Commit Graph

135577 Commits

Author SHA1 Message Date
Philipp Oeser
0bf4568abd revert 4d49c78e74
revert Fix: weight and vertex paint radial symmetry wrong with mirror

Was causing #121155, will check again on Monday

Both vertexpaint and weightpaint would only apply all of radial symmetry
for the "initial stroke".
When going over the combinations of symmetry axis, some of radial
symmetry would be skipped, e.g. when mirroring from right to left with
`Mirror X` turned ON, a dab on the right would have radial symmetry from
that point, and an additional dab on the left from mirroring (but the
mirrored dab would not have radial symmetry on its own).

This does not lead to symmetric results at all, sculptmode also does not
behave that way (there, radial symmetry is performed on the mirror axis
as well).

Now do the same thing as in sculptmode to get symmetric results when
using mirror and radial symmetry together.
Also use the utility function to skip invalid symmetry iterations.

Stumbled over this when looking into #120843

Pull Request: https://projects.blender.org/blender/blender/pulls/120931
2024-04-28 11:36:56 +02:00
Jesse Yurkovich
16a29a7a75 USD: Add test to cover export of mesh attributes
Adds a test to validate the export of Mesh attributes for USD.

It tests that all domains and types for a Mesh object are written to the
USD file correctly.

Pull Request: https://projects.blender.org/blender/blender/pulls/121180
2024-04-28 03:53:20 +02:00
Richard Antalik
fd96b81821 Fix #120834: Retiming does not work as expected.
This happened, because of lazy initialization of clicked retiming keys.
When the key is moved, the speed changed in respect to strip start, not
(uninitialized, but drawn) key at left handle.

Initialize both keys when any virtual key is selected.
2024-04-28 03:41:52 +02:00
Jesse Yurkovich
4987ef010c Cleanup: STL: Address the ODR violation and tidy up processing
Remove the one-definition-rule violation due to two `Triangle` types
being used inside the same `blender::io::stl` namespace. Make a small
set of non-functional changes in the surrounding code along the way to
use `const` in more places.

STL had 4(!!) triangle types:
- A `class Triangle` : Used for import, contains indices
- A `struct Triangle` : Used for export, contains verts/normals, the ODR
  violation
- A `struct ExportBinaryTriangle` : Used for export but is really the
  same as the above type
- A `struct STLBinaryTriangle` : Used for import but was a duplicate
  of the above type

Now STL has just 2. The `class Triangle` containing indices during
import and a `struct PackedTriangle` containing the verts/normals for
everything else. The duplicated `BINARY_HEADER_SIZE` constant is now
common as well.

Performance remains the same for both import/export and ascii/binary.

Pull Request: https://projects.blender.org/blender/blender/pulls/121179
2024-04-28 03:06:39 +02:00
Jesse Yurkovich
211ad352af USD: Add new test file for mesh/curve attributes 2024-04-27 17:46:32 -07:00
Jacques Lucke
3e814bc702 Tools: gitea utils does not load all pages
The issue is that the default `limit` seems to be 30, and not 50. Due to the
special case for `page == 1` and the `len(result_page) < limit` check, the
`url_json_get_all_pages` function may return before all pages have been loaded.

The fix is to simply remove the `limit` parameter. It wasn't used anyway.
Using it correctly is somewhat tricky if we can't pass in the limit in the
`page == 1` case. This may result in a couple more API requests but it's
probably not a problem in practice. If it becomes a problem, we should
figure out in which cases the `page == 1` special case is actually
required (it was not in the cases that I tested).

Note that the first link returns fewer results than the second link:
* https://projects.blender.org/api/v1/users/jacqueslucke/activities/feeds?only-performed-by=true&date=2024-04-22
* https://projects.blender.org/api/v1/users/jacqueslucke/activities/feeds?only-performed-by=true&date=2024-04-22&limit=50

Pull Request: https://projects.blender.org/blender/blender/pulls/120948
2024-04-28 01:06:51 +02:00
Jacques Lucke
ab1da26e75 Fix: incorrect error message in Object Info node in tool context 2024-04-28 00:38:01 +02:00
Jacques Lucke
71ba360ddc Cleanup: use Map for operator types
This simplifies the code, makes it more type safe and also makes it
easier to use the construct-on-first-use-idiom.

