There's quite a few libraries that depend on dna_type_offsets.h
but had gotten to it by just adding the folder that contains it to
their includes INC section without declaring a dependency to
bf_dna in the LIB section.
which occasionally lead to the lib building before bf_dna and the
header being missing, while this generally gets fixed in CMake by
adding bf_dna to the LIB section of the lib, however until last
week all libraries in the LIB section were linked as INTERFACE so
adding it in there did not resolve the build issue.
To make things still build, we sprinkled add_dependencies wherever
we needed it to force a build order.
This diff :
Declares public include folders for the bf_dna target so there's
no more fudging the INC section required to get to them.
Removes all dna related paths from the INC section for all
libraries.
Adds an alias target bf:dna to signify it has been updated to
modern cmake
Declares a dependency on bf::dna for all libraries that require it
Removes (almost) all calls to add_dependencies for bf_dna
Future work:
Because of the manual dependency management that was done, there is
now some "clutter" with libs depending on bf_dna that realistically
don't. Example bf_intern_opencolorio itself has no dependency on
bf_dna at all, doesn't need it, doesn't use it. However the
dna include folder had been added to it in the past since bf_blenlib
uses dna headers in some of its public headers and
bf_intern_opencolorio does use those blenlib headers.
Given bf_blenlib now correctly declares the dependency on bf_dna
as public bf_intern_opencolorio will get the dna header directory
automatically from CMake, hence some cleanup could be done for
bf_intern_opencolorio
Because 99% of the changes in this diff have been automated, this diff
does not seek to address these issues as there is no easy way to
determine why a certain dependency is in place. A developer will have
to make a pass a this at some later point in time. As I'd rather not
mix automated and manual labour.
There are a few libraries that could not be automatically processed
(ie bf_blendthumb) that also will need this manual look-over.
Pull Request: https://projects.blender.org/blender/blender/pulls/109835
- "Front"/"Back": 'put something at the front/back' or 'the front/back
face of something'. (e. g. the Empty Image options, Depth and Side
option, both use the same strings as enum, which should be avoided
in some languages).
- "Flip": invert, as in normals, or mirror, as in an image.
- "Path": a path to a resource, in general a file but sometimes a
datablock, as opposed to a trajectory in space.
- "Join": disambiguate for the Grease Pencil operator, which may use a
different word as that for meshes.
- "Wave": an ondulating motion, as opposed to a fluid dynamics motion.
- "Step": can mean the distance between two things, or a number of
times to do something. In this case it is better to use the plural.
- "Edge": generally the edges of a mesh, but can also mean edge
detection. Additionally, it was used for the option to enable
Freestyle. This was changed to "Use Freestyle".
- "Boundary": the limit of a grease pencil drawing for filling
purposes, as opposed to the external limit of a (non-manifold) mesh.
- "Rotations": can be translated to something like "Turns", in the
context of a spiral.
Pull Request: https://projects.blender.org/blender/blender/pulls/108213
During recent testing, the oldest 101.4032 (windows) and <25812 (linux)
drivers led to crashes during JIT compilation, so we bump the
requirement to newer 101.4313 and 25812.14 drivers that do incorporate
the required fixes.
Pull Request: https://projects.blender.org/blender/blender/pulls/109281
When baking e.g. the Diffuse pass, use the existing filter logic to
disable glossy and transmission closures.
This reduces baking time and noise when baking individual components
of complex materials.
Store subdivision surface creases in two new named float attributes:
- `crease_vert`
- `crease_edge`
This is similar to 2a56403cb0.
The attributes are naming conventions, so their data type and domain
aren't enforced, and may be interpolated when necessary. Editing tools
and the subdivision surface modifier use the hard-coded name. It might
be best if these were edited as generic attributes in the future, but
in the meantime using generic attributes helps.
The attributes are visible in the list, which is how they're now meant
to be removed. They are now interchangeable with any tool that works
with the generic attribute system-- even tools like vertex paint can
affect creases now.
This is a breaking change. Forward compatibility isn't preserved for
versions before 3.6, and the `crease` property in RNA is removed in
favor of making a smaller API surface area with just the attribute API.
`Mesh.vertex_creases` and `Mesh.edge_creases` now just return the
matching attribute if possible, and are now implemented in Python.
New functions `*ensure` and `*remove` also replace the operators to
add and remove the layers for Python.
