The main goal here is to rename things in a way that makes sense for
simulation baking, but also for the upcoming bake node.
This also removes some versioning code from 3.6 which initialized the
default bake path. Baked data from back then can't be loaded anymore
anyway, and the way the default path is generated is different now as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/111845
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.
Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.
It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111801
Goals of the refactor:
* Internal support for baking individual simulation zones (not exposed in the UI yet).
* More well-defined access to simulation data in geometry nodes. Especially, it
should be more obvious where data is modified. A similar approach should also
work for the Bake node.
Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData`
and then the simulation input and output nodes would have to figure out what to do with that
data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of
simulation zones. Contrary to before, different simulation zones can now be handled
independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be
subclassed by a user of the geometry nodes API. The subclass controls what each simulation
input and output node does. This some of the logic that was part of the node before, into
the modifier.
The way we store simulation data is "transposed". Previously, we stored zone data per
frame, but now we store frame data per zone. This allows different zones to be more
independent. Consequently, the way the simulation cache is accessed changed. I kept
things simpler for now, avoiding many of the methods we had before, and directly
accessing the data more often which is often simple enough. This change also makes
it theoretically possible to store baked data for separate zones independently.
A downside of this is, that existing baked data can't be read anymore. We don't really
have compatibility guarantees for this format yet, so it's ok. Users will have to bake again.
The bake folder for the modifier now contains an extra subfolder for every zone.
Drawing the cached/baked frames in the timeline is less straight forward now. Currently,
it just draws the state of one of the zones, which usually is identical to that of all other
zones. This will change in the future though, and then the timeline drawing also needs
some new UI work.
Pull Request: https://projects.blender.org/blender/blender/pulls/111623
Add three cached topology maps to `Mesh`, to avoid computations when
mesh data isn't changed. Choosing the right maps to cache is a bit
arbitrary, but generally we have to start somewhere. The limiting
factor is memory usage (all the new caches combined have a
comparable footprint to a UV map).
For now, the caches added are:
- Vertex to face corner
- Vertex to face
- Face corner to face
These caches are used in quite a few places already;
- Face corner normal calculation
- UV value merging
- Setting sharp edges from face angles
- Data transfer modifier
- Voxel remesh attribute remapping
- Sculpt mode painting
- Sculpt mode normal calculation
- Vertex paint mode
- Split edges geometry node
- Mesh topology geometry nodes
Caching topology maps means they don't have to be rebuilt every time
they're used. Meshes copied but without topology changes can share
the cache, further reducing re-computations. For example, FPS with a
large mesh using the "Corners of Vertex" node went from 1.8 to 2.3.
Entering sculpt mode is slightly faster too.
There is some obvious work for future commits:
- Use caches in attribute domain interpolation
- More multithreading of second phase of map building
- Update/build caches eagerly in some geometry nodes
Pull Request: https://projects.blender.org/blender/blender/pulls/107816
Part 3/3 of #109135, #110272
Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.
The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces
All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.
Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.
The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.
A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.
This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).
Pull Request: https://projects.blender.org/blender/blender/pulls/111348
New node to converts groups of points to curves. Groups
of points defined as `Curve Group ID` attribute. `Weight` in curve
is used for sort points in each group. Points of result curves
propagate attributes from original points. Implicit conversion
of other geometry types is not supported currently.
Pull Request: https://projects.blender.org/blender/blender/pulls/109610
- Multiple issues in the Data Transfer modifier error messages:
- "None" -> "none", this word in the middle of a sentence, no need
for upper case.
- "amount of <element>" -> "number", more appropriate for discrete
counts.
- "doesn't" -> "does not", to respect Blender's style guide.
- "The grease pencil object need an Armature modifier" -> "needs",
grammar.
- "Armature modifier is not valid or wrong defined" -> "is invalid".
Unclear what "wrong defined" means.
- The "Recent Reports" text block has not been used since 2.81.
- "Not valid subdivisions found to rebuild lower levels" -> "No
valid...", typo.
- "extensions repository" -> "extension repository": typo.
- "... , but loose correct blending..." -> "lose": typo.
- "True when multiple enums ": trailing whitespace.
- "Number of ray per pixel" -> "rays": typo.
- "Curve Parameter node" -> "Spline ...": this is the actual name of
the node after its rename in 1cd9fcd98d.
Pull Request: https://projects.blender.org/blender/blender/pulls/111145
Fill face offsets in one multithreaded loop with an offset indices
utility function instead of keeping track of the index and setting
the offset for each face.
This was noted in code comments and checked in Python documentation
generation but not at build time.
Since these enums are identifiers that end up included in various places
enforce the `rna_enum_*_items` convention which was noted as
the convention but not followed strictly.
Partially reverts [0], avoids having to deal with multiple prefix types.
[0]: 3ea7117ed1
This PR adds an initial set of nodes using the new rotation socket.
6 nodes build rotations or convert them to other formats, a 7th rotates
a vector with a rotation, and the last inverts rotations.
The design task #109965 describes the choice to use separate nodes
for the rotation construction and separation operations. In the future,
a "Switch Node" operator (#111438) will help to make working with
these separated nodes faster.
- **Axis Angle to Rotation**
- **Rotation to Axis Angle**
- **Combine Quaternion**
- **Separate Quaternion**
- **Euler to Rotation**
- **Rotation to Euler**
- **Rotate Vector**
- **Invert Rotation**
See #92967
Pull Request: https://projects.blender.org/blender/blender/pulls/109030
Implements the paper [A Microfacet-based Hair Scattering
Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by
Weizhen Huang, Matthias B. Hullin and Johannes Hanika.
