Age | Commit message (Collapse) | Author |
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This commit introduces the Rotate Euler function node which modifies
an input euler rotation. The node replaces the "Point Rotate" node.
Addresses T91375.
Differential Revision: https://developer.blender.org/D12531
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This update of the Switch node allows for field compatible types
to be switched through the node. This includes the following:
Float, Int, Bool, String, Vector, and Color
The remaining types are processed with the orginal code:
Geometry, Object, Collection, Texture, and Material
Because the old types require a diffent "switch" socket than the
field types, versioning for old files is included to move links
of those types to a new switch socket. Once fields of other types
are supported, this node can be updated to support them as well.
Differential Revision: https://developer.blender.org/D12642
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This commit extends the 'Cone' and 'Cylinder' mesh primitive nodes,
with two inputs to control the segments along the side and in the fill.
This makes the nodes more flexible and brings them more in line with
the improved cube node.
Differential Revision: https://developer.blender.org/D12463
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This update of the Set Handle Type node allows for a bool field to be
used as the selection of the affected control point handles for
bezier splines. If no bezier splines are provided a info message is
shown.
Differential Revision: https://developer.blender.org/D12526
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This update of the Set Spline Type node allows for a bool field to be
used as the selection of the affected splines.
Differential Revision: https://developer.blender.org/D12522
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The Spline Length Input node provides a field containing the
length of the current evaluated spline to the Point and Spline
domains.
Differential Revision: https://developer.blender.org/D12706
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The curve subdivide node can now take an int field to specify the
number of subdivisions to make at each curve segment.
Reviewed by: Hans Goudey
Differential Revision: https://developer.blender.org/D12534
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This refactors and fixes the code that propagates socket types
through reroute nodes. In my tests it is faster than the previous
code. The difference becomes larger the more reroute nodes
there are, because the old code had O(n^2) runtime, while the
new code runs in linear time.
Differential Revision: https://developer.blender.org/D12716
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The node was setting a warning when used with instances on input,
even though it worked fine.
Differential Revision: https://developer.blender.org/D12718
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"Target" is the most important, so it goes at the top.
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Replacement for float curve in legacy Attribute Curve Map node.
Float Curve defaults to [0.0-1.0] range.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D12683
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While "Vertices" may be less useful since mesh vertices are already
points, the output is more easily understandable, so it's a better
default.
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Buildbot compiled without problems.
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It should only output the new mesh (and potentially instances
that are processed separately).
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This commit exposes left and right bezier handles as an attribute.
Interaction basically works like edit mode. If you move an aligned
handle, it also moves the opposite handle of the control point.
The difference is that you can't edit "Auto" or "Vector" handles,
you have to first use the "Set Handle Type" node. That gives the handle
types a bit more meaning in the node tree-- changing them in edit mod
is more like a "UI override".
The attributes are named `handle_start` and `handle_end`,
which is the same name used in the curve RNA API.
A new virtual array implementation is added which handles the case of
splines that don't have these attributes, and it also calls two new
functions on `BezierSpline` to set the handle position accounting
for aligned handles.
The virtual arrays and attribute providers will be refactored
(probably templated) in the future, as a next step after the last
built-in curve attribute provider has landed.
Differential Revision: https://developer.blender.org/D12005
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This migrates most nodes except for the switch view node.
This node requires dynamic sockets so its implementation will be more involved.
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Mistake from rB84251acfcc4534059d6ccd6682f8e37d529b9063
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The issue was that the `GeometrySet` that comes from the modifier does
not have full ownership of the mesh for legacy reasons to avoid copies.
Calling `ensure_owns_direct_data` makes sure that the geometry set
actually owns the geometry so that it can be instanced.
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For consistency with other nodes, we also want to process
all instances in the Points input independently. This allows
for more efficient instancing of many objects but also leads
to nested instancing. All instances are processed in their
local space, so that instances don't have to be realized.
Differential Revision: https://developer.blender.org/D12660
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Implements T89789, T89792, custom grid (described as dynamic grid in
T78389) and UV grid snapping (T78391)
Replaces the default UV editor grid with 2 new types of grid :
* Custom grid: Allows the user to create an NxN grid, where the value
of N is specified by the user.
* Subdividing grid: Subdivides the UV editor grid when the user
zooms in the viewport and vice versa when zooming out.
UV snapping improvements :
* Increment snapping: Increment values for snapping are calculated based
on which grid type is being used in the UV editor
(subdividing or custom). In general the increment value is equal to
the distance between 2 visible grid lines.
* Absolute grid snap: New toggle added to increment snapping option in
the UV editor, allows UV grid snapping during translation.
Reviewed By: campbellbarton
Ref D12684
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Default should be black image with an alpha value of 1.
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This migrates most nodes except for the file output node.
This node requires dynamic sockets so its implementation will be more involved.
