This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.
This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.
See T99210.
Differential Revision: https://developer.blender.org/D15206
Reviewed By: Clement Foucault
- "Name collisions" label in mesh properties
- "Threshold" labels in Vertex Weight Edit modifier
- "Particle System" label in Particle Instance modifier
- Slot number in the Shader Editor
- Status bar keymap items during modal operations:
add TIP_() macro to status bar interface template
- On dumping messages, sort preset files so their messages are stable
between runs
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15607
- "Name collisions" label in mesh properties
- "Threshold" labels in Vertex Weight Edit modifier
- "Particle System" label in Particle Instance modifier
- Slot number in the Shader Editor
- Status bar keymap items during modal operations:
add TIP_() macro to status bar interface template
- On dumping messages, sort preset files so their messages are stable
between runs
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15607
This replace the previous square rings approach by sampling a disk the
footprint of the search area. This avoids sampling in areas in corners
where there isn't any weight.
This results in much less samples needed to acheive a good enough result.
The max number of samples for an area of 11x11 px is hard coded to 16 and
still gives good results with the final clamp.
The number of samples is adaptative and is scaled by the search area (max
CoC).
The High Quality Slight Defocus is not required anymore. If there is a
quality parameter to add, it would be sample count option. But I consider
the temporal stability enough for viewport work and render can still
render many full scene samples. So I don't see a need for that yet.
This implement a full TAA pass on the depth of field input.
An history buffer is kept for each view needing Depth of field.
This uses a swap with a `TextureFromPool` in order to not always 2
textures allocated.
Since this uses luma weighting without any input, the firefly parameter is
now obsolete and has been removed.
There is some tiny difference with the Film TAA so the implementation is
mostly copy pasted.
Also this implementation uses a LDS cache to speedup the TAA computations.
- batch rename
- keyframe settings
- tool name in Tool properties header
- tool name in Tool properties Drag (fake) enum
- new file templates
- new preset
- new text datablock
- new collection datablock
- new geometry nodes (modifier and node group)
- new grease pencil data (layers and materials)
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15533
This is a port of the previous implementation but using compute
shaders instead of using the raster pipeline for every steps.
Only the scatter passes is kept as a raster pass for obvious performance
reasons.
Many steps have been rewritten to take advantage of LDS which allows faster
and simpler downsampling and filtering for some passes.
A new stabilize phase has been separated from another setup pass in order
to improve it in the future with better stabilization.
The scatter pass shaders and pipeline also changed. We now use indirect
drawcall to draw quads using triangle strips primitives. This reduces
fragment shader invocation count & overdraw compared to a bounding
triangle. This also reduces the amount of vertex shader invocation
drastically to the bare minimum instead of having always 3 verts per
4 pixels (for each ground).
The new implementation leverage compute shaders to reduce the
number of passes and complexity.
The max blur amount is now detected automatically, replacing the property
in the render panel by a simple checkbox.
The dilation algorithm has also been rewritten from scratch into a 1 pass
algorithm that does the dilation more efficiently and more precisely.
Some differences with the old implementation can be observed in areas with
complex motion.
This adds three new nodes:
* `Shortest Edge Paths`: Actually finds the shortest paths.
* `Edge Paths to Curves`: Converts the paths to separate curves.
This may generate a quadratic amount of data, making it slow
for large meshes.
* `Edge Paths to Selection`: Generates an edge selection that
contains all edges that are part of a path. This can be used
with the Separate Geometry node to only keep the edges that
are part of a path. For large meshes, this approach can be
much faster than the `Edge Paths to Curves` node, because
less data is created.
Differential Revision: https://developer.blender.org/D15274
The previous order was based on the order of when the tools were
developed. Instead we now cluster them based on similar functionality:
* Selection
* Add/Remove
* Deform/Transform
* Annotation
Done in collaboration with Pablo Vazquez.
To keep consistency is better add the word `Inactive` for `Fade Layers` and `Fade Objects` to keep the same naming used in other areas of the overlay panel.
Reviewed by: Matias Mendiola
This commit fixes the opacity for curves hiding the option.
Actually, the curve points and handles drawing is using the same code that mesh curves and the opacity is not supported. While this feature will be added for mesh curves and gpencil, now it's better to hide this option.
Reviewed: Matias Mendiola
Note: The handle problem reported in this task was fixed in a separated commit: 203e7ba332
The spreadsheet can retrieve the float selection using the same
utilities as curves sculpt brushes. Theoretically this can work in
original, evaluated, and viewer node modes, at least when the
sculpt selection attributes are able to be propagated.
Differential Revision: https://developer.blender.org/D15393
Refactor D14646 to use context.active_action for the Action
Custom Properties panel, matching the already existing Action panel.
This has the advantage that it allows access to the properties of
any actions with channels visible in the Dope Sheet, e.g. Shape Keys,
Materials etc; while using just the active object is limited to just
the object animation.
Also move both panels from Item to the Action tab.
Differential Revision: https://developer.blender.org/D15288
Adds a new option to the 'Delete ShpaKeys' operator, which first applies
the current mix to the object data, before removing all shapekeys.
