05952aa94d modified this area incorrectly, transforming
vertices outside of the mesh. That would have been fine, but the mesh
is used to retrieve the bounding box. Instead just avoid duplicating the
positions and normals completely, and avoid using referenced layers
just to be extra safe.
Currently the rake rotation is calculated when the angle mode is set. Even when the texture isn't valid.
This change will only calculate the rake rotation when the texture is valid and the angle mode is set.
Currently node group assets are supported, but using them by dragging
from the asset browser is cumbersome. This patch adds all node group
assets from user asset libraries and the current file libraries to the
add node search menu and the link drag search menu.
Node groups added through the search will have their "options" hidden,
meaning the data-block selector is displayed. This helps keep the UI
clean, and the selector shouldn't be necessary anyway.
To make that possible, metadata like the node tree type and its inputs
and outputs has to be saved in the file. This requires re-saving the
files that contain the assets with the patch applied.
The node add search operator is moved from Python to C++ to ease
development and allow more flexibility. It supports a tooltip that
gives the description of assets.
Currently the node groups are added with the asset system's existing
"Append & Reuse" behavior. It's likely that linking should be possible
in the future too, but for now the idea is to use the more foolproof
option that doesn't create dependencies between files.
Because loading assets can potentially take a long time, the search
menu refreshes its items as new assets are loaded. However, changing
the search field is necessary to see the update.
Differential Revision: https://developer.blender.org/D15568
This commit adds a node to distribute points inside of volume grids.
The "Random" mode usese OpenVDB's "point scatter" implementation, and
there is also a "Grid" mode for uniform distributions. Both methods
operate on all of the float grids in the volume, using every voxel with
a value higher than the threshold. The random method is not stable as
the input volume deforms.
Based on a patch by Angus Stanton (@abstanton), which was based on a
patch by Kenzie (@kenziemac130).
Differential Revision: https://developer.blender.org/D15375
In `BKE_mesh_tag_coords_changed_uniformly` the checks for dirty vertex
and dirty poly normals were swapped around, causing an assert to be
triggered.
Differential Revision: https://developer.blender.org/D16002
`CurveEval` was added for the first iteration of geometry nodes curve
support. Since then, it has been replaced by the new `Curves` type
which is designed to be much faster for many curves and better
integrated with the rest of Blender. Now that all curve nodes have
been moved to use `Curves` (T95443), the type can be removed,
along with the corresponding geometry component.
This is the last node to use the `CurveEval` type. Since the curve to
points node is basically the same as the resample node, now it just
reuses the resample code and moves the curve point `CustomData` to a
new point cloud at the end. I had to add support for sampling tangents
and normals to the resampling.
There is one behavior change: If the radius attribute doesn't exist,
the node won't set the radius to 1 for the output point cloud anymore.
Instead, the default radius for point clouds will be used.
That issue was similar to T99814.
Differential Revision: https://developer.blender.org/D16008
With the recent addition of the UV unwrapping node, there is a need to
be able to create seams easily. This node does that by outputting a
selection of the boundaries between different input face sets. In the
context of UV mapping, one inputs the "patches" you want, and the node
gives you the seams needed to make those patches.
Differential Revision: https://developer.blender.org/D15423
Correct interpolation of integer POD types for Catmull Rom
interpolation as implemented in eaf416693d.
**Problem description**
`attribute_math::DefaultMixer<T>::mix_in()` assumes/asserts positive
weights but the basis function for Catmull-Rom splines generates
negative weights (see image in revision). Passing negative weights will
yield correct result as sum(weights) = 1 (after multiplication by 0.5)
but the assert is still triggered in debug builds. This patch adjusts
the behavior by extending the mix functions with mix4(). The benefit
of using mix#() over a DefaultMixer is that the result no longer needs
to be divided by the weight sum, instead utilizing that the basis weight
sum is constant (see plot).
**Changes**
* Added mix4() and updated catmull_rom::interpolate() to use it.
* Removed TODOs from catmull_rom functions.