Pull Request: https://projects.blender.org/blender/blender/pulls/121170
2024-04-27 21:44:55 +02:00
Clément Foucault
f48becc7d0 EEVEE-Next: UI: Rename raytraced refraction to raytrace transmission
This is a more general term that englobes all transmissive
BSDFs.
2024-04-27 21:00:04 +02:00
Clément Foucault
918f87e9e6 EEVEE-Next: Material: Add thickness nodetree panel
This allows for simple modifications without openning
a node editor.
2024-04-27 20:58:15 +02:00
Clément Foucault
bb44bce95c EEVEE-Next: Improve shadow bias
The goal of this PR is to remove any user facing parameter
bias that fixes issues that are caused by inherent nature of
the shadow map (aliasing or discretization).

Compute shadow bias in the normal direction to avoid
both shadow leaking at certain angles or shadow
acnee.

This bias is computed automatically based on the minimum
bias amount required to remove all errors. The render
setting is removed as of no use for now.

#### Normal bias
We do the bias in world space instead of shadow space
for speed and simplicity. This requires us to bias using
the upper bound of biases for the same location in space
(using biggest texel world radius instead of UVZ bias).
This isn't much of an issue since the bias is still less
than 2 texel. The bias is still modulated by facing
ratio to the light so surfaces facing the light have no
biase.

This fixes both self shadowing and flat occluders aliasing
artifacts at the cost of moving the shadow a bit on the
side. This is the blue arrow in the diagram.

We always bias toward the normal direction instead of the
light direction. This is alike Cycles geometric offset for
the shadow terminator fix. This is better since it does'nt
modify the shading at all.

#### Slope bias
To avoid aliasing issue on zero slope receiver, we still
have to use the slope bias with a size of 1 pixel.

#### PCF filtering
We now parametrize the filter around the normal instead of
using the shadow map local space. This requires to use
a disk filter instead of box, which is also more pleasant
for most light shapes (all except rectangle lights).

Setting the filter around normal avoid overshadowing from
zero slope occluders. This cannot be fixed by more slope bias
in light space PCF. We could fix it in light space by projecting
onto the normal plane but that gives an unbounded bias when `N.L`
is near 0 which causes either missing shadows or self shadow if
using an arbitrary max offset value.

To avoid overshadowing from any surface behind the shading
point, we reflect the offset to always face the light.
Doing so instead of using the perpendicular direction
is better for very sharp geometric angles, has less
numerical precision issue, is symetrical and is cheaper.

To avoid any self shadowing artifact on zero slope receivers
with angled neighbors (like a wall and the floor), we have
to increase the slope bias according to the filter size.
This might be overkill in most situation but I don't feel
this should become a setting and should be kept in sync
with the filter. If it has to become an option, it should
simply a factor between unbiased filter and best bias.

#### Shadow terminator

The remaining artifacts are all related to shadow terminator
one way or another. It is always caused by the shading
normal we use for biasing and visibility computation not
being aligned with the geometric normal.

This is still something we need a setting for somewhere.

Pull Request: https://projects.blender.org/blender/blender/pulls/121088
2024-04-27 14:30:52 +02:00
Jacques Lucke
423df70129 Fix: string formatting issue on splash screen 2024-04-27 11:26:46 +02:00
Campbell Barton
e5fb4ad03b Cleanup: replace %-formatting with str.format in tools/ & release/ 2024-04-27 16:06:53 +10:00
Campbell Barton
5088b0154d Cleanup: replace %-formatting with str.format in scripts/modules/
The "bl_i18n_utils" module has been excluded I'm not sure how best
to run it with reasonable code coverage.
2024-04-27 16:06:51 +10:00
Campbell Barton
8eb0abcc69 Cleanup: replace %-formatting with str.format in doc/ 2024-04-27 16:06:50 +10:00
Campbell Barton
0c4d3754f1 Cleanup: replace {!s} with {:s} when used with strings
When passing strings to str.format(..) use `{:s}` format specifier
which only takes strings and wont run `.__str__()` on non-strings.

