Age | Commit message (Collapse) | Author |
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temp-T73411-view-layer-lazy-cache
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`MPoly` is used and copied in many places. To avoid the need to use a
special function for copying MPoly, or the need to add a copy
constructor, just rename the `mat_nr` field to include "legacy" in the
name. This keeps the original purpose of notifying developers that
the field shouldn't be used without any further complexity.
Apply the same fix to `bweight`.
Differential Revision: https://developer.blender.org/D15841
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The trim functionality is implemented in the geometry module, and
generalized a bit to be potentially useful for bisecting in the future.
The implementation is based on a helper type called `IndexRangeCyclic`
which allows iteration over all control points between two points on a
curve.
Catmull Rom curves are now supported-- trimmed without resampling first.
However, maintaining the exact shape is not possible. NURBS splines are
still converted to polylines using the evaluated curve concept.
Performance is equivalent or faster then a 3.1 build with regards to
node timings. Compared to 3.3 and 3.2, it's easy to observe test cases
where the node is at least 3 or 4 times faster.
Differential Revision: https://developer.blender.org/D14481
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editor.
Tagging depsgraph for relation rebuild does not replace tagging IDs for update.
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The internal state tracking is not fully suited for such kind
of optimization yet.
It is probably not that much work to make them work, but the
issue caused by the changes is serious enough for the studio
so it feels better to revert changes for now and have a closer
look into remaining issues without pressure.
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Caused by b5f7af31d6d4, which exposed the fact that the PBVH wasn't
retrieving the updated hide status attributes if they were allocated in
sculpt mode. Previously the attributes were always allocated when
entering sculpt mode.
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Removes the "Edited Action" tab for selected Action strips in the NLA
editor. It is still available in the Action editor, where it is actually
suitable/usable. Having it in the NLA got in the way of the actual NLA
strip properties.
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D14964
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On NVIDIA volumetric resolve failed for large production scenes.
The result would remove most color from the final render. The cause
seems to be a faulty driver.
This change ported the fragment shader to a compute shader which
would select a different compiler branch and didn't show the error.
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Animators were not able to set channel interpolation or easing type for
channels visible in the dopesheet but hidden in the graph editor.
Bug seemed to be due to typo.
No official report, but there was a RCS on this
https://blender.community/c/rightclickselect/yWgbbc/
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D10228
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Implement import & export support for "PBR extensions" in .mtl files
(T101029, also fixes T86736).
Newly supported parameters:
- Roughness (Pr, map_Pr)
- Metallic (Pm, map_Pm)
- Sheen (Ps, map_Ps)
- Clearcoat thickness (Pc) and roughness (Pcr)
- Anisotropy (aniso) and rotation (anisor)
- Transmittance (Tf / Kt)
Exporter has an option to enable these additional PBR parameters
export; defaults to off since not all software understands that.
Exporter UI tweaked and all material-related options were put into
their own separate box.
Added/extended test files in Subversion repository for test coverage.
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This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.
{F13482749}
A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.
During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.
NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.
Reviewed By: fclem
Maniphest Tasks: T99390
Differential Revision: https://developer.blender.org/D15753
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A regression since ac20970bc208
The issue was caused by depsgraph clearing all id->recalc flags
wrongly assuming that all IDs are fully evaluated.
This change makes it so the depsgraph becomes aware of possibly
incompletely evaluated IDs.
Differential Revision: https://developer.blender.org/D15946
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This refactors the geometry nodes evaluation system. No changes for the
user are expected. At a high level the goals are:
* Support using geometry nodes outside of the geometry nodes modifier.
* Support using the evaluator infrastructure for other purposes like field evaluation.
* Support more nodes, especially when many of them are disabled behind switch nodes.
* Support doing preprocessing on node groups.
For more details see T98492.
There are fairly detailed comments in the code, but here is a high level overview
for how it works now:
* There is a new "lazy-function" system. It is similar in spirit to the multi-function
system but with different goals. Instead of optimizing throughput for highly
parallelizable work, this system is designed to compute only the data that is actually
necessary. What data is necessary can be determined dynamically during evaluation.
Many lazy-functions can be composed in a graph to form a new lazy-function, which can
again be used in a graph etc.
* Each geometry node group is converted into a lazy-function graph prior to evaluation.