A few extrude node test files have to be updated because of different
(now generic) attribute interpolation behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/108089
Fractal noise is the idea of evaluating the same noise function multiple times with
different input parameters on each layer and then mixing the results. The individual
layers are usually called octaves.
The number of layers is controlled with a "Detail" slider.
The "Lacunarity" input controls a factor by which each successive layer gets scaled.
The existing Noise node already supports fractal noise. Now the Voronoi Noise node
supports it as well. The node also has a new "Normalize" property that ensures that
the output values stay in a [0.0, 1.0] range. That is except for the F2 feature where
in rare cases the output may be outside that range even with "Normalize" turned on.
How the individual octaves are mixed depends on the feature and output socket:
- F1/Smooth F1/F2:
- Distance/Color output:
The individual Distance/Color octaves are first multiplied by a factor of
`Roughness ^ (#layers - 1.0)` then added together to create the final output.
- Position output:
Each Position octave gets linearly interpolated with the combined output of the
previous octaves. The Roughness input serves as an interpolation factor with
0.0 resutling in only using the combined output of the previous octaves and
1.0 resulting in only using the current highest octave.
- Distance to Edge:
- Distance output:
The Distance octaves are mixed exactly like the Position octaves for F1/Smooth F1/F2.
It should be noted that Voronoi Noise is a relatively slow noise function, especially
at higher dimensions. Increasing the "Detail" makes it even slower. Therefore, when
optimizing a scene one should consider trying to use simpler noise functions instead
of Voronoi if the final result is close enough.
Pull Request: https://projects.blender.org/blender/blender/pulls/106827
With this change, instances of lamps and emissive meshes which do not
have their own light group assigned will use the light group of the
collection instance.
If an object does have a light group assigned, its instances will
continue to use it regardless of the collection instance's light group.
- "Invalid" in transformation messages.
- For three messages, translation occured after a string
- concatenation, so the full message was not found.
Instead, translate a format pattern and format it afterwards.
- Alembic errors when there is an import type mismatch.
Pull Request: https://projects.blender.org/blender/blender/pulls/108212
Similar to objects, store the name of Blender's side light name
on the Cycles side. This allows to have readable logs where a
name and property is logged (while previously in the logs all
lights will be called lamp).
There is no user-measurable change.
Pull Request: https://projects.blender.org/blender/blender/pulls/108310
Hardware Raytracing wasn't properly disabled or enabled in the
subdevices of the multi-device.
This construct:
foreach ( DeviceInfo &info,
(device.multi_devices.size() != 0 ?
device.multi_devices : vector<DeviceInfo>({device}))
)
was a nice trap - it was giving a copy to iterate on.
Pull Request: https://projects.blender.org/blender/blender/pulls/107989
Used to be https://archive.blender.org/developer/D17123.
Internally these are already using the same code path anyways, there's no point in maintaining two distinct nodes.
The obvious approach would be to add Anisotropy controls to the Glossy BSDF node and remove the Anisotropic BSDF node. However, that would break forward compability, since older Blender versions don't know how to handle the Anisotropy input on the Glossy BSDF node.
Therefore, this commit technically removes the Glossy BSDF node, uses versioning to replace them with an Anisotropic BSDF node, and renames that node to "Glossy BSDF".
That way, when you open a new file in an older version, all the nodes show up as Anisotropic BSDF nodes and render correctly.
This is a bit ugly internally since we need to preserve the old `idname` which now no longer matches the UI name, but that's not too bad.
Also removes the "Sharp" distribution option and replaces it with GGX, sets Roughness to zero and disconnects any input to the Roughness socket.
Pull Request: https://projects.blender.org/blender/blender/pulls/104445
After the removal of the Shadow pass this no longer worked. Now it works by
marking the object as a shadow catcher and returning the Shadow Catcher pass.
The result is different than before, since it also takes into account indirect
light now and uses a different method to weight the contribution of lights that
is adaptive to the light strength.
For derived mesh triangulation information, currently the three face
corner indices are stored in the same struct as index of the mesh
polygon the triangle is part of. While those pieces of information are
often used together, they often aren't, and combining them prevents
the indices from being used with generic utilities. It also means that
1/3 more memory has to be written when recalculating the triangulation
after deforming the mesh, and that the entire triangle data has to be
read when only the polygon indices are needed.
This commit splits the polygon index into a separate cache on `Mesh`.