While `{!s}` is an equivalent to `%s`, for the most part `%s` was
used for strings, so using `{:s}` is clearer and more specific.
2024-04-27 16:02:37 +10:00
Campbell Barton
0e3b594edb Refactor: scripts under scripts/startup/ to use str.format
Part of modernizing scripts in Blender, where the previous convention
was to use percentage formatting which has become the "old" way to
format strings in Python.

See proposal for details #120453.

Ref !120552
2024-04-27 16:02:36 +10:00
Campbell Barton
9a40c62863 Cleanup: minor changes to zoom menu
Updates to refactor from [0].

- Rename "_context" as it's no longer unused.
- Remove call to `iface_` as the string no longer contains text.
- Remove redundant `enumerate(..)`.
- Use ternary operator instead of a tuple lookup.
- Assign a ratio variable for reuse.

[0]: 7e2075b809
2024-04-27 14:59:21 +10:00
Campbell Barton
dd864603f1 Cleanup: minor change to string formatting & __file__
Use __repr__ for formatting file instead of __str__ because non-standard
characters will be escaped and the string will be properly quoted.

Also, a modules __file__ is not *guaranteed* to be a string
(although it almost always is), nevertheless, __repr__ generally
results more more humanly readable results.

Note that __repr__ was already used to format __file__ in most places.
2024-04-27 11:58:02 +10:00
Campbell Barton
8250b202e8 Cleanup: use single quotes for enums 2024-04-27 11:58:02 +10:00
Campbell Barton
c0def6c93d Cleanup: spelling in comments 2024-04-27 11:58:02 +10:00
Clément Foucault
d11c6962b0 EEVEE-Next: Fix decrepancy in shadow rendering on mac M1
The difference was that the depth slope bias was not
written to the depth buffer which could lead to situation
where the value written to the color target was greater
than it should.

Use the depth write feature to output the slope biased
depth. Output 1 depth to not discard and loose the benefit
of early depth test.
2024-04-26 23:19:57 +02:00
Harley Acheson
7e2075b809 UI: Changes to Zoom Menus
For Image, Clip, Sequence editors, try to make their View menus a bit
more consistent. Changes to Zoom menus, including showing current level
if matching.

Pull Request: https://projects.blender.org/blender/blender/pulls/121044
2024-04-26 21:35:49 +02:00
Clément Foucault
afe13df0b5 EEVEE-Next: UI: Change default filtering radius to 1px
The resonning is that we expect the default to be close
to realistic rendering. The filtering is only here to
hide aliasing in this case and shouldn't do more
blurring. This is specially disturbing when rendering at
low resolution since the filter is resolution dependant.

Older files are also expecting to use a 1px filter
for compatibility.
2024-04-26 21:14:24 +02:00
Hans Goudey
ce224fe401 Node Tools: Add mouse position node, wait for cursor option
Add a "Mouse Position" node that outputs the location of the mouse
cursor in region space and the overall size of the region, both in pixel
units. Both outputs are integers to help reflect their pixel units.
If there the mouse position is ever accessible in sub-pixels, they can
easily be changed to floats.

Also add a "Wait for Cursor" option similar to the one for some built-in
operators that delay's the operator's execution until there is a mouse
click in the viewport. That way the operator can be called from menus
even though it is interactive. This option is placed in the node editor
header. When there are more options, it will be part of an "Options"
popover panel similar to the existing "Modes" and "types" popovers.

Combined with the viewport transform node, and other nodes like Raycast,
these features can allow making tools that create geometry where you
click in the scene.

Pull Request: https://projects.blender.org/blender/blender/pulls/121043
2024-04-26 20:14:25 +02:00
Brecht Van Lommel
b306b3bd32 Fix #121097: Cycles issue with sharp edges in mesh edit mode
The normal domain needs to be checked after converting the editmesh to
mesh.
2024-04-26 20:08:41 +02:00
Harley Acheson
aa65bdbebc Fix #121108: Improved Poll Function for IMAGE_OT_clipboard_paste
Ensure that the current area is an Image Editor before allowing
clipboard paste, since that will fail.

