Age | Commit message (Collapse) | Author |
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- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
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The issue was that the extend socket (the last empty socket in
Input/Output nodes) was repeatedly removed and added again,
which caused more updates than necessary. Now, the extend
socket is kept if it existed already.
Differential Revision: https://developer.blender.org/D15084
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Differential Revision: https://developer.blender.org/D15071
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This commit hides "UI attributes" described in T97452 from the UI lists
in mesh, curve, and point cloud properties, and disallow accessing them
in geometry nodes.
Internal UI attributes like selection and hiding values should use the
attribute system for simplicity and performance, but we don't want to
expose those attributes in the attribute panel, which is meant for
regular user interaction. Procedural access may be misleading or cause
problems, as described in the design task above.
These attributes are added by two upcoming patches: D14934, D14685
Differential Revision: https://developer.blender.org/D15069
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This is a follow up to rBbb0fc675822f313c5546a2498a162472c2571ecb.
Now the same kind of run-time data is added to nodes and sockets.
Differential Revision: https://developer.blender.org/D15060
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This results in a speedup if the capture attribute is only needed
under specific circumstances (e.g. when a switch further down the
line is true). Previously, the input field was always evaluated.
Differential Revision: https://developer.blender.org/D15018
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Skip changing the data type in the node if it is not known.
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This was caused by the nodetree branch duplication not handling incoming
links to the copied node, making all bsdfs nodes use their default values.
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Just use an existing function from blenlib instead of implementing a new version.
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For vectors and colors to be not equal, it is enough when they are not equal
in one component.
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* Port over new code tables from Cycles
* Convert Rec.709 to scene linear for lookup table.
* Move code for wavelength and blackbody to IMB so they can access the
required transforms, which are not in blenlib.
* Remove clamping from blackbody shader to bypass the texture read.
Since it's variable now easiest to just always read from the texture
than pass additional parameters.
* Fold XYZ to RGB conversion into the wavelength table.
Ref T68926
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* Rename ambiguous rgb to scene_linear in some places
* Precompute matrices to directly go to scene instead of through XYZ
* Make function signatures more consistent
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Mistake from rB5ef5a9fc24668aa264fe0558db9c0fb1246aa37f
Fixes T98322
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It's a bit surprising that this compiled. That's probably due to the
`GField` constructor, to be investigated!
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This patch changes the Text Box Width socket to always have that label
instead of switching to "Max Width" when Overflow mode is picked.
Bug report: T97060
Differential Revision: https://developer.blender.org/D14909
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This makes it easier to search for and consistent with compositor nodes.
Differential Revision: https://developer.blender.org/D14914
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The output mesh can be null. Also reorganize the WITH_GMP
check to avoid compiling the rest of the node with GMP off.
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Also add missing task-ID reference & remove colon after \note as it
doesn't render properly in doxygen.
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Fall back onto the old behavior (use the render
color attribute) if the vertex color node's
attribute name is blank.
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Subtracting one from the evaluated index could make the index -1.
That was only necessary for Bezier curves due to the specifics of
the "bezier_evaluated_offsets".
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GPU code used `sz` as an abbreviation for size, as well as a few other
places. Use size where this represents a size in bytes, see: T85728.
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Replace tot/amount & size with num, in keeping with T85728.
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Geometry Nodes (new) icon. So far we were using the generic node-tree
icon for geometry nodes, not anymore.
The new icon is composed of 4 spheres that is a reference to the
original pebbles demo. Scattering points was also the turning point for
the project (which originally was focusing on dynamic effects), and to
this day is one of the first steps for everything procedural such as
hair.
Note that the modifier icon is still showing as white in the outliner.
The alternative is to be blue everywhere.
Patch review and feedback by Hans Goudey.
Icon creation in collaboration with Pablo Vazquez.
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This allows easy reuse elsewhere in Blender.
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This commit moves the code for the resample curves node to the geometry
module, to allow reusing it in any editor. Split from D14870.
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This patches rewrites the GPU shaders of curve nodes for easier future
development. This is a non-functional change. The new code avoids code
duplication by moving common code into BKE curve mapping functions. It
also avoids ambiguous data embedding into the gradient vectors that are
passed to vectors and reduces the size of uniforms uploaded to the
shader by avoiding redundancies.
This is needed in preparation for the viewport compositor, which will
utilize and extend this implementation.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14689
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To use in the geometry module when the resample curves code
is moved there (T97448).
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Differentiate the total length of curves and the accumulated length
at each control point.
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After 2d80f814cc24, we can assume that curves always have at least one
evalauted point, so this complication isn't necessary anymore.
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There are fancier possibilities for improvements, like taking ownership
of existing arrays in some cases, but this patch takes a simpler brute
force approach for now.
The first change is to move from the previous loop to using the new
`materialize_compressed_to_uninitialized` method on virtual arrays,
which adds only the selected values to the output. That is a nice
improvement in some cases, corresponding to the "Without Threading"
column in the chart below.
The next change is to call that function in parallel on slices of
the output. To avoid generating too much code, we can avoid
templating based on the type and devirtualizing completely.
The test input is a 4 million point grid, generated by the grid
primitive node. Color and 2D vector attributes were also transferred
to the points.
| Test | Before | Final No Threading | Final | Change |
| --------- | ------ | ------------------ | ------ | ------ |
| All Verts | 209 ms | 186 ms | 170 ms | 0.8x |
| 1% | 148 ms | 143 ms | 133 ms | 0.9x |
| All Faces | 326 ms | 303 ms | 87 ms | 0.27x |
| 1% Faces | 70 ms | 68 ms | 34 ms | 0.49x |
Differential Revision: https://developer.blender.org/D14661
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This adds an input to the Subdivision node to specify a field to use
for controling vertex creases. Common code with edge creasing was
extracted into utility functions to avoid redundancy.
Differential Revision: https://developer.blender.org/D14199
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Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
"Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
"Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
"Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
"Separate RGB/HSV" nodes.
Python addons have not been updated to the new nodes yet.
**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.
**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.
Differential Revision: https://developer.blender.org/D14034
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The issue was that the `NodeTreeRef` acceleration data structure was
rebuild much more often than necessary. That happened because the
Map Range node accidentally tagged the node tree for change even
though it did not actually change.
Differential Revision: https://developer.blender.org/D14842
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