To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are
no longer inlined into their parents.
Next steps for the evaluation system is to reduce the use of threads in some situations
to avoid overhead. Many small node groups don't benefit from multi-threading at all.
This is much easier to do now because not everything has to be inlined in one huge
node tree anymore.
Differential Revision: https://developer.blender.org/D15914
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Also use same convention for comments as (space after #).
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Previously the nodes were sorted wven when there was no change.
This is a fixed version of e3ef6a6660032ca18, which was reverted by
dc937c5aee4532.
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This makes the NLA_OT_actionclip_add operation (Shift+A while mousing
over the NLA strips area) fail on invocation if no tracks are active.
This stops the annoyance of using the Shift+A menu to select an action
to add, but only getting the error after you select an action.
Differential Revision: https://developer.blender.org/D15737
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Fix error and warnings introduced in commit 8851790dd733. Include
unistd.h for close() on Non-Windows OSs. Calm warnings about unused
argument. Return full size of image file to caller.
Own Code.
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Thumbnail WebP images quicker while using much less RAM.
See D15908 for more details.
Differential Revision: https://developer.blender.org/D15908
Reviewed by Brecht Van Lommel
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When there was only a single material assigned to the mesh, the material
index attribute didn't necessarily exist. Changing the oder of the slots
wouldn't change the first material index as necessary.
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Caused by 4a71765f9a41 which used an operator that didn't have the
properties it expected.
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Missing null check when retrieving face sets for multires automasking.
Caused by b5f7af31d6d474c3b455b.
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The stereo saving code that combines two image buffers into one did not work
correctly when the number of channels is not equal to 4.
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PBVH draw was invalidating the draw cache even
when disabled (e.g. if modifiers exist).
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The members were named after .mtl file syntax ("d") instead of their
meaning ("alpha"). In preparation for extending OBJ code for more
PBR parameters support, rename them for clarity. No functionality
changes, just a pure rename.
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Also include a small cleanup to the previous commit missed from review.
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Always swap values when restoring sculpt undo data.
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corresponding data layers and using their values for computations.
Avoiding that should increase performance in many operations that
would otherwise have to read, write, or propagate these values.
It also means decreased memory usage-- not just for sculpt mode
but for any mesh that was in sculpt mode. Previously the mask, face set,
and hide status layers were *always* allocated by sculpt mode.
Here are a few basic tests when masking and face sets are not used:
| Test | Before | After |
| Subsurf Modifier | 148 ms | 126 ms |
| Sculpt Overlay Extraction | 24 ms every redraw | 0 ms |
| Memory usage | 252 MB | 236 MB |
I wouldn't expect any difference when they are used though.
The code changes are mostly just making sculpt features safe for when
the layers aren't stored, and some changes to the conversion to and
from the hide layers. Use of the ".hide_poly" attribute replaces testing
whether face sets are negative in many places.
Differential Revision: https://developer.blender.org/D15937
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sculpt_update_object now auto-creates a CD_MDISPS layer
if missing. Note that it is possible for the depsgraph
to provide a multires ccg context without a CD_MDISPS.
This causes a PBVH_GRIDS pbvh to be built instead of
falling back to PBVH_FACES, which is why this bug happens
(of course falling back to PBVH_FACES would still be a bug).
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We don't need to be on the main thread to destroy the context.
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These changes were implemented by Sonny Campbell.
Fixed the first issue by freeing the operator customdata when the import
is cancelled.
Fixed the second issue by using a character array instead of allocating
new memory for the prim_path_mask.
Differential Revision: https://developer.blender.org/D15781
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When resizing mesh and curves attribute storage, avoid initializing the
new memory for basic types. Also, avoid skipping "no free" layers; all
layers should be reallocated to the new size since they may be accessed.
The semantics introduced in 25237d2625078c6d1 are essential for this
change, because otherwise we don't have a way to construct non-trivial
types in the new memory.
In a basic test of the extrude node, I observed a performance
improvement of about 30%, from 55ms to 42ms.
Differential Revision: https://developer.blender.org/D15818
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Generally we don't want to do per-element operations on these spans
because of the overhead of the runtime type system, but these operations
on the whole span avoid ugly pointer arithmetic in other areas.
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