Pull Request: https://projects.blender.org/blender/blender/pulls/121142
2024-04-26 19:57:48 +02:00
Hans Goudey
83ed92d533 Geometry Nodes: Add Viewport Transform node
Add a node that outputs the transform of the viewport relative to the
self object's transform. This node can be used to build effects like
billboarding or aligning geometry to the current view. In combination
with the mouse position node in the future it will allow tools like
generating geometry at the mouse click position.

There are two output matrices. The first is the projection matrix
that takes positions in camera space and applies the final perspective
projection. The other is the "view" matrix which contains the location
and rotation of the camera. These are separate because though their
combination is useful, it isn't used like a typical rotation/transform matrix.

Pull Request: https://projects.blender.org/blender/blender/pulls/118680
2024-04-26 19:47:19 +02:00
Hans Goudey
33367b7d0c Fix: Assert in USD curves reader offset creation
The current code read past the end of `usdCounts`.
2024-04-26 13:42:53 -04:00
Alaska
afa66fc628 Shader: Clamp invalid inputs of various BSDF nodes
Clamp some of the inputs of the Glossy BSDF, Glass BSDF, Sheen BSDF,
and Subsurface Scattering nodes to improve consistency between render
engines and to avoid unexpected results.

* Clamp roughness to 0..1
* Clamp subsurface radius to 0..inf
* Clamp colors to 0..inf

Pull Request: https://projects.blender.org/blender/blender/pulls/120390
2024-04-26 17:39:39 +02:00
Hans Goudey
e3894f0a07 UV: Remove UV sculpt use of brushes
For the brush assets project (#116337) all editors with brushes are
getting an asset shelf, and the brush tools are combined, with
individual brushes accessed in the shelf. That design seems way
overkill for UV sculpting which is just three very simple tools.

In order to avoid one editor with inconsistent use of brushes, which
would significantly increase the complexity of the system after the
brush assets merge, port the three UV sculpt tools to be regular
modal operators that don't use the brush or paint system at all.

To be clear, this is a compromise that doesn't feel ideal, but no
one could think of a better solution. Theoretically this removes
some flexibility from UV edit "sculpting", in practice it probably
won't be a noticeable change.

Pull Request: https://projects.blender.org/blender/blender/pulls/120797
2024-04-26 17:10:04 +02:00
Brecht Van Lommel
5a458fe92a Build: Patch OIIO to not load plugins from (DY)LD_LIBRARY_PATH
This can cause crashes when loading incompatible plugins that happen to
be installed in one of the directories.

This change has been merged upstream, but there will likely be no stable
release in time for the next Blender release. So patch locally for now.

Fix #120480: Blender fails to launch on Steam on Arch Linux

Ref #118455

Pull Request: https://projects.blender.org/blender/blender/pulls/121136
2024-04-26 17:02:39 +02:00
Guillermo Venegas
615100acda IO: Use FileHandler in Node Editors
Use `FileHandlers` to handle file drag-n-drop in Node Editors. Drop-boxes
still remain since they handle Images ID drag-n-drop.

This also allows to open/drag-n-drop multiple files at once.

Also this will allow add-ons to also support drag-n-drop for images and
movies in node editors while still providing access to Blender's native
support since File Handlers let users choose which to invoke if there's
multiple configured.

Pull Request: https://projects.blender.org/blender/blender/pulls/121051
2024-04-26 16:40:16 +02:00
Bartosz Kosiorek
749433f20b UI: Add tooltips with node description to node titles
These were already displayed in the node add menu. But it can also be
useful to see node descriptions when opening existing projects.

Pull Request: https://projects.blender.org/blender/blender/pulls/119705
2024-04-26 16:29:46 +02:00
Falk David
c87e8790bb Fix: GPv3: Redraw editors showing grease pencil keys when new on is added
When e.g. using auto-key to draw on a new frame, the dopesheet
(and other editors) would not redraw to show the newly added keyframe.

This fix makes sure we send notifiers to those editors when a
keyframe is added.
2024-04-26 15:43:51 +02:00
Alaska
03cb588529 Refactor: Cycles: Replace fixed Tangent input with custom input
This replaces the fixed Tangent input in BsdfNode::compile
with a custom input.

