In a few places, nodes were added without updating the Identifiers and
vector. In other places nodes we removed without removing from and
rebuilding the vector. This is solved in a few ways. First I exposed
a function to rebuild the vector from scratch, and added unique ID
finding to a few places.
The changes to node group building and separating are more involved,
mostly because it was hard to see the correct behavior without some
refactoring. Now `VectorSet` is used to store nodes involved in the
operation. Some things are handled more simply with the topology
cache and by passing a span of nodes.
The existing `DisjointSet` data structure only supports single
threaded access, which limits performance severely in some cases.
This patch implements `AtomicDisjointSet` based on
"Wait-free Parallel Algorithms for the Union-Find Problem"
by Richard J. Anderson and Heather Woll.
The Mesh Island node also got updated to make use of the new data
structure. In my tests it got 2-5 times faster. More details are in 16653.
Differential Revision: https://developer.blender.org/D16653
This patch adds an integer identifier to nodes that doesn't change when
the node name changes. This identifier can be used by different systems
to reference a node. This may be important to store caches and simulation
states per node, because otherwise those would always be invalidated
when a node name changes.
Additionally, this kind of identifier could make some things more efficient,
because with it an integer is enough to identify a node and one does not
have to store the node name.
I observed a 10% improvement in evaluation time in a file with an extreme
number of simple math nodes, due to reduced logging overhead-- from
0.226s to 0.205s.
Differential Revision: https://developer.blender.org/D15775
This cache was never written to, only "copied" between sockets in one
case, it dates back at least a decade. It doesn't make sense to store
caches on node trees directly anyway, since they can be used in
multiple places.
Before rBa8a454287a27, edge creases were copied to the result mesh as
part of `MEdge`. Now they are stored in a separate `CD_CREASE` layer,
which I mistakenly disabled for interpolation. However, to maintain
the geometry node uses a field input, remove the interpolated attribute
there.
**Empty Slot Fix**
Currently the boolean modifier transfers the default material from
meshes with no materials and empty material slots to the faces on the
base mesh. I added this in a2d59b2dac9e for the sake of consistency,
but the behavior is actually not useful at all. The default empty
material isn't chosen by users, it just signifies "nothing," so when
it replaces a material chosen by users, it feels like a bug.
This commit corrects that behavior by only transferring materials from
non-empty material slots. The implementation is now consistent between
exact mode of the boolean modifier and the geometry node.
**Index-Based Option**
"Index-based" is the new default material method for the boolean
modifier, to access the old behavior from before the breaking commit.
a2d59b2dac9e actually broke some Boolean workflows fundamentally, since
it was important to set up matching slot indices on each operand. That
isn't the cleanest workflow, and it breaks when materials change
procedurally, but historically that hasn't been a problem. The
"transfer" behavior transfers all materials except for empty slots,
but the fundamental problem is that there isn't a good way to specify
the result materials besides using the slot indices.
Even then, the transfer option is a bit more intuitive and useful for
some simpler situations, and it allows accessing the behavior that has
been in 3.2 and 3.3 for a long time, so it's also left in as an option.
The geometry node doesn't get this new option, in the hope that we'll
find a better solution in the future.
Differential Revision: https://developer.blender.org/D16187
**Empty Slot Fix**
Currently the boolean modifier transfers the default material from
meshes with no materials and empty material slots to the faces on the
base mesh. I added this in a2d59b2dac9e for the sake of consistency,
but the behavior is actually not useful at all. The default empty
material isn't chosen by users, it just signifies "nothing," so when
it replaces a material chosen by users, it feels like a bug.
This commit corrects that behavior by only transferring materials from
non-empty material slots. The implementation is now consistent between
exact mode of the boolean modifier and the geometry node.
**Index-Based Option**
"Index-based" is the new default material method for the boolean
modifier, to access the old behavior from before the breaking commit.
a2d59b2dac9e actually broke some Boolean workflows fundamentally, since
it was important to set up matching slot indices on each operand. That
isn't the cleanest workflow, and it breaks when materials change
procedurally, but historically that hasn't been a problem. The
"transfer" behavior transfers all materials except for empty slots,
but the fundamental problem is that there isn't a good way to specify
the result materials besides using the slot indices.
Even then, the transfer option is a bit more intuitive and useful for
some simpler situations, and it allows accessing the behavior that has
been in 3.2 and 3.3 for a long time, so it's also left in as an option.
The geometry node doesn't get this new option, in the hope that we'll
find a better solution in the future.
Differential Revision: https://developer.blender.org/D16187
The node transferred position once as a generic attribute, and then set
the values again manually. This wastes processing during the attribute
transfer step. On a 1 million face grid, I observed roughly an 8%
improvement, from 231.5 to 217.1 ms average and 225.4 to 209.6 ms min.