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This migrates most nodes except for the image/render layer nodes.
These nodes require dynamic sockets so their implementation will be more involved.
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Add a fields-aware implementation of the attribute proximity node.
The Source position is an implicit position field, but can be
connected with a position input node with alterations before use.
The target input and mode function the same as the original node.
Patch by Johnny Matthews with edits from Hans Goudey (@HooglyBoogly).
Differential Revision: https://developer.blender.org/D12635
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- Many cleanups of to use list base
- Some variable changes
These change is needed to migrate to the new socket builder API
Reviewed By: manzanilla
Differential Revision: https://developer.blender.org/D12366
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The updated version has a selection input as a field
and does not realize instances implicitly.
Differential Revision: https://developer.blender.org/D12506
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Though the factor isn't so useful to adjust by itself, and is mostly
useful when used with a field connected, the slider from 0 to 1 can
help to make it clear that it's just used as a multiplier for the max
density after distribution.
Differential Revision: https://developer.blender.org/D12654
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Because of a bug in VS2017 codecvt is replaced with Blender
BLI functions to convert from UTF8 to UTF32.
Differential Revision: https://developer.blender.org/D12655
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This commit adds nodes to do direct conversion between meshes and point
clouds in geometry nodes. The conversion from mesh to points is helpful
to instance once per face, or once per edge, which was previously only
possibly with ugly work-arounds. Fields can be evaluated on the mesh
to pass them to the points with the attribute capture node.
The other conversion, point cloud to mesh vertices, is a bit less
obvious, though it is still a common request from users. It's helpful
for flexibility when passing data around, better visualization in the
viewport (and in the future, cycles), and the simplicity of points.
This is a step towards T91754, where point clouds are currently
combined with meshes when outputing to the next modifier after geometry
nodes. Since we're removing the implicit behavior for realizing
instances, it feels natural to use an explicit node to convert points
to vertices too.
Differential Revision: https://developer.blender.org/D12657
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Change the toggle to switch between an attribute and a single value to
only display for inputs that are fields, as determined statically by
the field inferencing added in rB61f3d4eb7c7db7. This means the field
inferencing must be calculated on file load, since it's used in the UI.
Differential Revision: https://developer.blender.org/D12623
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As described in T91672, often it can be much more efficient to run each
node only on the unique geometry of the instances, rather than realizing
all instances and potentially processing redundant data. Sometimes the
performance difference can be completely smooth vs. completely unusable.
Geometry nodes used to hide that choice from users by always realizing
instances, but recently we have decided to expose it. So this commit
makes nodes run once per unique reference in the entire tree of nested
instances in their input geometries, continuing the work started in
rB0559971ab377 and rBf94164d89629f0d2. For the old behavior, a realize
instances node can be added before the nodes, which is done in the
versioning code.
Differential Revision: https://developer.blender.org/D12656
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- Curve to Points: Needs output sockets
- Curve Endpoitns: Needs the same output sockets
- Edge Split: Should have a selection input instead
- Subdivision Surface: Should not use "crease" implicitly
All new versions of these nodes should also not implicitly
realize instances.
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Part of T91672.
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Previously, we were moving them one by one. It's a lot easier
to just move all files at the same time.
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Only run the node once for every unique geometry set in the input's
instance heirarchy. This can massively improve performance when
there are many instances, but it will mean that the result is the same
for every instance. For the previous behavior, a "Realize Instances"
node can be used before this one.
This node can be changed without versioning since the old material
assign node was already deprecated and replaced.
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Caused by rBc99cb814520480379
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With this commit, the distribute points on faces node runs only
once for every unique mesh in its input. That means if there are
100 instances of the same mesh, it will only run once.
This basically reverts rB84a4f2ae68d408301. The optimization there
didn't end up being worth it in the end, since it complicates code
quite a lot. It's also incompatible with this method of dealing with
instances, and it breaks field evaluation for instances, where we would
have to make sure to handle each instance transform properly otherwise,
evaluating the field separately for every instance.
Differential Revision: https://developer.blender.org/D12630
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This adds a new `GeometrySet::modify_geometry_sets` method that can be
used to update each sub-geometry-set separately without making any
instances real.
Differential Revision: https://developer.blender.org/D12650
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This adds a new Instance on Points node that is a replacement
for the old Point Instance node. Contrary to the old node,
it does not have a mode to instance objects or collections
directly. Instead, the node has to be used with an Object/
Collection Info to achieve the same effect.
Rotation and scale of the instances can be adjusted in the node
directly or can be controlled with a field to get some variation
between instances.
The node supports placing different instances on different points.
The user has control over which instance is placed on which point
using an Instance Index input. If that functionality is used, the
Instance Geometry has to contain multiple instances that can are
instanced separately.
Differential Revision: https://developer.blender.org/D12478
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