Blender grid rendering interprets voxel transforms in such a way that the voxel
values are located at the center of a voxel. This is inconsistent with OpenVDB
where the values are located at the lower corners for the purpose or sampling
and related algorithms.
While it is possible to offset grids when communicating with the OpenVDB
library, this is also error-prone and does not add any major advantage.
Every time a grid is passed to OpenVDB we currently have to take care to
transform by half a voxel to ensure correct sampling weights are used that match
the density displayed by the viewport rendering.
This patch changes volume grid generation, conversion, and rendering code so
that grid transforms match the corner-located values in OpenVDB.
- The volume primitive cube node aligns the grid transform with the location of
the first value, which is now also the same as min/max bounds input of the
node.
- Mesh<->Grid conversion does no longer require offsetting grid transform and
mesh vertices respectively by 0.5 voxels.
- Texture space for viewport rendering is offset by half a voxel, so that it
covers the same area as before and voxel centers remain at the same texture
space locations.
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/138449
Faster and better looking VSE scopes & "show overexposed". Waveform &
RGB Parade now can also show HDR color intensities. (Note: this is
only about VSE scopes; Image Space scopes are to be improved separately)
- Waveform, RGB Parade, Vectorscope scopes are done on the GPU now, by
drawing points for each input pixel, and placing them according to
scope logic. The point drawing is implemented in a compute shader,
with a fragment shader resolve pass; this is because drawing lots of
points in the same location is very slow on some GPUs (e.g. Apple).
The compute shader rasterizer is several times faster on regular
desktop GPU as well.
- If a non-default color management is needed (e.g. VSE colorspace is
not the same as display colorspace, or a custom look transform is used
etc. etc.), then transform the VSE preview texture into display space
RGBA 16F texture using OCIO GPU machinery, and calculate scopes
from that.
- The "show overexposed" (zebra) preview option is also done on the
GPU now.
- Waveform/Parade scopes unlock zoom X/Y aspect for viewing HDR scope,
similar to how it was done for HDR histograms recently.
- Added SEQ_preview_cache.hh that holds GPU textures of VSE preview,
this is so that when you have a preview and several scopes, each of
them does not have to create/upload their own GPU texture (that would
both waste memory, and be slow).
Screenshots and performance details in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/144867
Add geometry file import nodes support to the for-each-path logic.
This will make `bpy.data.file_path_map()` report the input files for
OBJ, PLY, etc. import nodes (and any other node that has a string
property of subtype `PROP_FILEPATH`).
Currently this only supports static file paths, so where the file path
is set as the input socket's default value. When the path is
determined via any noodle, this is ignored and the default value is
reported anyway.
This is necessary for the new version of Blender Asset Tracer, which
in turn is needed to resolvestudio/flamenco#104423.
Pull Request: https://projects.blender.org/blender/blender/pulls/144874
The `retrieve_selected_points` function would treat points of non-bezier
curves as selected if the handles were selected. And because the
attributes `.selected_handle_left` and `.selected_handle_right` are
created initialized to true for all points. The
`retrieve_all_selected_points` would return that all points were
selected.
Only points of bezier curves should be used when getting the selection
mask for handles.
Pull Request: https://projects.blender.org/blender/blender/pulls/144824
Replacing the "cyclic offsets" cache from cfb8696a73.
That was more information than was necessary in the end.
This is implemented by de-duplicating the existing "contains"
function that's implemented twice for boolean virtual arrays.
Pull Request: https://projects.blender.org/blender/blender/pulls/144761
For a brief period it was possible to create these node interface sockets
that were both inputs and outputs. Nowadays we're implementing the
row-alignment in a different way, and we expect the input and output
status to be mutually exclusive. This PR adds versioning to properly
split such sockets.
The implementation relies on the unique identifier space being
separate for the input and output sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/144807
When rendering to an image/video file, check whether the recursive
directory creation actually succeeded. If not, log an error and stop,
instead of trying to write the file.
This results in easier to understand error messages, and will help to
triage some (what we think are) race conditions with the Blender Studio
render farm.
Pull Request: https://projects.blender.org/blender/blender/pulls/145118
Implements the proposed design (with some modifications) in #135058.
## Sequencer Scene
This adds a new property called `sequencer_scene` to workspaces. This scene is used
by the video sequence editors in the current workspace for their context.
This is a first step towards "detaching" the VSE from the active scene in the window.
Each sequencer timeline editor shows the sequencer scene that is being used.
By default, when no sequencer scene is selected, the timeline and preview are empty.
