Age | Commit message (Collapse) | Author |
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[readability-inconsistent-declaration-parameter-name]
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Leading to excessive memory usage compared to Blender 2.93. There's still
some avoidable memory usage remaining, due to the full float buffer in the
new image editor drawing and not loading the cached EXR from disk in tiles.
Main difficulty was handling multi-image baking and disk caches, which is
solved by associating a unique layer name with each image so it can be
matched when reading back the image from the disk.
Also some minor header changes to be able to use RE_MAXNAME in RE_bake.h.
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This patch moves material indices from the mesh `MPoly` struct to a
generic integer attribute. The builtin material index was already
exposed in geometry nodes, but this makes it a "proper" attribute
accessible with Python and visible in the "Attributes" panel.
The goals of the refactor are code simplification and memory and
performance improvements, mainly because the attribute doesn't have
to be stored and processed if there are no materials. However, until
4.0, material indices will still be read and written in the old
format, meaning there may be a temporary increase in memory usage.
Further notes:
* Completely removing the `MPoly.mat_nr` after 4.0 may require
changes to DNA or introducing a new `MPoly` type.
* Geometry nodes regression tests didn't look at material indices,
so the change reveals a bug in the realize instances node that I fixed.
* Access to material indices from the RNA `MeshPolygon` type is slower
with this patch. The `material_index` attribute can be used instead.
* Cycles is changed to read from the attribute instead.
* BMesh isn't changed in this patch. Theoretically it could be though,
to save 2 bytes per face when less than two materials are used.
* Eventually we could use a 16 bit integer attribute type instead.
Ref T95967
Differential Revision: https://developer.blender.org/D15675
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While harmless it wasn't clear if other bits might be set but ignored,
assign the value instead.
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This is highly coupled to Blender logic so doesn't belong in Cycles.
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Ensure render passes are allocated in the result prior to writing them.
Alternative could be to not write empty passes, but that is kind of
different from perspective of s one who reads the file.
Differential Revision: https://developer.blender.org/D15692
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Evaluating a compositor node tree in background mode causes the stats callback
to be called from multiple threads, leading to garbled output. This was causing
major problems with render-farm scripts.
Differential Revision: https://developer.blender.org/D15633
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For Eevee the light baking can initialize OpenGL earlier, but for workbench we
can't assume the backend exists here already.
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When rendering with headless builds, show an error instead of crashing.
Previously GPU_backend_init was called indirectly from
DRW_opengl_context_create, a new function is now called from the window
manager (GPU_backend_init_once), so it's possible to check if the GPU
has a back-end.
This also disables the `bgl` Python module when building WITH_HEADLESS.
Reviewed By: fclem
Ref D15463
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Instead of duplicating logic many times.
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The TexResult.nor output does not appear to be used anywhere.
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Mostly duplicate includes, also use nullptr, and using default
member initializers.
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Headers should only include other headers when absolutely necessary,
to avoid unnecessary dependencies and increasing compile times.
To make this change simpler, three DerivedMesh functions with a single
use were removed.
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Similar to cf69652618fefcd22b2cde9a2.
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Knowing when layers are retrieved for write access will be essential
when adding proper copy-on-write support. This commit makes that
clearer by adding `const` where the retrieved data is not modified.
Ref T95842
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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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It was effectively sqrt(max_distance) before this fix.
Thanks to Omar Emara for identifying the solution.
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Works for both Cycles and multires bake. Triangles are baked to multiple
UDIM images if they span across them, though such UV layouts are generally
discouraged as there is no filtering across UDIM tiles.
The bake margin currently only works within UDIM tiles. For the extend method
this is logical, for the adjacent faces method it may be useful to support
copying pixels from other UDIM tiles, though this seems somewhat complicated.
Fixes T95190
Ref T72390
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The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
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Add blank lines after file references to avoid them being interpreted as
doc-strings the following declarations.
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This is meant to allow using C++ data structures in this file
as a performance improvement. Particularly `Vector` instead
of `ListBase` for `duplilist`. This change builds and passes
tests on all platforms on the buildbot.
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See T85728
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Reserve "filename" when only the name component is used.
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The Output Properties > Output panel now has a Color Management subpanel to
override scene settings. When set to Override instead of Follow Scene, there
are settings to:
* For OpenEXR, choose a (linear) colorspace for RGBA passes
* For other file formats, use different display/view/look/exposure/gamma
These settings affect animation render output, image save of renders and the
compositor file output node. Additionally, the image save operator and
compositor file output nodes also support overriding color management.
Includes some layout changes to the relevant panels to accomdate the new
settings and to improve consistency. Ideally subpanels would be used to better
organize these settings, however nodes and operators don't currently support
creating subpanels.
Differential Revision: https://developer.blender.org/D14402
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The preview does not work well with deferred render result pixels
allocation: it breaks the refresh and requires to toggle current
panels.
Since there is no tiled rendering for previews we don't save any
memory by deferring pixels allocations, so do it for the render
result during the render result creation.
Differential Revision: https://developer.blender.org/D14414
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Make a copy of ImageFormatData that contains the effective color management
settings, and pass that along to the various functions. This will make it
possible to add more complex logic later.
For compositing nodes, passing along view and display settings through
many functions made it harder to add additional settings, so just get those
from the scene now.
Differential Revision: https://developer.blender.org/D14401
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