The triangulation data isn't saved to files, so this doesn't affect
.blend files at all.
In a simple test deforming a mesh with geometry nodes, the time used
to recalculate the triangulation reduced from 2.0 ms to 1.6 ms,
increasing overall FPS from 14.6 to 15.
Pull Request: https://projects.blender.org/blender/blender/pulls/106774
- Rename name/filename/path to filepath when it's used for full paths.
- Rename name/path to dirpath when it refers to a directory.
- Rename file to filepath or path (when it may be a file or dir).
- Rename ImBuf::name & anim::name to filepath.
HIP RT enables AMD hardware ray tracing on RDNA2 and above, and falls back to a
to shader implementation for older graphics cards. It offers an average 25%
sample rendering rate improvement in Cycles benchmarks, on a W6800 card.
The ray tracing feature functions are accessed through HIP RT SDK, available on
GPUOpen. HIP RT traversal functionality is pre-compiled in bitcode format and
shipped with the SDK.
This is not yet enabled as there are issues to be resolved, but landing the
code now makes testing and further changes easier.
Known limitations:
* Not working yet with current public AMD drivers.
* Visual artifact in motion blur.
* One of the buffers allocated for traversal has a static size. Allocating it
dynamically would reduce memory usage.
* This is for Windows only currently, no Linux support.
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Ref #105538
Using the new HIP SDK 5.5 that includes a fix for the compiler bug.
This also enables the light tree.
For Linux the binaries are still disabled. ROCm 5.5 is planned to
include the same fix but not released yet. When that happens we
should be able to enable Linux as well.
Ref #104786Fix#104085
Pull Request: https://projects.blender.org/blender/blender/pulls/107098
Updated Embree 4 library with GPU support is required for it to be
compiled - compatiblity with Embree 3 and Embree 4 without GPU support
is maintained.
Enabling hardware raytracing is an opt-in user setting for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/106266
Due to floating point differences between importance sampling and
texture evaluation, disagreeing on whether or not a ray lies within
the sun disc.
* Use the same input values for geographical_to_direction() in
sky_radiance_nishita() and kernel_data.background.sun.
* The mathematical operations in pdf_uniform_cone() were adjusted to
match sky_radiance_nishita().
Pull Request: https://projects.blender.org/blender/blender/pulls/106764
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
This type will be used to store mesh edges in #106638, but it could
be used for anything else too. This commit adds support for:
- The new type in the Python API
- Editing the type in the edit mode "Attribute Set" operator
- Rendering the type in EEVEE and Cycles for all geometry types
- Geometry nodes attribute interpolation and mixing
- Viewing the type in the spreadsheet and using row filters
The attribute uses the `blender::int2` type in most code, and
the `vec2i` DNA type in C code when necessary. The enum names
are based on `INT32_2D` for consistency with `INT8` and `INT32`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106677
When WITH_CYCLES_DEBUG is set to ON the following errors are
printed to the console:
E0412 15:51:22.588564 7996345 sync.cpp:737] Unknown pass Guiding Color
E0412 15:51:22.588605 7996345 sync.cpp:737] Unknown pass Guiding Probability
E0412 15:51:22.588613 7996345 sync.cpp:737] Unknown pass Guiding Average Roughness
This change fixes this by treating the guiding passes the same
way as all other passes, solving the errors and making it possible
to visualize guiding passes in the viewport later on.
Pull Request: https://projects.blender.org/blender/blender/pulls/106863
- "Lens" can be a transparent object used in cameras, or specifically
its property of focal length
- "Empty" can be an adjective meaning void, or an object type. The
latter is already disambiguated using `ID_ID`
- "New" and "Old" are adjectives that can have agreements in some
languages
- "Modified" is an adjective that can have agreement in some languages
- "Clipping" can be a property of a camera, or a behavior of the
mirror modifier
- "Value" in HSV nodes, see #105113
- "Area" in the Face Area geometry node, can mean a measurement or a
window type
- "New" is an adjective that can have agreement
- "Tab" can be a UI element or a whitespace character
- "Volume" can mean a measurement or an object type. The latter is
already disambiguated using `ID_ID`
These changes introduce the new `BLT_I18NCONTEXT_TIME` translation
context.
They also remove `BLT_I18NCONTEXT_VIRTUAL_REALITY`, which I added at
one point but then couldn't find which messages I wanted to fix with
it.
Ref #43295
Pull Request: #106718