* Moved mix definitions to be ordered as 2, 3, 4 in the header.
**Implementation specifics**
`catmull_rom::interpolate()` uses a constexpr to differentiate between
POD types which multiplies the result with 0.5 after weighting the
values, this reduces the number of multiplications for 1D, 2D, 3D
vectors (https://godbolt.org/z/8M1z9Pxx6). While this could be
considered unnecessary, I didn't want to change the original behavior
as it could influence performance (did not measure performance here
as this should ensure the logic is ~identical for FP types).
Differential Revision: https://developer.blender.org/D15997
While this worked, the result for curves with a resolution of zero was
just a single evaluated point, which isn't useful or intuitive. Using
the attribute validation from 8934f00ac5, make sure users
can't set values 0 or less.
We expect some builtin attributes to have positive values or values
within a certain range, but currently there some cases where users
can set attributes to arbitrary values: the store named attribute node,
and the output attributes of the geometry nodes modifier. The set
material index node also needs validation.
This patch adds an `AttributeValidator` to the attribute API, which
can be used to correct values from these untrusted inputs if necessary.
As an alternative to D15548, this approach makes it much easier to
understand when validation is being applied, without the need to add
arguments to every attribute API method or complicate the virtual
array system.
Currently validation is provided with a multi-function. That integrates
well with the field evaluations that set these values now, but it could
be wrapped to be friendlier to other areas of Blender in the future.
The Python API is not handled here either. Currently I would prefer to
wait until we can integrate the C++ and C attribute APIs better before
addressing that.
Fixes T100952
Differential Revision: https://developer.blender.org/D15990
This bug was caused by the weird ownership logic for render results.
Basically, the most recent render result is owned by the Render, while
all others are owned by the RenderSlots.
When a new render is started, the previous Render is handed over to its
slot, and the new slot is cleared. So far, so good.
However, when a slot is removed and happens to be the one with the most
recent render, this causes a complication.
The code handles this by making another slot the most recent one, along
with moving its result back to the Render, as if that had always been
the most recent one.
That works, unless there is no most recent render because you haven't
rendered anything yet. Unfortunately, there is no way to store "there
hasn't been a render yet", so the code still tries to perform this
handover but can't.
Previously, the code handled that case by just refusing to delete the
slot. However, this blocks users from deleting this slot.
But of course, if there hasn't been a render yet, the slots will not
contain anything yet, so this entire maneuver is pointless.
Therefore, the fix for the bug is to just skip it altogether if there
is no Render instead of failing the operation.
Technically, there is a weird corner case remaining, because Renders
are per-scene. Therefore, if a user renders images in one scene,
switches to a different scene, deletes a slot there and then switches
back, in some situations the result in the deleted slot might end up
in the next slot.
Unfortunately this is just a limitation of the weird split ownership
logic and can't just be worked around. The proper fix for this
probably would be to hand over ownership of the result from the Render
to the RenderSlot once the render is done, but this is quite complex.
Also fixes a crash when iuser->scene is NULL.
This value was used to close gaps, but now with the new system is not needed.
Internally, still we need to keep a small leak size, but after doing a lot of test a
value of 3 is perfect, so it's harcoded.
Caused by ee23f0f3fb, which removed the update tag when entering
sculpt mode, and by b5f7af31d6, which made these layers lazily
created, so they weren't always available at the start of a stroke. Now
update the evaluated mesh/multires CCG as necessary. Some updates
could potentially avoided when switching modes in the future, but for
now do it all the time.
Fixes T101116
Also fixes a crash when painting multires mask for the first time
New unified attribute API for sculpt code.
= Basic Design =
The sculpt attribute API can create temporary or permanent attributes (only supported in `PBVH_FACES` mode). Attributes are created via `BKE_sculpt_attribute_ensure.`
Attributes can be explicit CustomData attributes or simple array-based pseudo-attributes (this is useful for PBVH_GRIDS and PBVH_BMESH).