It's helpful to have these topology maps standardized and organized
a bit better so they can be optimized and considered for future caching
together. Also use a more standard name for the map for that purpose.
As described in T101948, this commit changes socket name to be more
consistent with other nodes that generate instances output.
Differential Revision: https://developer.blender.org/D16394
Change name to make navigation easier for beginner users. This should
more clearly hint at the use of this node to change the full geometry,
and not work with fields, and makes the name more consistent.
Differential Revision: https://developer.blender.org/D16396
While implementing T102289, I noticed that this node has
several solutions that are different from other, newer nodes.
- Explicitly set default values
- Use references
- Reduce the size of the node settings structure
Differential Revision: https://developer.blender.org/D16548
Instead of creating a new mesh from scratch, modify an existing mesh.
This allows us to keep derived caches for triangulation and bounds
alive more easily, and allows keeping materials and non-generic
attributes like vertex groups alive on the mesh.
It also has other performance benefits, since face and face corner
attributes aren't affected at all, and because of reduced overhead
from not allocating a new mesh.
Updating edge attributes is a bit more complicated now, since we
have to completely replace the arrays but keep the existing attribute
IDs around. The new mesh update tag is also slightly too specific IMO.
But I think both of those things will improve in the future because
of existing plans for further refactoring these areas:
- New attribute storage that gives pointer stability
- Further use and granularity of mesh update tagging that will
make the correct API more clear
Fixes T102711
Differential Revision: https://developer.blender.org/D16615
The main goal here is to move towards more self contained node
definitions. Previously, one would have to change `blenkernel` to
add a new node which is not necessary anymore. There is no need
for all these register functions to "leak out" of the nodes module.
Differential Revision: https://developer.blender.org/D16612
Based on discussion in D10891, this node isn't meant to be exposed and
may be removed in the future. The fact that it was exposed in search
menus was a mistake from the implementation of link-drag-search
and bdb5754147.
I explicitly removed the link drag search implementation, and added
(Legacy) to the node name which hides it from the add node search.
This patch warns the user that the compositor setup is not fully
supported when an unsupported node is used. The warning is displayed as
an engine warning overlay and in the node header itself.
See T102353.
Differential Revision: https://developer.blender.org/D16508
Reviewed By: Clement Foucault
This patch implements the Track Position node for the realtime
compositor.
Differential Revision: https://developer.blender.org/D16387
Reviewed By: Clement Foucault
`GeometrySet::has()` can return an empty component. It's more convenient
if it doesn't, since other code rarely wants to access an empty component.
The alternative would be adding an `is_empty()` check in the lazy function
for the viewer node, that would work fine too, for this case.
Differential Revision: https://developer.blender.org/D16584
Currently slicing a span clamped the final size so that it would be
within bounds of the input. However, in the vast majority of cases
that is already the case anyway, and we can use asserts to detect
when that assumption fails.
The clamping had a performance cost. On a test interpolating a boolean
attribute from 1 million curves to 4 million points, removing the
clamping saved about 10% of the time. That's an extreme case but
this probably slightly improves performance in other cases too.
Slicing is used a lot in the new curve code.
This commit introduces `slice_safe` which still does the clamping,
and uses it in the few places that needed it or where I wasn't
sure.
Use active object accessor, and then access data from the
object. There is no need to have an API call for shortcut
of all object fields.
Should be no functional change.
Instead of generating a dependency sorted node list whenever evaluating
texture or EEVEE/viewport shader nodes, use the existing sorted array
from the topology cache. This may be more efficient because the
algorithm isn't quadratic. It's also the second-to-last place to
use `node.runtime->level`, which can be removed soon.
Differential Revision: https://developer.blender.org/D16565
Rewrite the edge split code to operate directly on Mesh instead
of BMesh. This allows for the use of multi-threading and makes
the node around 2 times faster. Around 15% of the time is spent
just on the creation of the topology maps, so these being cached
on the mesh could cause an even greater speedup. The new node
gave identical results compared to the BMesh version on all the
meshes I tested it on (up to permutation of the indices).
Here are some of the results on a few simple test cases:
(Intel i7-7700HQ (8 cores) @ 2.800GHz , with 50% of edges selected)
| | 370x370 UV Sphere | 400x400 Grid | Suzanne 4 subdiv levels |
| ----- | ----------------- | -------------- | --------------------- |
| Mesh | 89ms | 111ms | 76ms |
| BMesh | 200ms | 276ms | 208ms |
Differential Revision: https://developer.blender.org/D16399