Commit Graph

21520 Commits

Author SHA1 Message Date
Hans Goudey
d1d2946f59 Merge branch 'blender-v3.4-release' 2022-11-28 14:12:04 -06:00
Hans Goudey
745851e26b Fix T102772: Propagate edge creases in subdivision surface modifier
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.
2022-11-28 14:06:25 -06:00
Hans Goudey
7540842ca7 Fix T99592: Exact Boolean: Skip empty materials, add index-based option
**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
2022-11-28 21:03:07 +01:00
Hans Goudey
bbb389589a Fix T99592: Exact Boolean: Skip empty materials, add index-based option
**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
2022-11-28 12:42:08 -06:00
Hans Goudey
7e7c6bc468 Cleanup: Use spans and lambdas for mesh normal calculation
Makes code safer, easier to understand, and less verbose. I detected
negligible performance differences, only a slight improvement for the
normalize step where the function call overhead was probably more
of a bottleneck.

I kept `memset` instead of `.fill(float3(0))` because that gave
better performance in my tests. In the future that stage could be
parallelized, or we could make sure new arrays are allocated with
`calloc`.
2022-11-28 12:28:27 -06:00
Hans Goudey
d96859c5b1 Cleanup: Move dual mesh topology map to blenkernel
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.
2022-11-28 08:19:33 -06:00
Hans Goudey
70041ced14 Cleanup: Remove unused mesh array variables and arguments 2022-11-28 08:19:33 -06:00
Hans Goudey
6e26d0645e Cleanup: Use spans for voxel remesh mesh data 2022-11-28 08:19:33 -06:00
Hans Goudey
baba5d2214 Multires: Avoid retriving mesh arrays for every element
Based on the surrounding code this probably wasn't a
bottleneck, but it's nice to avoid in principle anyway.
2022-11-28 08:19:33 -06:00
Hans Goudey
653e3e2689 Subdiv: Avoid repeatedly accessing mesh arrays
Fix a performance regression from 05952aa94d by storing pointers
to mesh arrays locally in the subdiv foreach context. In a simple test
of a 1 million face grid, this improved performance by 5% (from 0.31
to 0.295 seconds).
2022-11-28 08:19:33 -06:00
Hans Goudey
bcabd04e32 Mesh: Avoid retrieving edge and loop arrays repeatedly
A utility function retrieved mesh arrays for every element after
05952aa94d which can be easily avoided. This was used when
building the GPU indices for sculpt mode drawing. In my tests this
saves 0.1ms per PBVH node. There may be very slight improvements
in line art and shrinkwrap as well.
2022-11-28 08:19:33 -06:00
Jacques Lucke
a059b1b0f1 Merge branch 'blender-v3.4-release' 2022-11-28 12:52:32 +01:00
Jacques Lucke
99c5146e9a Fix T101433: crash when deleting hierarchy referenced by Collection Info node
The issue was that geometry nodes was not reevaluated after changing the
content of the collection. That resulted in the other object still having a
reference to the deleted object, which resulted in a crash when it tried to
access it.

Adding the `ID_RECALC_GEOMETRY` tag indicates that the content of the
collection has changed and will trigger geometry nodes setups that depend
on the collection to update.
2022-11-28 12:51:10 +01:00
Jeroen Bakker
4ed649352f 3D Texturing: Fix seam bleeding.
{F13294314}
# Process

In the pixel extraction process a larger domain will be extracted then the input mesh.
The borders of uv islands are extended with connected geometry of the input mesh.
The extended mesh is then fed into the pixel extraction process.
A mask is used to limit the extraction so UV islands will not overlap.

Input UV islands.
{F13206401}

Extended UV Island (only one showing).
{F13288764}

This patch doesn't include fixing uv seams at non-manifold edges (like suzannes eyes) as that
would require a different approach (edge extending or pixel copy-ing). The later has already been
implemented in D14702, but should be revisited to only use do the non-manifold edge fixing.

This patch supports fixing UV seams across UDIM textures.
There might be an issue when using a single texture on multiple uv maps.

