auto-iteration property in mask filter
Note: Auto-iteration is still set manually
for increase/decrease contrast. These should
probably become their own operators.
by showing redo panel.
The A hotkey has "auto iteration" enabled by default,
which calculates the number of times to run the filter
using a heuristic based on vertex count.
To make clear to the user what is going on the redo
panel is now shown for the mask filter operator.
NOTE: I discovered the source of the bug where sculpt
operators' redo panels were greyed out. The name
fed to SCULPT_undo_push_begin must match the operator
name. I've added a comment in sculpt_intern explaining
this.
Remembering the number of curves of every type makes it fast to know
whether processing specific to a single curve type has to be done.
This information was accessed in quite a few places, so this should be
an overall reduction in overhead for the new curves type.
The cache is computed eagerly, in other words every time after changing
the curve types. In order to reduce verbosity I added helper functions
for some common ways to set the types.
Differential Revision: https://developer.blender.org/D14732
Changes:
- Remove `BLI_memarena` (Use `MEM_cnew` and `MEM_delete` to allocate cached data)
- Implement `snap_object_data_mesh_free_ensure` and `snap_object_data_editmesh_free_ensure` and skip need to get original key Object for editmesh data
- Use `BMEditMesh` as key for editmesh `Ghash`
- Make a better distinction between `SnapObjectData`s. (`SnapData_Mesh` and `SnapData_EditMesh`)
The editing data of a `SURF`s is similar to that of Curves and should be supported for snapping.
But unlike Curve objects, for snapping, only support the nurb points if the object is in edit mode.
This matches the solution for Meshes and avoids having to create a kind
of "boundbox" for the SURF nurb points.
* Adjust width based on node width, necessary to make the longer name below work.
* Show "X Named Attributes" in the overlay.
* Use "Accessed named attributes" in the tooltip.
Differential Revision: https://developer.blender.org/D14751
* If removing an attribute failed (even though it exists), don't log it as being used.
* Make warning message a bit more informative.
Differential Revision: https://developer.blender.org/D14750
View moves faster with two active directions.
This is probably because `dvec` is not normalized when moving in two directions.
Normalizing this direction vector will fix the problem.
Differential Revision: https://developer.blender.org/D14729
Since cbf033c055 the `matte_id` will be allocated in the node
storage for the forward compatibility purposes. However, this
field was never freed, leading to memory leak.
Causes annoying popup on macOS when running Cycles tests,
for example render_passes_cryptomatte_asset.blend
Differential Revision: https://developer.blender.org/D14728
Add Bake Action to the NLA edit menu to aid discoverablity and allow
people to understand that Bake Action is part of working with the NLA.
Part of the NLA road map improvement project for the Animation Module.
This was a community request to add access to the Bake without needing
to turn on developer tools in the preferences and then use search in the
NLA for bake.
It seems this was always intended, as the operator is called `nla.bake`.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14575
- Add missing doxy-section for Apply Parent Inverse Operator
- Use identity for None comparison in Python.
- Remove newline from operator doc-strings.
- Use '*' prefix multi-line C comment blocks.
- Separate filenames from doc-strings.
- Remove break after return.
While the ability to run `autopep8 .` to format Blender's Python code
is handy, the settings to perform this can conflict with other uses
of autopep8 (which editors may use to auto-format on save).
Some arguments now need to be passed in, e.g:
autopep8 . --in-place --recursive --jobs=0
We'll likely include this in `make format` convenience target so the
details for invoking autopep8 shouldn't be an issue in the long term.
The current code for computing tangents is not exactly fast.
This has been a long-standing issue, and recently came up again with T97378.
The main bottleneck is fetching the mesh data, since it's handled through a callback system and each vertex might have its data queried dozens of times.
I've tried a lot of things to optimize `mikktspace.c`, but unfortunately most weren't that useful:
- Vectorizing SVec3 gives a ~5% speedup, but I'm not sure if the additional ~70 lines of code are worth it
- Keeping an internal copy of the data instead of re-querying all the time helps a lot (~50-60% time reduction), but requires a lot of extra memory (~100 byte per face)
- Going C++ and replacing the internal quicksort with std::sort shows no difference
- Restructuring the entire file to be a header-only library so that the callbacks can be inlined gives ~10% reduction, but is a major change and deviation from the original library
In the end, two simple fixes that actually help remain:
- Don't re-query the number of faces in each loop iteration
- Don't bother looking for identical vertices if there's only one vertex with that hash
With this, time for the test case in T97378 goes from 6.64sec to 4.92sec. It's something I guess.
