This split is to make code easier to manage and rename the files to
`effect_reflection_*` to avoid confusion.
Also this cleans up a bit of the branching mess in the trace shader.
This commit adds a `normal` attribute on the polygon domain. Since
normal data is derived data purely based off of the location of each
face's vertices, it is exposed as a read-only attribute. After
rB80f7f1070f17, this attribute can be interpolated to the other domains.
Since this attribute is a special case compared to the others, the
implementation subclasses `BuiltinAttributeProvider`. It's possible
there is a better way to abstract this. Something else might also
become apparent if we add similar read-only attributes.
See rB2966871a7a891bf36 for why this is preferred over the previous
implementation.
Differential Revision: https://developer.blender.org/D10677
After further thought, the implementation of the "normal" attribute
from D10541 is not the best approach to expose this data, mainly
because it blindly copied existing design rather than using the
best method in the context of the generalized attribute system.
In Blender, vertex normals are simply a cache of the average normals
from the surrounding / connected faces. Because we have automatic
interpolation between domains already, we don't need a special
`vertex_normal` attribute for this case, we can just let the
generalized interpolation do the hard work where necessary,
simplifying the set of built-in attributes to only include the
`normal` attribute from faces.
The fact that vertex normals are just a cache also raised another
issue, because the cache could be dirty, so mutex locks were
necessary to calculate normals. That isn't necessarily a problem,
but it's nice to avoid where possible.
Another downside of the current attribute naming is that after the
point distribute node there would be two normal attributes.
This commit reverts the `vertex_normal` attribute so that
it can be replaced by the implementation in D10677.
Differential Revision: https://developer.blender.org/D10676
The Attribute Convert node provides functionality to change attributes
between different domains and data types. Before it was impossible to
write to a UV Map attribute with the attribute math nodes since they
did not output a 2D vector type. This makes it possible to
"convert into" a UV map attribute.
The data type conversion uses the implicit conversions provided by
`\nodes\intern\node_tree_multi_function.cc`.
The `Auto` domain mode chooses the domain based on the following rules:
1. If the result attribute already exists, use that domain.
2. If the result attribute doesn't exist, use the source attribute domain.
3. Otherwise use the default domain (points).
See {T85700}
Differential Revision: https://developer.blender.org/D10624
The result value should be true if the input values are not zero.
Note that there is ongoing conversation about these conversions
in D10685. This is simply a fix though.
This operator initializes mask values for the entire mesh. It supports
different modes for initializing those values, and more will be added in
the future.
The initial version supports generating a random mask per vertex, Face
Sets or loose parts. These masks are useful for introducing variations
in the model using the filters (both shapes and colors).
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10679
Before only it was only possible interpolate frames of `Keyframe` type. Now all types except `Breakdown` can be used.
`Breakdown` cannot be used because it would be impossible interpolate two times because the extremes of the interpolation would change and the clean operator would not work.
There is no reason to hide the 'Scale' and 'Scale Randomness' options
for fluid particles that are rendered as 'Object'.
It is possible that hiding these options was just an oversight and
not intentional.
Add new function `blo_bhead_is_id_valid_type()` to correctly check the
blend file block type.
File block type codes have four bytes, and two of those are only in use
when these blocks contain ID datablocks (like `"OB\0\0"`). However,
there are other types defined in `BLO_blend_defs.h` that have four
bytes, like `TEST`, `ENDB`, etc.
The function `BKE_idtype_idcode_is_valid(short idcode)` was used to
check for ID datablocks while reading a blend file. This only takes a
2-byte parameter, and thus its result is invalid for the 4-byte codes.
For `TEST` blocks, it would actually consider it a `TE` block, which is
a valid identifier for a Texture. This caused the heap buffer overflow,
as the datablock is not a valid ID, and thus the bytes that were
expected to form an ID name actually encode something completely
different.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D10703
Sculpt undo relied on having a mode-changing undo step to properly
apply changes.