Reviewed By: brecht, joeedh, JulienKaspar

Maniphest Tasks: T97352

Differential Revision: https://developer.blender.org/D14970
2022-11-28 08:32:06 +01:00
Hans Goudey
3f5dfbf681 Geometry Nodes: Modify existing mesh in split edges node
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
2022-11-26 17:54:05 -06:00
Jacques Lucke
b43bdd8ba2 Fix T102751: missing tree update with muted nodes
This was accidentally caused by removing too much code in
{rBb4c3ea264439158df70e837e20f8dd9ec548de2d}.
2022-11-26 13:46:39 +01:00
Jacques Lucke
86ade3df56 Nodes: move node registration to nodes module
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
2022-11-26 13:20:18 +01:00
Sergey Sharybin
994e3c6ac5 Clarify depsgraph API usage in the libraries code
Basically copy the information from the commit message of the
03e2f11d48 directly to the code.

This makes the information easier to find when working on the
code.
2022-11-25 15:25:55 +01:00
Jacques Lucke
64c26d2862 Merge branch 'blender-v3.4-release' 2022-11-25 11:45:01 +01:00
Jacques Lucke
848dff1e4c Fix: assert when converting between types in geometry nodes
This bug only affected debug builds.
2022-11-25 11:44:17 +01:00
Joseph Eagar
81754a0fc5 Cleanup: remove else after return. 2022-11-24 09:56:05 -08:00
Bastien Montagne
de27925aea Fix (unreported) inconsistent name_map during file reading.
Swapping some ID lists between Mains must invalidate the name_map cache.

Note that in theory, at least WM type could be ignored by name_map
cache, since it is a singleton. However, don't think it's worth adding
extra complication here, for really marginal benefits. The overhead of
rebuilding the name cache here is extremly small.

For some reason, this issue did not show so far in master, only appeared
in some branch work on improving (in)direct status of linked IDs... Go
figure.
2022-11-24 17:08:18 +01:00
Hans Goudey
584089879c BLI: Follow up and fix recent span slicing change
a5e7657cee didn't account for slices of zero sizes, and the asserts
were slightly incorrect otherwise. Also, the change didn't apply to
`Span`, only `MutableSpan`, which was a mistake. This also adds "safe"
methods to `IndexMask`, and switches function calls where necessary.
2022-11-23 11:36:06 -06:00
Hans Goudey
38cf48f62b Fix: Missing caches in curves bounds evaluation 2022-11-23 11:36:06 -06:00
Hans Goudey
c1eeb38f7c Cleanup: Move poly normal calculation to mesh_normals.cc 2022-11-23 09:49:18 -06:00
Jacques Lucke
aa0c2c0f47 Cleanup: move some data from bNodeTree to run-time data
No functional changes are expected.
2022-11-23 14:05:30 +01:00
Jacques Lucke
4f02817367 Nodes: remove bNodeTree->interface_type
This is not used for anything in practice currently. The original intention
was probably to generate different socket subtypes, but that is solved
differently now (e.g. using `NodeSocketFloatDistance`). It's possible
that an addon tried to use this but it's rather unlikely.

Differential Revision: https://developer.blender.org/D13188
2022-11-23 13:49:07 +01:00
Sergey Sharybin
106277be43 Merge branch 'blender-v3.4-release' 2022-11-23 12:54:15 +01:00
Sergey Sharybin
3250ab31cd Cleanup: Remove debug print
Was introduced in 0e6d893d07.
2022-11-23 12:53:35 +01:00
Jacques Lucke
356373ff7a Cleanup: move some data from bNodeSocket to run-time data
No functional changes are expected.
2022-11-23 10:42:17 +01:00
Colin Basnett
cdcbf05ea8 BLI: Make Report Missing Files display message when no files are missing
Before this, if there were no missing files, the operator would run
successfully but there would be no user feedback at all, making the
user wonder if the operator was even run.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D16585
2022-11-22 16:48:51 -08:00
Hans Goudey
2cb6b0b4eb Merge branch 'blender-v3.4-release' 2022-11-22 15:52:33 -06:00
Hans Goudey
41ae2c6438 Fix T102700: Viewer node missing check for empty geometry component
`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
2022-11-22 15:40:42 -06:00
Hans Goudey
0e6d893d07 Fix: Assert, invisible instances with mixed instancing types
When combining the internal geometry component instancing (used when
the original object type doesn't match the evaluated data type) with
the "vertex dupli" instancing could cause the fix from e508de0417
to fail, because the subsequent fix from 864af51d6a popped from the
"instance generator type" stack even when there was nothing added to it
(for geometry instancing).
2022-11-22 15:38:19 -06:00
Joseph Eagar
af8a449ca5 blender-v3.4-release: fix more merge discrepencies in pbvh.c 2022-11-22 12:48:39 -08:00
Joseph Eagar
0f3b3ee679 Merge branch 'blender-v3.4-release' 2022-11-22 12:48:29 -08:00
Joseph Eagar
f5e99abb60 blender-v3.4-release: Rearrange function order to fix merging
BKE_pbvh_sync_visibility_from_verts was in the wrong spot
relative to master, was leading to very nasty merge errors.
2022-11-22 12:45:09 -08:00
Joseph Eagar
40ac3776db Merge branch 'blender-v3.4-release' 2022-11-22 12:41:54 -08:00
Joseph Eagar
acf8f6220d Sculpt: Fix box face sets not working for multires 2022-11-22 12:30:36 -08:00
Joseph Eagar
df788ecfd9 Sculpt: Standardize face set undo steps, optimize memory usage
Currently the face set of every single face is saved for every sculpt undo step.
When only changing the face sets of a small section of the mesh, this can be quite
wasteful. It also makes face sets a special case compare to all other sculpt undo step
types, which makes the whole system more complex and harder to improve.

