NOTE: This also required some changes to Cycles code itself, who is now
directly including `BKE_image.hh` instead of declaring a few prototypes
of these functions in its `blender/utils.h` header (due to C++ functions
names mangling, this was not working anymore).
Pull Request: https://projects.blender.org/blender/blender/pulls/130174
The sample index node specifies the supported geometry types and Grease
Pencil was missing. Note that only the layer domain will work since it's
the only domain accessible by index on GP data directly.
Pull Request: https://projects.blender.org/blender/blender/pulls/129758
The Cryptomatte node produces a bad output when the viewport is in
camera view. That's because compositing is limited to the camera region
in that case, but the node assumes the full viewport size. To fix this,
only consider the compositing region instead of the full viewport.
The first encounter wasn't counted for, which resulted in a bias of one
(vertices with single neighbor return false), I initialized the counting from
1 instead of zero which seems to solve the problem.
Pull Request: https://projects.blender.org/blender/blender/pulls/129021
The leak happens when there is a muted group node in a shader node tree which is
rendered. For rendering, the drawing code "localizes" the node tree which also
means duplicating the node groups used by each group node (might even duplicate
the same group more than once if it's used by multiple nodes). Generally, this
works fine, because all of these duplicates are freed when the tree is
flattened.
However, there is a preprocessing step which deletes all muted nodes from the
tree. This code path did not free the groups recursively.
Pull Request: https://projects.blender.org/blender/blender/pulls/129124
This catches the exception and shows the error message to the user.
We don't have much control over the error message here currently. Better just
report it for now. In the future we could try to detect what error it is exactly
and produce a more user friendly error.
The Legacy Cryptomatte node doesn't work in GPU execution mode if
Precision is set to Auto. That's because the colors picked from the Pick
layer might be in half precision and thus will not match the colors in
the Cryptomatte layers. This is due to the compositor using the
context's precision for Viewer outputs as opposed to the precision of
the image that actually needs to be viewed in the Viewer node.
To fix this, we set the Viewer node precision to be the precision of its
input, that way, the Cryptomatte pick layer will be output in full
precision as intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/128495
The Fog Glow Glare node produces corrupt images for large inputs in GPU
mode. That's due to a typo where the number of channels was declared as
a float as opposed to an integer, causing rounding errors in indexing
statements.
Previously, Cycles only supported the Henyey-Greenstein phase function for volume scattering.
While HG is flexible and works for a wide range of effects, sometimes a more physically accurate
phase function may be needed for realism.
Therefore, this adds three new phase functions to the code:
Rayleigh: For particles with a size below the wavelength of light, mostly athmospheric scattering.
Fournier-Forand: For realistic underwater scattering.
Draine: Fairly specific on its own (mostly for interstellar dust), but useful for the next entry.
Mie: Approximates Mie scattering in water droplets using a mix of Draine and HG phase functions.
These phase functions can be combined using Mix nodes as usual.
Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123532
The File Output node doesn't write invalid and single value layers,
which can cause differences in EXR structures when rendering animations.
To fix this, we write a dummy image that has the same dimensions as the
other layers in the file, filled with the value of the single value
input.
Pull Request: https://projects.blender.org/blender/blender/pulls/128454
This patch adds an `Integer` type to the Value to String node.
This allows for converting integer inputs into string outputs without
any loss of precision. Something which the original implementation is
not able to do.
This issue becomes evident at values greater than `2 ^ 24` or
`16,777,216`, where the precision loss is high enough that the float
implementation starts skipping certain integers.
Pull Request: https://projects.blender.org/blender/blender/pulls/128362
The problem with the Integer Math node is that it is less flexible in common
cases because the other input has to be an integer too. There is no simple way
to switch the node to be a Float Math node (yet), so better insert that
directly. Using the Integer Math node is a more explicit choice now.
Searching for e.g. `iadd` prioritizes the Integer Math node thanks to prefix
search.
Pull Request: https://projects.blender.org/blender/blender/pulls/128370
This was broken by 8027720e51 because
we forget to update the label in the declaration.
This is now reverted for the Mesh Line node, because there is no way to
change the label in the declaration yet. A new patch can be created that properly
updates the Mesh Line node to use the declaration.
Blender crashes when viewing invalid images in the compositor. That's
because cached images will not be null, but will be unallocated, so to
fix this, we check allocation status as well as nullptr in the image
node.
Implements the design from #120318. The existing selection nodes now have
the ability to deal with float/soft selection. For meshes the soft selection
corresponds to the inverse of the sculpt mask attribute. In the future this
will likely be unified with edit mode selection a bit more which is why
this design was chosen compared to separating masking and selection.
Curves and point clouds already use a single selection attribute with
either data type.
Pull Request: https://projects.blender.org/blender/blender/pulls/126316
This patch improves working with grease pencil layers in geometry nodes.
* Allow layers to have duplicate names in geometry nodes. In original data, unique names are enforced.
* This allows e.g. duplicating layers and then merging them by name in the end.
* It also resolves a big serial bottleneck when working with many grease pencil layers in geometry nodes. Enforcing unique names is inefficient.
* New `Merge Layers` node that can merge multiple layers by name or by a custom group id.
* Applying a grease pencil modifier now first merges all layers with the same name to ensure all names are unique.
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/127873
There were multiple issues that popped up when following the reproduction steps
in the report:
* Somehow, `socket.socket_data` was set for a custom socket type. I don't know
how that happened yet. I added some code to clean it up on file-load.
* `declaration_for_interface_socket` did not work yet when the socket type is
not registered. Now it just creates a custom socket with the correct idname,
even if that's not registered yet.
* There was a missing node tree update when changing `bl_socket_idname` of
interface sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/128191
The material handling on curves was not super strong yet because there was not a
lot of need for it. However, now with Grease Pencil it's much more likely that
material selections are used on curves.
The patch is larger than one might expect at first, because we have to pass more
information into the field context in many places, because the materials are
stored on `Curves` and not `CurvesGeometry`.
Related to #128109.
Pull Request: https://projects.blender.org/blender/blender/pulls/128182
The additional division modes were implemented with float
division then rounding to match float > int conversion in
existing float to int node.
As pointed out in the bug report the precision here is limited.
This patch replaces the float division with integer math which
increases the precision to much higher numbers.
Divide Round by due to the way it is calculated has less precision
than Divide Floor and Divide Ceil.
Pull Request: https://projects.blender.org/blender/blender/pulls/128123