This operator is very similar to the existing "Join as Shapes" operator,
which updates or adds shape key array values with the positions of
objects with the same name, but instead of creating new shape keys,
it just updates existing ones. The new operator is called "Update from
Objects" in the UI.
Internally, some logic was moved to a poll function shared between the
two operators, and a new argument for whether to ensure keys exist was
added to their shared implementation.
Part of #135095.
Pull Request: https://projects.blender.org/blender/blender/pulls/136853
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 adds a new `Visual Geometry to Objects` operator which is added to the
`Apply` menu.
It creates new objects from the evaluated geometry of the active object. Other
than e.g. applying modifiers, this operator does keep all generated data and
creates new objects and collections for instances. It does have some
similarities to `Make Instances Real` with the main difference that it doesn't
actually realize instances, i.e. instanced geometry is still shared between all
objects using it.
It does intentionally not replace the original object, because the semantics of
that aren't all that obvious. It's especially tricky when the object was
referenced by other objects. Instance attributes are not preserved currently.
Pull Request: https://projects.blender.org/blender/blender/pulls/134119
Removes many of the operators, panels, and menus used exclusively by Grease Pencil v2 that are no longer needed in v3.
No functional changes are expected.
Some operators are still used by the annotations system and have to be kept around. These may be renamed in future.
Pull Request: https://projects.blender.org/blender/blender/pulls/128521
Previously, it was only possible to bake to disk with geometry nodes. This patch
adds support for storing the baked data directly in the .blend file.
By default, new bakes are stored in the .blend file now. Whether a new bake
should be packed or stored on disk can be configured in two places: in the
properties of the bake node and in the bake panel of the modifier. These
settings don't affect existing bakes, only the next bake.
To unpack or pack an individual bake, there is a new operator button next to the
bake button. The icon and the label below indicate where the bake is currently
stored. The label now also contains the size of the bake.
To unpack or pack all bakes, the `File > External Data > Pack Resources / Unpack
Resources` operators can be used. The unpack operator also has a new title that
mentions the number if individual files separate from the number of bakes. This
works better than just listing a number of files because a bake can consist of
many files.
Pull Request: https://projects.blender.org/blender/blender/pulls/124230
This removes the legacy Grease Pencil modifiers from the code.
These should have already been inaccessible from the UI and hidden from
the user. The modifiers have been reimplemented for the new GPv3
data structure.
On top of the modifier code, some other related things have been
removed as well:
* Operators related to the legacy modifiers.
* Keymaps for the legacy modifier operators.
* Some bits of code that used modifier functions.
Some code has to be kept, because it is still used:
* The core line art code, which is used by the new line art modifier. It's
moved to `modifiers/lineart`.
* The DNA structs for the legacy modifiers. They are still needed for
conversion.
* A few kernel functions for the modifiers are kept (also for conversion).
Co-authored-by: Lukas Tönne <lukas@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/125102
This patch implements all baking operators for LineArt for GPv3.
The old baking operators are renamed with `_legacy_` to
distinguishing both when calling the operator.
Pull Request: https://projects.blender.org/blender/blender/pulls/125079
Based on the design in #120230.
* Replaces the `Shade Smooth by Angle` operator with `Shade Auto Smooth`
in the object context menu menu.
* The new operator automatically adds and removes the modifier instead
of being a destructive operation.
* The `Shade Smooth` and `Shade Flat` operators now remove the
`Smooth by Angle` modifier automatically.
* Add a pin option to modifiers, which limits dragging and keeps the
modifier after newly added modifiers in the list.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121494
Add a menu similar to the "Object > Constraints" menu that allows adding,
copying, and clearing modifiers. The "copy all modifiers to selected" and
"clear modifiers" operators are new, to mirror the functionality we already
have for constraints.
The "Add" menu is the same that's used in the property editor. In the 3D
view, modifiers are always added to all selected objects.
Part of #120230
Pull Request: https://projects.blender.org/blender/blender/pulls/121286
This implements the ability to have file exporters added and configured on Collections.
Exporting is reachable from several locations:
- Individually on each exporter configuration: The `Export` button in each panel header
- For all exporters on the collection: The `Export All` button in the main panel interface
- For all exporters on all collections in the scene: The `File`->`Export All Collections` button
Visibility of which collections currently have exporters configured is done by ways of an icon added to the Collection row in the Outliner.
Adding multiple exporters for the same file type is permitted. The user is free to setup several exports of the same format but with different file locations or settings etc.
Notes:
Only USD and Wavefront OBJ are enabled for the initial commit. Additional formats, including those implemented in Python will be added as separate commits after this.
Ref #115690
Pull Request: https://projects.blender.org/blender/blender/pulls/116646
Move the public functions from the editors/object (`ED_object.hh`)
header to the `blender::ed::object` namespace, and move all of the
implementation files to the namespace too. This provides better code
completion, makes it easier to use other C++ code, removes unnecessary
redundancy and verbosity from local uses of public functions, and more
cleanly separates different modules.
See the diff in `ED_object.hh` for the main renaming changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119947
As part of #118623, we discovered that the operator used for adding images in the 3D viewport was not the same when drag and dropping as when adding it from the add menu. This lead to different and potentially confusing behaviour for the user when they use both.