Fixes T101203.

Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D16224
Ref D16224
2022-11-22 12:14:14 -08:00
Joseph Eagar
a777c09d5f Sculpt: Standardize face set undo steps, optimize memory usage
Currently the face set of every single face is saved for every sculpt undo step.
When only changing the face sets of a small section of the mesh, this can be quite
wasteful. It also makes face sets a special case compare to all other sculpt undo step
types, which makes the whole system more complex and harder to improve.

Fixes T101203.

Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D16224
Ref D16224
2022-11-22 12:13:33 -08:00
Hans Goudey
aa1a51ff9f Merge branch 'blender-v3.4-release' 2022-11-22 13:52:30 -06:00
Hans Goudey
3f294a37f5 Fix: Use after free when removing attribute
We currently check multiple dynamic attribute providers for the
attribute ID, even after it has been removed (which can free the name).
This was used as a simple way to remove multiple attributes with the
same name (dealing with name collisions). However, that doesn't happen
in practice at this point, since so much code has moved to the
attribute API which checks for it.
2022-11-22 13:48:58 -06:00
Joseph Eagar
fa8a59689b Sculpt: fix const error 2022-11-22 11:14:36 -08:00
Joseph Eagar
c3e919b317 Sculpt: Fix broken multires hidden undo
Wrote a new API method, BKE_pbvh_sync_visibility_from_verts
that flushes vertex hidden flags to edges & faces.

Fixes not being able to sculpt outside a face set after
undoing the fkey hide-all-but-this operator.
2022-11-22 11:11:03 -08:00
Joseph Eagar
a2a72d89b1 Sculpt: Fix broken multires hidden undo
Wrote a new API method, BKE_pbvh_sync_visibility_from_verts
that flushes vertex hidden flags to edges & faces.

Fixes not being able to sculpt outside a face set after
undoing the fkey hide-all-but-this operator.
2022-11-22 10:56:39 -08:00
Hans Goudey
8990983b07 Cleanup: Use const arguments for custom normals 2022-11-22 11:48:16 -06:00
Germano Cavalcante
ed82bbfc2c Cleanup: use designated initializers in C 2022-11-22 10:48:16 -03:00
Germano Cavalcante
02c6136958 Fix compile error with msvc
error C2059: syntax error: '}'
2022-11-22 09:13:16 -03:00
Sergey Sharybin
7dea18b3aa Tracking: Store lens principal point in normalized space
This avoids need to do special trickery detecting whether the principal
point is to be changed when reloading movie clip. This also allows to
transfer the optical center from high-res footage to possibly its lower
resolution proxy without manual adjustment.

On a user level the difference is that the principal point is exposed in
the normalized coordinates: frame center has coordinate of (0, 0), left
bottom corner of a frame has coordinate of (-1, -1) and the right top
corner has coordinate of (1, 1).

Another user-visible change is that there is no more operator for setting
the principal point to center: use backspace on the center sliders will
reset values to 0 which corresponds to the center.

The code implements versioning in both directions, so it should be
possible to open file in older Blender versions without loosing
configuration.

For the Python API there are two ways to access the property:
- `tracking.camera.principal_point` which is measured in the normalized
  space.
- `tracking.camera.principal_point_pixels` to access the pixel-space
  principal point.

Both properties are not animatable, so there will by no conflict coming.

Differential Revision: https://developer.blender.org/D16573
2022-11-22 11:49:56 +01:00