### Features:
- This is a far-field model, as opposed to the previous near-field
Principled Hair BSDF model. The hair is expected to be less noisy, but
lower roughness values takes longer to render due to numerical
integration along the hair width. The hair also appears to be flat when
viewed up-close.
- The longitudinal width of the scattering lobe differs along the
azimuth, providing a higher contrast compared to the evenly spread
scattering in the near-field Principled Hair BSDF model. For a more
detailed comparison, please refer to the original paper.
- Supports elliptical cross-sections, adding more realism as human hairs
are usually elliptical. The orientation of the cross-section is aligned
with the curve normal, which can be adjusted using geometry nodes.
Default is minimal twist. During sampling, light rays that hit outside
the hair width will continue propogating as if the material is
transparent.
- There is non-physical modulation factors for the first three
lobes (Reflection, Transmission, Secondary Reflection).
### Missing:
- A good default for cross-section orientation. There was an
attempt (9039f76928) to default the orientation to align with the curve
normal in the mathematical sense, but the stability (when animated) is
unclear and it would be a hassle to generalise to all curve types. After
the model is in main, we could experiment with the geometry nodes team
to see what works the best as a default.
Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/105600
This patch adds support for the realization of transformations of
operation inputs in the Realtime Compositor. Input socket declarations
can now include a preference to what sort of realization needs to
happen.
All inputs specify realization on the operation domain by default
because that is needed for the correct operation of most operations.
Nodes may choose not to be realized on the operation domain, like the
MapUV, Plane Deform, and Bokeh Blur nodes; that's because their inputs
are treated as transform-less image objects.
Nodes may chose to realize their rotation or scale, like operations that
are not rotation or scale invariant and thus need images of identity
transformations. No nodes are declared as such so far, as this is still
being considered by developers and test builds be published for testing.
This patch coincidentally also fixes#102252 by declaring the Bokeh input
of the Bokeh Blur node to need realization of rotation. Which is the only
functional change of the patch.
Fixes#102252.
Pull Request: https://projects.blender.org/blender/blender/pulls/111179
This patch implements the Anisotropic Kuwahara filter for the Realtime
compositor and replaces the existing CPU implementation with a new one to be
compatible with the GPU implementation. The implementation is based on three
papers on Anisotropic Kuwahara filtering, presented and detailed in the code.
The new implementation exposes two extra parameters that control the sharpness
and directionality of the output, giving more artistic freedom.
While the implementation is different from the existing CPU implementation, it
is a higher quality one that is also faster and conforms better to the methods
described in the papers.
Examples can be seen in the pull request description.
Pull Request: https://projects.blender.org/blender/blender/pulls/110786
This commit allows both `rna_enum_` and `rna_node_`to be used for enum prefixes
This also fixes one enum by adding `rna_` to the prefix.
Together these changes fix the API documentation generation.
Include counts of some headers while making full blender build:
- BLI_color.hh 1771 -> 1718
- BLI_math_color.h 1828 -> 1783
- BLI_math_vector.hh 496 -> 405
- BLI_index_mask.hh 1341 -> 1267
- BLI_task.hh 958 -> 903
- BLI_generic_virtual_array.hh 509 -> 435
- IMB_colormanagement.h 437 -> 130
- GPU_texture.h 806 -> 780
- FN_multi_function.hh 331 -> 257
Note: DNA_node_tree_interface_types.h needs color include only
for the currently unused (but soon to be used) socket_color function.
Future step is to figure out how to include
DNA_node_tree_interface_types.h less.
Pull Request: #111113
Including <iostream> or similar headers is quite expensive, since it
also pulls in things like <locale> and so on. In many BLI headers,
iostreams are only used to implement some sort of "debug print",
or an operator<< for ostream.
Change some of the commonly used places to instead include <iosfwd>,
which is the standard way of forward-declaring iostreams related
classes, and move the actual debug-print / operator<< implementations
into .cc files.
This is not done for templated classes though (it would be possible
to provide explicit operator<< instantiations somewhere in the
source file, but that would lead to hard-to-figure-out linker error
whenever someone would add a different template type). There, where
possible, I changed from full <iostream> include to only the needed
<ostream> part.
For Span<T>, I just removed print_as_lines since it's not used by
anything. It could be moved into a .cc file using a similar approach
as above if needed.
Doing full blender build changes include counts this way:
- <iostream> 1986 -> 978
- <sstream> 2880 -> 925
It does not affect the total build time much though, mostly because
towards the end of it there's just several CPU cores finishing
compiling OpenVDB related source files.
Pull Request: https://projects.blender.org/blender/blender/pulls/111046
This PR adds the Lacunarity and Normalize inputs to the Noise node
similar to the Voronoi node.
The Lacunarity input controls the scale factor by which each
successive Perlin noise octave is scaled. Which was previously hard
coded to a factor of 2.
The Noise node normalizes its output to the [0, 1] range by default.
The Normalize option makes it possible for the user to disable that.
To keep the behavior consistent with past versions it is enabled by
default.
To make the aforementioned normalization control easer to implement,
the fractal noise code now accumulates signed noise and remaps the
final sum, as opposed to accumulating positive [0, 1] noise.
Pull Request: https://projects.blender.org/blender/blender/pulls/110839
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Touch the output file when any of the files it depends on are newer
to stop Unix Makefiles from running the generator for every build.
Also remove use of pathlib, gives 10-15% slowdown as it adds indirect
imports such as urllib without much benefit (joining a path).
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944