Pressing the "new" button will add a new scene and assign it to the sequencer
scene for the current workspace.
## Contextual Playback
Pressing `Space` (by default) for starting the animation playback is now contextual:
depending on the context (where your mouse cursor is), the scene that is played back
might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play"
in the 3D Viewport will play the _active scene_ of the window, while pressing "play"
in the sequencer will play the _sequencer scene_.
## Time & Scene Synchronization
Additionally, this adds a toggle called "Sync Active Scene".
With the property turned on, the active scene & scene time in the window will be
synced with the time & scene of the current scene strip in the sequencer.
Note that this is _not_ bi-directional. The sequencer can change the active scene
and map time, but it's not possible the other way around since it one can have
multiple strips using the same scene (+camera, and even time!).
Currently this setting is exposed in the footer of the sequencer timeline as well
as in the workspace settings.
This allows for one of the core concepts that the story tools projects aims at: Working
in a scene (e.g. in the 3D viewport) while also working with the edit
(in the sequencer timeline).
## Some technical notes
* Undoing while playback is running will now cancel playback. This is to avoid the timer,
that points to the scene and viewlayer that are playing, to get de-synced after loading
the memfile undo step.
* When the sequencer scene is not the same as the active scene, we ensure it has
a depsgraph.
* Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped
if that scene doesn't match the active one in the window. We now also check that it
doesn't match the sequencer scene in the active workspace.
* When loading older files, we need to make sure that the active workspace in a window
uses the active scene as the sequencer scene. This is to make sure that the file opens with
the same sequences open.
* Tool settings are stored per scene. To make sure the sequencer uses the tool settings for
the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members
are overridden in the sequence editors.
Pull Request: https://projects.blender.org/blender/blender/pulls/140271
Restrict EditFont manipulation to the object which is in edit-mode
previously multiple threads could clear & assign EditFont::selboxes
at once which crashed when in edit-mode with linked duplicates.
The Curve, Curve::strinfo & EditFont::textbufinfo are now read-only
during evaluation. CharTrans is now used to store some evaluation
options such as wrap/overflow/smallcaps.
Since it's no longer possible to inspect evaluation flags from operators
without evaluating the curve, line beginning/end functionality has been
moved from the operator into vfont_to_curve.
Ensure arrays are valid when reading instead of evaluation.
In general correcting data in evaluation is error prone since
data may be accessed from other parts of Blender before evaluation
(Python scripts for example), and isn't thread-safe in edit-mode
where the edit-data is shared, see #144970.
This also removes material index correction, this doesn't cause
problems as the evaluated `Nurb` must already support out of range
material indices.
Almost all settings were duplicated between BakeData and RenderData.
The only missing field was the bake type, which is stored as a custom
property in Cycles.
This change:
- Removes unused bake_samples and bake_biasdist.
- Migrates settings like bake_margin to BakeData.
- Switches multires baker to use bake_margin.
- Introduces bake type in the BakeData, the same way how it was
defined in RenderData::bake_mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/144984
The main idea is to switch Bake from Multires from legacy DerivedMesh
to Subdiv. On the development side of things this change removes a lot
of code, also making it easier easier to rework CustomData and related
topics, without being pulled down by the DerivedMesh.
On the user level switch to Subdiv means:
- Much more closer handling of the multi-resolution data: the derived
mesh code was close, but not exactly the same when it comes to the
final look of mesh.
Other than less obvious cases (like old DerivedMesh approach doing
recursive subdivision instead of pushing subdivided vertices on the
limit surface) there are more obvious ones like difference in edge
creases, and non-supported vertex creases by the DerivedMesh.
- UV interpolation is done correctly now when baking to non-base level
(baking to multi-resolution level >= 1).
Previously in this case the old derived mesh interpolation was used
to interpolate face-varying data, which gives different results from
the OpenSubdiv interpolation.
- Ngon faces are properly supported now.
A possible remaining issue is the fact that getting normal from CCG
always uses smooth interpolation. Based on the code it always has been
the case, so while it is something to look into it might be considered
a separate topic to dig into.
The only annoying part is that for the external MDISPS the mesh
needs to be cast to non-const.
Arguably it is semantically correct behavior as the details of
how external data is read is kind of implementation details.
- Return evaluated points as function return value.
Used in cases when only limit or final point is requested, without
partial derivatives.
- Re-order function argument list and use default argument values to
simplify usage in the simple/typical cases.
No functional changes expected.
* Bundled ICC profiles for display spaces supported by Blender, and
embed them in the image file when saving.
* Verified to work for PNG, TIFF, JPEG and WebP, but not all file
formats support this.
