Wrong since the Overlay Next implementation in ce28af7352
We cannot write to things like `.xy()`, these are for reading only.
Not aware of a version that is for writing, so for now, write to [0] and
[1] separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/138310
This PR adds an option to only show the onion skins of the active
object. The option is added to the Grease Pencil overlay menu in the
3D viewport.
When enabled, only the onion skins of the active object are shown.
This keeps the viewport a lot cleaner when working with multiple
Grease Pencil objects.
This resolves#136820.
Pull Request: https://projects.blender.org/blender/blender/pulls/137405
This is the root cause of the non-deterministic behavior of
light baking. The shadow system was not given enough update
iteration to fully render all tiles of the Virtual shadow maps.
This would resulte in missing tiles inside the bakes.
The value of the tiles seems to have been implementation
dependant, which, on some implementation created light leaks.
This fixes some recent regressions on the MacOS builbot tests.
This is candidate for backporting to 4.2.
Fix#138147
Pull Request: https://projects.blender.org/blender/blender/pulls/138203
These are not the same. Debug Scope are for scoped
capture. These should be static to avoid flooding
debug tools with scopes. Since this code is
unlikely to be debugged, it is better to use
debug groups.
See #129009 for context.
The preprocessor parses metadata and writes a header file containing
an inline function that inits the `GPUSource` with the metadata.
These header files are then included inside `gpu_shader_dependency.cc`.
This still keep the usage of the `metadata` enums and classes to avoid
pulling the whole blender module inside the preprocessor executable.
This speeds-up startup time in Debug build:
`gpu_shader_dependency_init`
- Before : 37ms
- After : 4ms
I didn't measure release, but it is unlikely to be noticeable (in the
order of 4ms > 1ms).
Pull Request: https://projects.blender.org/blender/blender/pulls/138070
This removes the minimum thickness clamping in the shader.
The reason why this was clamped in the first place was to reduce
aliasing artifacts. With the new super sampling method for
rendering, this should no longer be an issue.
Note: This can break visual compatibility, but the previous radii
were arguably "wrong". This essentially fixes this and renders
the strokes with the actual radii from the attribute.
Previous files that might have relied on the clamping will have
to be updated.
Pull Request: https://projects.blender.org/blender/blender/pulls/138119
This PR adds a separate "Grease Pencil" render pass. Once
the "Grease Pencil" option is checked in the passes list, the
Grease Pencil engine will render to a new render pass for various
composition uses.
Notes:
- Occluded Grease Pencil geometry is not rendered.
- In most cases, using an "Alpha Over" with the rest will result
in the same render as the "Combined" output. The exception is
when there are Grease Pencil layers that use a blending mode
that changes the chromaticity of the alpha channel.
Pull Request: https://projects.blender.org/blender/blender/pulls/137638
Previously spell checker ignored text in single quotes however this
meant incorrect spelling was ignored in text where it shouldn't have
been.
In cases single quotes were used for literal strings
(such as variables, code & compiler flags),
replace these with back-ticks.
In cases they were used for UI labels,
replace these with double quotes.
In cases they were used to reference symbols,
replace them with doxygens symbol link syntax (leading hash).
Apply some spelling corrections & tweaks (for check_spelling_* targets).
This allows users to implement arbitrary camera models using OSL by writing
shaders that take an image position as input and compute ray origin and
direction.
The obvious applications for this are e.g. panorama modes, lens distortion
models and realistic lens simulation, but the possibilities are endless.
Currently, this is only supported on devices with OSL support, so CPU and
OptiX. However, it is independent from the shading model used, so custom
cameras can be used without getting the performance hit of OSL shading.
A few samples are provided as Text Editor templates.
One notable current limitation (in addition to the limited device support)
is that inverse mapping is not supported, so Window texture coordinates and
the Vector pass will not work with custom cameras.
Pull Request: https://projects.blender.org/blender/blender/pulls/129495
This implement the design detailed in #135935.
A new per object property called `Shadow Terminator Normal Offset` is
introduced to shift the shadowed position along the shading normal.
The amount of shift is defined in object space on the object datablock.
This amount is modulated by the facing ratio to the light. Faces
already facing the light will get no offset. This avoids most light
leaking artifacts.
In case of multiple shading normal, the normal used for the shift
is arbitrary. Note that this is the same behavior for other biases.
The magnitude of the bias is controlled by `Shadow Terminator Normal Offset`.
The amount of faces affected by the bias is controlled using
`Shadow Terminator Geometry Offset` just like cycles.
Tweaking the `Shadow Terminator Geometry Offset` allows to avoid too much
shadow distortion on surfaces with bump mapping.
Cycles properties are copied from the Cycles object datablock to the
blender datablock. This break the python API for Cycles.
The defaults are set to no bias because:
- There is no good default. The best value depends on the geometry.
- The best value might depend on real-time displacement.
- Any bias will introduce light leaking on surfaces that do not need it.
- There is an additional cost of enabling it, which is proportional
to the amount of pixels on screen using it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136935
This was caused by missing depth of objects.
The old implementation was relying on the external engine
to provide the correct depth of the objects.
This patch does exactly this.
The downside is that, if overlays are present, the prepass
will be also drawn by the overlay engine.
Pull Request: https://projects.blender.org/blender/blender/pulls/138004
Switching to lattice edit mode when it has an armature modifier can
crash if the armature modifier's `show_in_editmode` is turned on. Now
prevent null `editlatt` access.
Pull Request: https://projects.blender.org/blender/blender/pulls/137701
When using the compositor, the parent scene overrides the render resolution
and region of the child scene. Unlike workbench and EEVEE, the grease pencil
engine was reading this information from the child scene.
Pull Request: https://projects.blender.org/blender/blender/pulls/137923
The wireframe preview for rigid body collision shape cannot be turned OFF.
Now exclude them when "extras" from overlays panel is disabled.
(This behavior was proposed by @lichtwerk in the original issue)
Pull Request: https://projects.blender.org/blender/blender/pulls/136523
When performing an undo in Sculpt Mode with Dyntopo enabled, it is
possible that the active color attribute exists in the original mesh but
not on the BMesh used by Dyntopo. When attempting to extract this color
data, this can then lead to a crash.
To prevent this, use the BMesh as the source of truth for existence of
generic attributes when mode inside Sculpt Mode when Dyntopo is enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/137828
It's safer to pass a type so that it can be checked if delete should be
used instead. Also changes a few void pointer casts to const_cast so that
if the data becomes typed it's an error.
Pull Request: https://projects.blender.org/blender/blender/pulls/137404