This patch removes the python operator and unifies the functionality into one operator. It also renames the operator to be in line with the other "Add X" object operators.
Pull Request: https://projects.blender.org/blender/blender/pulls/118973
It is very common for graphical editors with layers to support
locking individual layers to protect them from accidental edits due
to misclicks. Blender itself already supports locking vertex groups.
This adds lock toggles for shape keys, with lock/unlock all operators.
The flags are checked by sculpt brushes, edit mode transform tools,
and Smooth, Propagate and Blend From Shape operators. This selection
aims to cover operations that only deform the mesh, where the shape
key selection matters.
Topology changing operations always apply to all keys, and thus
incorrect shape key selection is less impactful. Excluding them
from the new feature greatly reduces the patch size.
Pull Request: https://projects.blender.org/blender/blender/pulls/104463
This adds a new `Bake` node which allows saving and loading intermediate geometries.
Typical use cases we want address with this currently are:
* Bake some data for use with a render engine.
* Bake parts of the node tree explicitly for better performance.
For now, the format that is written to disk is not considered to be an import/export format.
It's not guaranteed that data written with one Blender version can be read by another
Blender version. For that it's better to use proper interchange formats. Better support for
those will be added eventually as well. We also plan an `Import Bake` node that allows
reading the blender-specific baked data independent of the Bake node and at different frames.
The baking works very similar to the baking in the simulation zone (UI and implementation
wise). Major differences are:
* The Bake node has a `Bake Still` and `Bake Animation` mode.
* The Bake node doesn't do automatic caching.
Implementation details:
* Refactored how we create the Python operators for moving socket items so that it also
makes sense for non-zones.
* The `ModifierCache` stores an independent map of `SimulationNodeCache` and
`BakeNodeCache`, but both share a common data structure for the actually baked data.
* For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make
sure that the node is baked even if it's currently not connected to the output.
* Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used
during baking. It's necessary because I want to evaluate the object again even though none
of its inputs changed. The reevaluation is necessary to create the baked data. Using
`DEG_id_tag_update` technically works as well, but has the problem that it also uses the
`DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches
which shouldn't happen here.
* Slightly refactored the timeline drawing so that it can also show the baked ranges of
Bake nodes. It does not show anything for baked nodes with a in Still mode though.
* The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the
code easier to follow compared to the previous nested
`ObjectBakeData > ModifierBakeData > NodeBakeData` data structure.
* The bake operators are disabled when the .blend file is not yet saved. This is technically
only necessary when the bake path depends on the .blend file path but seems ok to force
the user anyway (otherwise the bake path may be lost as well if it's set explicitly).
* The same operators are used to bake and delete single bakes in `Bake` nodes and
`Simulation Zones`. On top of that, there are separate operators of baking and deleting all
simulation bakes (those ignore bake nodes).
* The `Bake` node remembers which inputs have been fields and thus may be baked as attributes.
For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data
may still contain attribute data, even if the inputs to the bake node are disconnected.
* Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes
evaluation from the outside (from the modifier only currently). This is done by providing the
new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes.
Next Steps (mostly because they also involve simulations):
* Visualize nodes that have not been evaluated in the last evaluation.
* Fix issue with seemingly loosing baked data after undo.
* Improve error handling when baked data is not found.
* Show bake node in link drag search.
* Higher level tools for managing bakes.
Pull Request: https://projects.blender.org/blender/blender/pulls/115466
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
Previously, it was only possible to bake all simulations at once. This is great
for simple use-cases that, but in more complex setups one can have independent
simulations that should also be baked independently. This patch allows baking
individual simulation zones.
Furthermore, each simulation zone can now also have its own bake path and
simulation frame range. By default the simulation frame range is the scene frame
range, but it can also be customized on the scene or simulation zone level. The
bake path is generated based on the modifier bake path by default, but can be
set to another absolute or relative (to the .blend file) path.
The timeline drawing has been modified as well to be able to show more information
in the case when some simulations are baked and others are not. Instead of showing
a line for every simulation, it shows a condensed view of the important information
using at most two lines:
Is something baked? Is something valid or invalid? Also see #112232.
Pull Request: https://projects.blender.org/blender/blender/pulls/112723
Implements part of #111538.
Change the modifier add button to create a menu with submenus.
Extend the submenus dynamically with geometry node group assets.
This makes it much simpler to share and use custom modifiers.
Node groups get a new "Is Modifier" property, which is controllable
in a popover in the node editor header when the group is an asset.
The built in modifier can be rearranged in different categories in
a next step. For now the existing organization is used, except for
the geometry nodes modifier, which is called "Empty Modifier" and
put in the root menu.
The changes in !110855 and !110828 will be important to improve
interaction speed with the new UI. Those are planned for 4.0 as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/111717
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.
This moves the following `editors/*` directories to C++:
- animation, armature, lattice, mesh, metaball, object, scene.
Much of the changes in this commit (inserting casts in particular)
was automated. Further changes like switching to functional style
casts can be done separately by existing automated scripts.
See #103343
Pull Request: https://projects.blender.org/blender/blender/pulls/109715