* No ICC profile is written for sRGB currently. It would be a matter
of adding an icc file, however this may be a breaking change for
some use cases.
* Fix save as render of EXR files not properly changing the image
colorspace to match.
Uses CC0 licensed ICC files from the Compact ICC Profiles project.
This does not include support for saving HDR images. While there exist
ICC profiles for PQ, they are not well supported and the preferred method
for HDR is to write CICP tags. However OpenImageIO support for this is
still under development.
Ref #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/144565
* PROP_COLOR_GAMMA is sRGB, not display space
* Hex colors are always sRGB
* Image byte buffers are in byte_buffer.colorspace
Fixes for sequencer text, image painting, render stamp and tooltips.
The default display space is sRGB, so this change will not be noticed
in most files.
Ref #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/144565
DEG_add_collision_relations was only adding relationships for objects in
the brush collection, however dynamic paint also updates parent objects
and armature poses which weren't accounted for. Failing to include these
relations meant the evaluating the depsgraph could evaluate a pose
object from multiple threads at once - causing a crash.
Resolve by sharing logic between DEG_add_collision_relations &
BKE_object_modifier_update_subframe so depsgraph relationships match
objects the dynamic-paint modifier updates as part of its evaluation.
Ref !144844
The prior naming is a bit confusing given that it returns `true` if
`brush` is `nullptr`. My initial expectation on reading the old name is
that it would only return true if both are non-null.
Pull Request: https://projects.blender.org/blender/blender/pulls/144822
Currently, sequencer structs contain several pointers to data within
other structs. These pointers need to be remapped as the structs are
reallocated when reading from blend files. That has worked so far
because the pointers are exactly the values from the Blender session
that saved the file. WIth the implementation of #127706, the pointers
in the file aren't "real" anymore, and we can't offset them to get the
struct that contained the data.
This commit replaces these 4 mid-struct pointers to point to the
containing strips instead, and uses some trivial logic to access the
fallback root sequence channels and strips. This makes the pointer
remapping on file load possible again.
The downside is that this isn't strictly backward or forward compatible,
but only on a UI-level. The active meta-strip information will be lost,
and the sequencer will reset to displaying the root sequence.
Depends on #144624
Pull Request: https://projects.blender.org/blender/blender/pulls/144626
Alternative to #144563.
This fix adds a lock to the runtime data, and holds the lock whenever the
brush mesh is accessed. While there may be more efficient solutions,
dynamic paint is at the end of its life and guaranteeing correctness is
more important.
Pull Request: https://projects.blender.org/blender/blender/pulls/144816
This patch unifies the Gamma node across editors:
- Compositor now uses the Shader Gamma node implementation.
- Geometry Nodes also uses the node as a new addition.
- UI-wise in the Compositor, only socket labels change to "Color".
Forward compatibility is broken for the compositor, and the python API
changed, since the node's ID name is now ShaderNodeGamma as opposed to
CompositorNodeGamma.
Pull Request: https://projects.blender.org/blender/blender/pulls/142414
Changes the overload from accepting `const AssetWeakReference *` to
`const AssetWeakReference &` to more strongly indicate proper usage. We
should not have a usecase for setting a null `AssetWeakReference`
Pull Request: https://projects.blender.org/blender/blender/pulls/144821
Prior to this commit, determining the default brush asset used for a
particular mode was based on the object's mode. This is slightly
incorrect for the Image Editor, since it may be in Paint Mode no matter
the underlying object type. To fix this, use the runtime `PaintMode`
enum for determining these default values instead of `eObjectType` and
store the `PaintMode` on `PaintRuntime` for easy access.
Additionally, inside the toolsystem, prevent accidentally unsetting
the default brush by checking for the presence of the asset when
loading an `AssetWeakReference`.
Pull Request: https://projects.blender.org/blender/blender/pulls/144765
Passing negative precision to internal units functions made the code
difficult to follow, especially when the precision is being
adjusted/clamped.
While the public API remains unchanged, detect the negative precision
early and assign it to a boolean which is passed as an argument.
Also improve doc-strings.
Use a thread local buffer to gather info about the custom normal space
for each corners group in threading to concatenate them later. This
avoids need to lock a mutex to write into a buffer shared betwen threads
in the corner groups traversal hot loop.
The performance improvement depends on the mesh size and the number of
CPU threads. In some files there might be no change, in other files an
improvement of over 2x was observed, mostly because we can now remove
the compromise from c8a4026984.
Pull Request: https://projects.blender.org/blender/blender/pulls/144660