I feel like completely refactoring this library would not be a bad idea at some point, but for now it does the job...
Differential Revision: https://developer.blender.org/D14675
The uv fix just submitted had a bug where I forgot to wrap around
after adding 1. This apparently worked anyway in a debug build
but not in release build, hence the buildbot tests were failing.
Works for both Cycles and multires bake. Triangles are baked to multiple
UDIM images if they span across them, though such UV layouts are generally
discouraged as there is no filtering across UDIM tiles.
The bake margin currently only works within UDIM tiles. For the extend method
this is logical, for the adjacent faces method it may be useful to support
copying pixels from other UDIM tiles, though this seems somewhat complicated.
Fixes T95190
Ref T72390
Remove need for shadow caustic caster geometry to have a UV layout. UVs were
useful to maintain a consistent tangent frame across the surface while
performing the walk. A consistent tangent frame is necessary for rough
surfaces where a normal offset encodes the sampled h, which should point
towards the same direction across the mesh.
In order to get a continuous surface parametrization without UVs, the
technique described in this paper was implemented:
"The Natural-Constraint Representation of the Path Space for Efficient
Light Transport Simulation" (Supplementary Material), SIGGRAPH 2014.
In addition to implementing this feature:
* Shadow caustic casters without smooth normals are now ignored (triggered
some refactoring and cleaning).
* Hit point calculation was refactored using existing utils functions,
simplifying the code.
* The max number of solver iterations was reduced to 32, a solution is
usually found by then.
* Added generalized geometry term clamping (transfer matrix calculation can
sometimes get unstable).
* Add stop condition to Newton solver for more consistent CPU and GPU result.
* Add support for multi scatter GGX refraction.
Fixes T96990, T96991
Ref T94120
Differential Revision: https://developer.blender.org/D14623
This is fairly tricky to perform, since there is often very limited
contextual information available about the 'active' hierarchy to
override.
This commit is a first step, it is expected to handle decently well
cases like objects and obdata (recreating necessary object and
collection hierarchy, and/or hooking it to a potential existing
hierarchy), at least in most common cases.
Ref: {T95707}.
Extends the changes started in f31c3f8114 to completely separate
much of the DRW curves code from the particle hair drawing. In the short
term this increases duplication, but the idea is to simplify development
by making it easier to do larger changes to the new code, and the new
system will replace the particle hair at some point.
After this, only the shaders themselves are shared.
Differential Revision: https://developer.blender.org/D14699
Add macros to get/set boolean attributes, to set float2/float3
attributes and to get float2/float3 attributes via pointer access.
Needed for D14365 and further generic attribute integration.
Differential Revision: https://developer.blender.org/D14708
This substantially redoes the logic by which bevel chooses, for
the middle segment when there are an odd number of segments,
which face to interpolate in, and which vertices to snap to which
edges before doing that interpolation. It changes the UV layouts
of a number of the regression tests, for the better.
An example, in the reference bug, is a cube with all seams, unwrapped
and then packed with some margin around them, now looks much
better in UV space when there are an odd number of segments.
The original mistake I made in b9febb54a4 was thinking
that the input curve object data to `BKE_displist_make_curveTypes`
was already copied from the original. I think I misread some of its
`ID` flags. This commit places the result of curves evaluation in a
duplicated curve instead, and copies the edit mode pointers
necessary for drawing overlays. `Curve` needs to know not to
free those pointers.
I still don't have a full understanding of why some of the tactics I've
used work and others don't. I've probably tried around 8 different
solutions at this point, and this is the best I came up with.
The dependency graph seems to have some handling of edit mode
pointers that make the edit mode overlays work if the evaluated
result is only an empty curve created by the evaluated geometry set.
This doesn't work with the current method and I need to set the
edit mode pointers at the end of evaluation explicitly.
We're constrained by the confusing duality of the old curves system
combined with the new design using the evaluated geometry set.
Older areas of Blender expect the evaluated `Curve` to be a copy
of the original, even if it was replaced by some arbitrary evaluated mesh.
Differential Revision: https://developer.blender.org/D14561