This is done because very few nodes actually use the tangent input
and it would be better to have this slot available for other inputs
on different nodes in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/119042
2024-04-26 15:25:14 +02:00
Falk David
62151ffaeb Fix: GPv3: Thickness modifier conversion of "uniform thickness"
The "uniform thickness" was still in the legacy "pixel" space. The fix
makes sure that value is always converted to the right radius space.
We also convert the potentially animated property for the thickness
and scale the fcurves to be in the right space.

Pull Request: https://projects.blender.org/blender/blender/pulls/121128
2024-04-26 15:16:43 +02:00
Jeroen Bakker
7e3aa5a7a9 Vulkan: Add to_string functions for dynamic rendering
The plan is to use dynamic rendering. This PR adds to_string functions
for enums, structs related to dynamic rendering.
2024-04-26 14:55:50 +02:00
Jeroen Bakker
54d879fd24 Cleanup: Use GTest macros
Vulkan render graph test cases used BLI asserts. These
are now replaced with GTEST macros
2024-04-26 14:55:50 +02:00
Falk David
c0fc1fc938 Cleanup: GPv3: Remove wrap/unwrap macros for lineart 2024-04-26 14:49:54 +02:00
Christoph Lendenfeld
8b852f2ac2 Refactor: rename beztmap_to_data
No functional changes.

This just renames the function `beztmap_to_data` to
`update_transdata_bezt_pointers` to better represent what it is doing.

Pull Request: https://projects.blender.org/blender/blender/pulls/121125
2024-04-26 14:06:42 +02:00
Campbell Barton
5f6516a19a CMake: differentiate between C/C++ compiler versions in errors
In case C/C++ compiler versions differ, it's best to report which
is outdated.
2024-04-26 21:36:59 +10:00
Campbell Barton
d644873252 Preferences: add option to set the trackpad direction for Wayland
When using a version of Wayland that doesn't support trackpad direction
show an option to set the direction manually.

While this is a stop-gap measure until compositors support seat
version 9, the latest GNOME doesn't yet support this, so there will
be users for some years without this functionality.

Addresses issue raised in #107676.
2024-04-26 21:26:49 +10:00
Campbell Barton
95315e34bf PyAPI: add private API to access WM capabilities
Add _bpy._wm_capabilities(), needed for preferences code to check if
WM functionality is supported. This could be made into a public
function, see code comments for details.
2024-04-26 21:26:49 +10:00
Campbell Barton
c444f128d3 WM: add a capability flag for physical trackpad direction
Support detecting if the trackpad direction flag is propertly set
(currently unused).

Needed so Wayland compositors that don't support seat-version 9 or
newer (GNOME-46 & KDE5 for e.g) can have a working trackpad.

Eventually this option will be removed when the functionality is
widely supported.
2024-04-26 21:26:49 +10:00
Campbell Barton
954dc21581 WM: correct the last flag of ENUM_OPERATORS for eWM_CapabilitiesFlag 2024-04-26 21:26:49 +10:00
Christoph Lendenfeld
0dd0583a75 Refactor: move get_keyframing_flags function to animrig
No functional changes.

This PR moves the `ANIM_get_keyframing_flags` function to
animrig as `get_keyframing_flags`.
The docstring has been fixed since it was out of date.

Pull Request: https://projects.blender.org/blender/blender/pulls/121120
2024-04-26 13:21:55 +02:00
Clément Foucault
4d10bbe733 Fix: EEVEE-Next: Missing smoke volumes
Caused by mistake in b8e17cf531.
2024-04-26 13:13:27 +02:00
Clément Foucault
1f2b935146 EEVEE-Next: Display volumes in render mode if drawtype is not solid
This is for consistency with cycles behavior. This doesn't
change the behavior for final render.
2024-04-26 13:12:34 +02:00
Clément Foucault
bc1c35e201 EEVEE-Next: Change lights object matrix for more readability and compactness
This adds a new `Transform` type similar to cycles that reduces
the amount of data passed for a typical affine 3D transform.

This then applies this type to the light data and cleanup
all usage of the former `object_mat`. This also changes the axes
macros into utility accessor functions.

Pull Request: https://projects.blender.org/blender/blender/pulls/121089
2024-04-26 12:54:08 +02:00