replicated here nonetheless. First, the center bokeh weight is always
ignored and assumed to be 1. Second the size of the center pixel is
taken into account. Third, a unidimensional distance is used instead of
a 2D euclidean one. Those need to be considered independently.
Differential Revision: https://developer.blender.org/D16185
Reviewed By: Clement Foucault
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This patch implements generic parallel reduction for the realtime
compositor and implements the Levels operation as an example. This patch
also introduces the notion of a "Compositor Algorithm", which is a
reusable operation that can be used to construct other operations.
Differential Revision: https://developer.blender.org/D16184
Reviewed By: Clement Foucault
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Allows searching for Mix blend modes
e.g. Overlay when using link drag search
Requested by @simonthommes in GN chat
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D16209
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The attribute node already allows accessing attributes associated
with objects and meshes, which allows changing the behavior of the
same material between different objects or instances. The same idea
can be extended to an even more global level of layers and scenes.
Currently view layers provide an option to replace all materials
with a different one. However, since the same material will be applied
to all objects in the layer, varying the behavior between layers while
preserving distinct materials requires duplicating objects.
Providing access to properties of layers and scenes via the attribute
node enables making materials with built-in switches or settings that
can be controlled globally at the view layer level. This is probably
most useful for complex NPR shading and compositing. Like with objects,
the node can also access built-in scene properties, like render resolution
or FOV of the active camera. Lookup is also attempted in World, similar
to how the Object mode checks the Mesh datablock.
In Cycles this mode is implemented by replacing the attribute node with
the attribute value during sync, allowing constant folding to take the
values into account. This means however that materials that use this
feature have to be re-synced upon any changes to scene, world or camera.
The Eevee version uses a new uniform buffer containing a sorted array
mapping name hashes to values, with binary search lookup. The array
is limited to 512 entries, which is effectively limitless even
considering it is shared by all materials in the scene; it is also
just 16KB of memory so no point trying to optimize further.
The buffer has to be rebuilt when new attributes are detected in a
material, so the draw engine keeps a table of recently seen attribute
names to minimize the chance of extra rebuilds mid-draw.
Differential Revision: https://developer.blender.org/D15941
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Mesh corners are called "loops" in the code currently. Avoid diverging
naming and just use that convention in some newly added code.
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The name of the node group in the geometry nodes logger is created
in `GeoModifierLog::get_local_tree_logger`, where it references the
compute context. However, the compute context is a local variable
that doesn't live as long as the log. Therefore the log needs to own
the node group name.
Removing the ownership from `NodeGroupComputeContext` may be
possible as well, but seems less obviously correct. This can be a
temporary solution until we can completely avoid storing strings
in the logger (see D15775).
Fixes T101599
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Unfortunately this commit changed behavior in a fundamental way that
can't be addressed without larger changes. Previously the position
outputs were evaluated on the edge domain and then interpolated to the
context domain, which could be useful for some rudimentary mesh smoothing.
After the commit they were just evaluated at the specified index, which
looks practically random when evaluated on a different domain. We may need
a new node that doesn't have the implicit behavior in the future.
This reverts commit 4ddc5a936e07129aaf94ed7d188b8f5f5ea14085.
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T101613: Muting/ctrl+x deleting the new mix node in Float mode
passes through the wrong input.
Fix by setting no_muted_links() on Factor sockets.
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Also remove an unnecessary cast.
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"Mode" is obvious and isn't worth cutting off the text.
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This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
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Previously the edge index was always determined by the field context,
and the node didn't work when the context was in any other domain.
Adding an index input makes it work much more nicely with the other
topology nodes. It's now in the topology submenu too.
I also reimplemented the edge positions input to use the field at index
node internally. That will probably make it slower for now, but we need
to optimize that to do nothing in some special cases anyway.
Differential Revision: https://developer.blender.org/D16105
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The input supports fields, the outputs are fields only if either of the
inputs are fields. Also, .hide_value() is redundant for implicit fields.
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Rename the node to "Offset Point in Curve"
Since this was committed, more mesh and curve topology nodes have been
committed with a different naming scheme (482d431bb6735e82069). Change
the name of this node to match "Offset Corner in Face". Because the
node was only added recently, it's a full rename, including the ID,
so forward compatibility is broken.
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It's a bit more natural if the "Total" output come second, and it's
also consistent with the Accumulate Field node.
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This node allows for curves to have their evaluated normal mode changed
between MINIMUM_TWIST and Z_UP. A selection input allows for choosing
which spline in the curves object will be affected.
Differential Revision: D16118
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This node allows sampling an attribute on a mesh surface based
on a UV coordinate. Internally, this has to do a "reverse uv lookup",
i.e. the node has to find the polygon that corresponds to the uv
coordinate. Therefore, the uv map of the mesh should not have
overlapping faces.
Differential Revision: https://developer.blender.org/D15440
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- Use `enum class`
- Use shorter names for field input classes for better line wrapping
- Use "Vert" instead of "Vertex"
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Issue found in file from T101256.
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For consistency with other node systems in Blender and older
versions of geometry nodes, dangling reroute inputs should
not affect the output. When an input socket is linked to dangling
reroutes, its own value should be used instead.
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Distribute Points In Volume → Distribute Points in Volume.
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This patch contains an initial set of nodes to access basic
mesh topology information, as explored in T100020.
The nodes allow six direct topology mappings for meshes:
- **Corner -> Face** The face a corner is in, the index in the face
- **Vertex -> Edge** Choose an edge attached to the vertex
- **Vertex -> Corner** Choose a corner attached to the vertex
- **Corner -> Edge** The next and previous edge at each face corner
- **Corner -> Vertex** The vertex associated with a corner
- **Corner -> Corner** Offset a corner index within a face
And two new topology mappings for curves:
- **Curve -> Points** Choose a point within a curve
- **Point -> Curve** The curve a point is in, the index in the curve
The idea is that some of the 16 possible mesh mappings are more
important, and that this is a useful set of nodes to start exploring
this area. For mappings with an arbitrary number of connections, we
must sort them and use an index to choose a single element, because
geometry nodes does not support list fields. Note that the sort
index has repeating behavior as it goes over the "Total" number of
connections, and negative sort indices choose from the end.
Currently which of the "start" elements is used is determined by the
field context, so the "Field at Index" and "Interpolate Domain" nodes
will be quite important. Also, currently the "Sort Index" inputs are
clamped to the number of connections.
One important feature that isn't implemented here is using the winding
order for the output elements. This can be a separate mode for some
of these nodes. It will be optional because of the performance impact.
There are several todos for separate commits after this:
- Rename "Control Point Neighbors" to be consistent with this naming
- Version away the "Vertex Neighbors" node which is fully redundant now
- Implement a special case for when no weights are used for performance
- De-duplicating some of the sorting logic between the nodes
- Improve performance and memory use of topology mappings
- Look into caching some of the mappings on meshes
Differential Revision: https://developer.blender.org/D16029
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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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Needs a call to remember_deformed_curve_positions_if_necessary, missed
in rB1f94b56d7744.
Thx @JacquesLucke for the solution!
Differential Revision: https://developer.blender.org/D16078
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- Use const and whitespace more consistently
- Fix "Offset Valid" output only working on point domain
- Use the smallest output array that can contain the result.
- Consistent include ordering
- Use "data-block" term instead of "object" in tooltip
- Remove unnecessary call to set default output values
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This node allows access to the indices of neighboring control points
within a curve via an offset. This includes taking into consideration
curves that are cyclic.
Differential Revision: D13373
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Previously, all implicit inputs where stored in a centralized place.
Now the information which nodes have which implicit inputs is
stored in the nodes directly.
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