Age | Commit message (Collapse) | Author |
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This was caused by the override viewport size not being maintained after
DRW_cache_restart().
Also this fixes issue with the inv_size not being updated correctly.
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It was only checking for the identifier, but the type has to be equivalent as well.
Reviewers: mano-wii, brecht
Differential Revision: https://developer.blender.org/D8101
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Differential Revision: https://developer.blender.org/D8016
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This commit makes uses of the new OpenVDB IO in Mantaflow (introduced in 781f783a66ac).
From now on, fluid cache files in OpenVDB format will contain a list of grids per frame (before: one .vdb file per grid per frame). Besides regular grids, particle systems are also stored using OpenVDBs PointGrid data structures.
All older cache formats will remain fully functional:
- Uni caches (.uni) files are still available from the UI and can be used as before
- Raw caches (.raw) are no longer available from the UI, but loading them is still possible
- Old OpenVDB caches (one .vdb per grid) can no longer be baked either, but loading them is still possible.
It is also no longer possible to choose file formats for 'Noise' and 'Particles'. Instead there are now options to set the file format for 'Volumetric' and for 'Mesh' data.
Known issues (planned to be resolved soon):
- OpenVDB files are currently not taking into consideration the clipping value (FluidDomainSettings). Empty cells are therefore being written too. Depending on the scene, this can make file sizes unnecessarily large.
- Domains are not being exported at their world position. Instead they are always clipped to the origin.
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The region refresh callback wasn't called, which in the VSE ensures valid
region sizes and removes handlers of invisible regions.
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Enabling render and viewport denoising is now both done from the render
properties. View layers still can individually be enabled/disabled for
denoising and have their own denoising parameters.
Note that the denoising engine also affects how denoising data passes are
output even if no denoising happens on the render itself, to make the passes
compatible with the engine.
This includes internal refactoring for how denoising parameters are passed
along, trying to avoid code duplication and unclear naming.
Ref T76259
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This must match the specified number in enum items, and is supported for both
static and dynamic enums. Previously dynamic enums did not support a default
value at all.
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Reviewers: fclem
Differential Revision: https://developer.blender.org/D8103
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No need for abbreviation here, and helps avoid conflicts with old vertex
color layers.
Ref T76659
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This bug goes back to 2.80 but doesn't seem to have been reported.
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This was caused by the step motion blur implementation.
`DRW_cache_restart` was reseting the cache and cause
`EEVEE_renderpasses_postprocess` to not work inside
`EEVEE_render_read_result`.
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This should be included in 2.83 as well.
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D8032 by @Poulpator with minor edits
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These need to be labeled manually because offset is a #PROP_PIXEL.
Matches other changes made in rBbb4cef71eeaf36aa61187d47b8a8ae06ba55f7c0
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This is a really small fix. Could be included in 2.83 LTS branch.
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We now bypass EEVEE's rendering if the TAA accumulation has ended.
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I see no reason to ignore them.
This is not a limitation.
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The `T_CAMERA` flag was being set in the wrong place.
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Related to T78153
Differential Revision: https://developer.blender.org/D8100
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This is part of T76372.
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Draw-manager mutex has to be set before activating OpenGL/GPU context.
Otherwise, parallel jobs (like preview rendering) may try to activate
the context from another thread.
Also: Use WM wrappers for activating/releasing OpenGL context, which
have an additional assert check.
Suggest to backport this for 2.83.1.
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It turns out that
`DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool
is_object_visible)` was called for the custom shape with
`is_object_visible=false` when there are drivers, and
`is_object_visible=true` when there aren't any.
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Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
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Use the correct modifier struct name
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Forgot to update the lineOutput what resulted in that the sphere was not
rendered on all platforms.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8098
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Tangent normals were temporarily saved in the original given layers but
the typeinfo wasn't updated. This lead to several issues since we
changed the threading of the mesh extraction.
This patch stores the tangent normals in a temporary custom data on the
stack this way the typemap doesn't need to be updated.
Still need to run the tests for an hour to see if it is fixed
Reviewed By: Clément Foucault, Philipp Oeser
Differential Revision: https://developer.blender.org/D8095
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This revisit the render pipeline to support time slicing for better motion
blur.
We support accumulation with or without the Post-process motion blur.
If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.
This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.
The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.
Only FX Motion BLur: {F8632258}
FX Motion Blur + 4 time steps: {F8632260}
FX Motion Blur + 32 time steps: {F8632261}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8079
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The header of all SPACE_ACTIONs are tagged for redraw. Only when the
action editor is showing the timeline it is needed. No noticeable
performance increase. But better to save some CPU cycles.
Reviewed By: Sybren Stüvel
Differential Revision: https://developer.blender.org/D8074
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To make a better distinction with region overlay.
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When playing back animations a playhead is updated in all the animation editors.
The drawing of the playhead is part of the drawing of the main region
`RGN_TYPE_WINDOW` that redraws the whole region.
This change will draw the play head and window scrollers when updating the
screen. This affects the Action editor, Timeline, Graph editor, NLA editor and
Sequence editor. There is noticeable speedup when using complex animation files.
Spring 02_020_A.anim.blend fps went from 11.8 to 12.5 when showing a timeline
and a action editor on a Ryzen 1700.
* When playing back animation the markers don't jump up/down when near the
frame. This could be added back.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D8066
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This replaces the cmake options `WITH_NEW_OBJECT_TYPES` and
`WITH_NEW_SIMULATION_TYPE` with two experimental userpref settings:
* `use_new_particle_system`: Enables the point cloud type and the simulation editor.
* `use_new_hair_type`: Only displays the add-operator in the add menu for now.
Note, in the current state you can't do anything productive with the new particle
system or the new hair type. Features will be added step by step in the upcoming
weeks and months.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8096
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No functional changes.
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When neither bounds or median is selected, snapping the cursor to
the selection was using bounds which often doesn't give useful results.
Resolves T78135
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A multi-function network is a graph data structure, where nodes are
multi-functions (or dummies) and links represent data flow.
New multi-functions can be derived from such a network. For that
one just has to specify two sets of sockets in the network that
represent the inputs and outputs of the new function.
It is possible to do optimizations like constant folding on this
data structure, but that is not implemented in this patch yet.
In a next step, user generated node trees are converted into a
MFNetwork, so that they can be evaluated efficiently for many particles.
This patch also includes some tests that cover the majority of the code.
However, this seems to be the kind of code that is best tested by some
.blend files. Building graph structures in code is possible, but is
not easy to understand afterwards.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8049
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Add reference between the read/write functions too.
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Regression in 2fdca5bd1981c
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