However this isn't the case with startup files or when mixing
global undo steps with sculpt (see T82851, also fixed).
Undo stepping logic follows image_undosys_step_decode_undo.
This is basically done by ignoring override operations from old override
affecting ID pointer properties, when the new (destination) one is not
NULL.
Fix T86501: New object added to overridden collection doesn't show up in linking file on Resync.
This is more of a work-around actually, since there is no real way to
fix the issue in a fully automated and consistent way, it is caused by
older blender files being saved with 'broken' overrides.
WARNING: This cannot ensure that some purposedly edited/overridden ID
pointer properties won't be lost in the process.
Code would end up freeing some of the newly created overrides, which
were assigned to the matching linked ID's `newid` pointer, accessed
again further down the code.
Note that this is not a normal expected situation, and it won't give a
proper resync result anyway, but it might happen in some complicated
corner cases, and also quite often when dealing with older .blend files.
In some cases (advanced, low-level), we also want to remap pointers like
`ID.newid` or `ID.orig_id`.
Only known case currently is `id_delete`, to avoid leaving potential access to freed memory. See next commit and T86501.
Baking to Vertex Colors would always bake to sculpt vertex colors (if
such a layer is present) even if those are not enabled in the
experimental preferences. This would bake without an error but leave the
user without a result to look in the viewport.
Now check if sculpt vertex colors are enabled and only bake to them in
that case.
Maniphest Tasks: T86455
Differential Revision: https://developer.blender.org/D10692
- Add notes on portability.
- Use encoding argument for all file IO.
- Use integer math to calculate major/minor version, while float
division should be fine prefer matching Blender.
This type, CacheLookupResult, holds the data for the current time, or an
explanation as to why no data is available (already loaded, or simply
nothing available). This is useful to document the behavior of the code
but also, in future changes, to respond appropriately for missing data.
Inside of the procedural, instances are AlembicObjects which point to
the AlembicObject that they instance.
In Alembic, an instance is an untyped Object pointing to the original
(instanced) one through its source path. During the archive traversal we
detect such instances and, only if the instanced object is asked to be
rendered, set the instance's AlembicObject to point to the original's
AlembicObject.
Cycles Object Nodes are created for each AlembicObject, but only for
non-instances are Geometries created, which are then shared between
Object Nodes. It is supposed, and expected, that all instances share the
same shaders, which will be set to be the ones found on the original
object.
As for caching, the data cache for an AlembicObject is only valid for
non-instances and should not be read to or from as it is implicitly
shared.
This will help support instancing as cache building is now decoupled
from the logic to update the Nodes' sockets as data (and cache) will
need to be shared by different Geometries somehow, and also simplify
implementing different data caching methods by centralizing this
operation.
We need to explicitely tag the Attribute and AttributeSet as modified if
we change or add/remove data. This is more of a bandaid until attributes
handling is refactored to be able to reuse routines from the Attribute
API.
This patch adds a node, that removes an attribute if possible,
otherwise it adds an error message.
Differential Revision: https://developer.blender.org/D10697
This patch fixes a visual bug related to connecting an output socket to
a Multi-Input Socket, that already has a link to that same output.
In this case, the drag link got a new index and snapped to a new
position. This path makes the drag link snap to the same position as the
first link between the two sockets.
Differential Revision: https://developer.blender.org/D10689
Caused by 46aa70cb48.
RNA would send property update notifiers with the owner ID as `reference` data.
Since above's commit we'd only send the notifiers to editors if the reference
data address matches the space's address. So editors wouldn't get the notifiers
at all.
The owner ID for space properties is always the screen AFAIK. So allow
notifiers with the screen as reference to be passed to editors as well, think
this is reasonable to do either way.
For example, steps to reproduce were:
* Open Asset Browser
* Mark some data-blocks of different types as assets (e.g. object & its
material)
* Switch between the categories in the Asset Browser. The asset list wouldn't
be updated.