For various reasons, the animation system can't properly update the node tree
so that the socket availability caused by changing node enum properties
propagates completely. So animating node properties that affect
socket visibility to change isn't possible without issues like crashes.
Unfortunately that wasn't disallowed before. In this commit there is
a balance of disabling animation on sockets that could reasonably expected
to affect socket visibility, and minimizing breaking changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119221
Header file is renamed to GEO_mesh_boolean_convert.cc and
files that included it are updated to use that path.
This is in preparation for bigger changes to the internal
boolean API, which make more sense as a "geometry" API
than a kernel API.
Pull Request: https://projects.blender.org/blender/blender/pulls/119336
This fixes the following name collisions:
* Compositor Box/Ellipse Mask node: `width` -> `mask_width`
(also renamed the `height` property accordingly)
* Shader AOV Output node: `name` -> `aov_name`
* Geometry Color node: `color` -> `value`.
Those are breaking changes unfortunately, because looking up those property
names yielded the node-specific and not the common property. Therefore, this is
targeted at `main` instead of `4.1`.
Pull Request: https://projects.blender.org/blender/blender/pulls/119284
This patch implements the GPU Bloom glare for the CPU compositor, and
adds a new option for it, leaving the Fog Glow option unimplemented once
again for the GPU compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/119128
When the "use_attribute" properties were added, boolean IDProperties
didn't exist. Then we didn't change it for a while because of forward
compatibility concerns. But currently we always convert boolean
properties to integer properties when saving anyway (since
2ea47e0def, so there is no issue with compatibility.
Using booleans makes working with the properties in the Python API
a bit friendlier.
Pull Request: https://projects.blender.org/blender/blender/pulls/119129
The depth pass of the Viewport Compositor has low precision if the
precision of the node tree is set to Auto. To fix this, we always
expose the depth pass in full precision.
"Own" (the adjective) cannot be used on its own. It should be combined
with something like "its own", "our own", "her own", or "the object's own".
It also isn't used separately to mean something like "separate".
Also, "its own" is correct instead of "it's own" which is a misues of the verb.
Typically nodes that edit instances only change the top level of
instances. As an oversight, that wasn't done in the sort elements node.
This causes problems as the top level of instances are reordered and
nested instances are edited. As the top-level is replaced, its
contained geometry sets (the nested instances) are deleted.
To fix, only reoder the top-level instances in this node.
`sock_rotation` has higher priority (6) than the vector socket (4).
Hence inserting node between vector-vector link joins thorugh "rotation"
socket (`get_main_socket()` / `get_main_socket_priority()`).
This can be fixed by making "vector" input socket as default for link.
But this will break the link creation when node is inserted between
rotation-rotation link. It seems rotation is converted to vectors so
perhaps make sense to make "vector" as default socket for link.
Pull Request: https://projects.blender.org/blender/blender/pulls/116550
Alternative to #118820 and #118815.
The current optimization to skip work when the offsets are zero
or the positions are the original positions is error prone and overly
specific. Such optimizations should be applied to field evaluation
and attribute capturing in general.
This PR significantly simplifies the set position node to compose
fields with the addition function instead of implementing it directly
in the node. Then the position is saved to the geometry with the
generic utility for capturing attributes on geometry.
The most significant lost optimization is for when the positions are
original and the offset is zero. That could still be added back here
directly if we wanted. Or it could be done later in a more general
way that would also help in other places.
Pull Request: https://projects.blender.org/blender/blender/pulls/118857
This patch unifies the anti-aliasing of plane deforms between the CPU
and GPU compositors. The CPU used a multi-sample approach, where the
mask was computed 8 times with a jitter, then averaged to get smooth
edges. The GPU relied on the anisotropic filtering with zero boundaries
to smooth the edges.
Furthermore, the CPU implementation ignored the anti-aliasing for the
deformed image and also relied anisotropic filtering like the GPU, so
its outputs were different.
To unify both implementation, we use the existing SMAA anti-aliasing
algorithm instead, and use the anti-aliased mask for the image output as
well. This affects both the Corner Pin and Plane Deform nodes.
A consequence of this change for the Plane Deform node is that motion
blur will appear to have less samples, that's because it was sampled
8-times more in the previous implementation. But users can just increase
the samples in the node to account for that.
Pull Request: https://projects.blender.org/blender/blender/pulls/118853
Adds two nodes as "grid" equivalents to the existing volume nodes:
- **Grid to Mesh**
- **Distribute Points in Grid**
The code for the latter is just duplicated for now. In a later step
old node can be replaced by versioning with two new nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/118830
This adds a new special purpose container data structure that can be
used to gather many elements into many (potentially small) lists efficiently.
I originally worked on this data structure because I might want to use it
in #118772. However, also it's useful in the geometry nodes logger already.
I'm measuring a 10-20% speed improvement in my many-math-nodes file
when I enable logging for all sockets (not just the ones that are currently visible).
Pull Request: https://projects.blender.org/blender/blender/pulls/118774
String attributes are not handled correctly (or at all) by geometry nodes
currently because their storage is very inefficient and will likely have to
change in the future anyway. Elsewhere processing string attributes was
explicitly disabled. That was missing in these cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/118802
Previously, the viewer node would work, but since the simulation output node
was never evaluated, the new simulation state was never stored. Now make
sure that the simulation output node is executed when there is an active viewer
inside the simulation.
Pull Request: https://projects.blender.org/blender/blender/pulls/118804
Currently, we don't support this. Depending on the geometry type, the rotations
are either displayed as black, magenta or there is a crash. Better disable this for
now until we have a proper implementation. It's not quite obvious how rotation
values should be converted to a color, so this also needs some design work.
Pull Request: https://projects.blender.org/blender/blender/pulls/118808