== `SculptAttributePointers` ==
There is a structure in `SculptSession` for convenience attribute pointers, `ss->attrs`. Standard attributes should assign these; the attribute API will automatically clear them when the associated attributes are released. For example, the automasking code stores its factor attribute layer in `ss->attrs.automasking_factor`.
== Naming ==
Temporary attributes should use the SCULPT_ATTRIBUTE_NAME macro for naming, it takes an entry in `SculptAttributePointers` and builds a layer name.
== `SculptAttribute` ==
Attributes are referenced by a special `SculptAttribute` structure, which holds
all the info needed to look up elements of an attribute at run time.
All of these structures live in a preallocated flat array in `SculptSession`, `ss->temp_attributes`. This is extremely important. Since any change to the `CustomData` layout can in principle invalidate every extant `SculptAttribute`, having them all in one block of memory whose location doesn't change allows us to update them transparently.
This makes for much simpler code and eliminates bugs. To see why this is tricky to get right, imagine we want to create three attributes in PBVH_BMESH mode and we provide our own `SculptAttribute` structs for the API to fill in. Each new layer will invalidate the `CustomData` block offsets in the prior one, leading to memory corruption.
Reviewed by: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D15496
Ref D15496
This was essentially a use-after-free issue. When a geometry nodes
group changes it has to be preprocessed again before it can be evaluated.
This part was working, the issue was that parent node groups have to be
preprocessed as well, which was missing. The lazy-function graph cached
on the parent node group was still referencing data that was freed when
the child group changed.
Now the depsgraph makes sure that all relevant geometry node groups are
preprocessed again after a change.
This issue was found by Simon Thommes.
We need to use the custom data copy function that skips mesh-only
attributes like the hide status attributes, the generic material index
attribute, etc. Otherwise the BMesh has those attributes which
conflict with their builtin counterparts.
This adds a utility function to copy the data from a PointCloud
outside of the main database to one that is in the database. This
is similar to `BKE_mesh_nomain_to_mesh`.
Ref D11592
Whether faces are hidden and face sets are orthogonal concepts, but
currently sculpt mode stores them together in the face set array.
This means that if anything is hidden, there must be face sets,
and if there are face sets, we have to keep track of what is hidden.
In other words, it adds a bunch of redundant work and state tracking.
On the user level it's nice that face sets and hiding are consistent,
but we don't need to store them together to accomplish that.
This commit uses the `".hide_poly"` attribute from rB2480b55f216c to
read and change hiding in sculpt mode. Face sets don't need to be
negative anymore, and a bunch of "face set <-> hide status" conversion
can be removed. Plus some other benefits:
- We don't need to allocate either array quite as much.
- The hide status can be read from 1/4 the memory as face sets.
- Updates when entering or exiting sculpt mode can be removed.
- More opportunities for early-outs when nothing is hidden.
- Separating concerns makes sculpt code more obvious.
- It will be easier to convert face sets into a generic int attribute.
Differential Revision: https://developer.blender.org/D15950
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.
`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.
Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.
This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.
Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.
**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).
**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.
**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15885
Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15930
Converting to the SoA format (T95965) immediately when reading meshes
means that none of the changes from versioning would be applied first.
This means important fixes like f14995aba7 aren't properly applied,
so modifications could be done to invalid CustomData. To fix this, move
the SoA changes into versioning code, in a new versioning_400.cc file.
Differential Revision: https://developer.blender.org/D15919
When assigning a huge number of materials, like when importing thousands of
objects, the function `BKE_objects_materials_test_all` uses quite a lot of
resources because of the way it loops through all objects to resize the
mat-array.
By counting the amount of processed objects and comparing to the number
of users of the obdata ID, we can exit early and avoid looping through
all objects every time.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15740
Calling operators in background-mode always printed with the
assumption that output should never be hidden.
However operators called from `bpy.ops` were also printing reports to
the `stdout` (needed for the Python console and generally useful).
Resolve by adding a flag to signal that the owner of the ReportList
is responsible for printing to the `stdout`.
`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
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
Caused by b5f7af31d6, 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.
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
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