Request from @JulienKaspar from Blender studio.
Reviewed By: JulienKaspar
Differential Revision: https://developer.blender.org/D15443
Similar to snapping to the world origin in the 3D viewport. This can be found
in the Shift+S pie menu and UV > Snap menu.
Differential Revision: https://developer.blender.org/D15055
Although e.g. in the dopesheet there is no specific concept of
active action, displaying panels requires singling out one action
reference. It is more efficient and clearer to implement this
natively in the context rather than using selected_visible_actions[0].
- In the Action Editor the action is taken from the header.
- In the Dope Sheet the first selected action is chosen, because
there is no concept of an active channel or keyframe.
- In the Graph Editor the action associated with the active curve
is used, which should also be associated with the active vertex.
This case may be different from selected_visible_actions[0].
Differential Revision: https://developer.blender.org/D15412
The tooltips from the Add Node menu were extracted, but not translated.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15467
openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.
To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.
This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.
Ref D15291
Differential Revision: https://developer.blender.org/D15470
This is useful when using an armature as a camera rig, to avoid creating and
targetting an empty object.
Differential Revision: https://developer.blender.org/D7012
* Don't nest "Show Recent Locations" and "Show System Locations" under a
"Defaults" heading. They are not just a default setting but completely
hide panels from the UI.
* Use own "Show Locations" heading instead, and remove redundant words
from labels.
* Move the options to the top of the panel, they are more general since
they can't be toggled in a File Browser session, and thus have bigger
impact.
We may want to remove these options in a future major release, I don't
think they are useful.
Agreed on with Pablo Vazquez.
Curves that are attached to a surface can now follow the surface when
it is modified using shape keys or modifiers (but not when the original
surface is deformed in edit or sculpt mode).
The surface is allowed to be changed in any way that keeps uv maps
intact. So deformation is allowed, but also some topology changes like
subdivision.
The following features are added:
* A new `Deform Curves on Surface` node, which deforms curves with
attachment information based on the surface object and uv map set
in the properties panel.
* A new `Add Rest Position` checkbox in the shape keys panel. When checked,
a new `rest_position` vector attribute is added to the mesh before shape
keys and modifiers are applied. This is necessary to support proper
deformation of the curves, but can also be used for other purposes.
* The `Add > Curve > Empty Hair` operator now sets up a simple geometry
nodes setup that deforms the hair. It also makes sure that the rest
position attribute is added to the surface.
* A new `Object (Attach Curves to Surface)` operator in the `Set Parent To`
(ctrl+P) menu, which attaches existing curves to the surface and sets the
surface object as parent.
Limitations:
* Sculpting the procedurally deformed curves will be implemented separately.
* The `Deform Curves on Surface` node is not generic and can only be used
for one specific purpose currently. We plan to generalize this more in the
future by adding support by exposing more inputs and/or by turning it into
a node group.
Differential Revision: https://developer.blender.org/D14864
This is temporary to investigate which behavior should be kept when
creating an override hierarchy if there are no cherry-picked data
defined: make all overrides user-editable, or not.
This removes the 'make override - fully editable' menu entries.
Adds a "Pin Scene" option to the workspace. When activated, the workspace will
remember the scene that was last activated in it, so that when switching back
to this workspace, the same scene will be reactivated. This is important for a
VSE workflow, so that users can switch between different workspaces displaying
a scene and thus a timeline for a specific task.
The option can be found in the Properties, Workspace tab. D11890 additionally
adds an icon for this to the scene switcher in the topbar.
The workspace data contains a pointer to the scene which is a UI to scene data
relation. When appending a workspace, the pointer is cleared.
Differential Revision: https://developer.blender.org/D9140
Reviewed by: Brecht Van Lommel, Bastien Montagne (no final accept, but was fine
with the general design earlier)
This commit adds visualization to the selection in curves sculpt mode.
Previously it was only possible to see the selection when it was
connected to a material.
In order to obstruct the users vision as little as possible, the
selected areas of the curve are left as is, but a dark overlay
is drawn over unselected areas.
To make it work, the overlay requests the selection attribute and then
ensures that the evaluation is complete for curves. Then it retrieves
the evaluated selection GPU texture and passes that to the shader.
This reuses the existing generic attribute extraction system because
there currently wouldn't be any benefits to dealing with selection
separately, and because it avoids duplication of the logic that
extracts attributes from curves and evaluates them if necessary.
Differential Revision: https://developer.blender.org/D15219
This change the 'Purge' button of the Outliner 'Orphaned' view to use
recursive purge, i.e. it wil not only delete immediately unused IDs (as
listed in the view) anymore, but also all their unused dependencies.
By now I'm not aware of any serious regressions or missing functionality
in the C++ based OBJ importer/exporter. They have more features (vertex colors
support), and are way faster than the Python based importer/exporter.
Reviewed By: Thomas Dinges, Howard Trickey
Differential Revision: https://developer.blender.org/D15360
This is the start of a geometry node to do edge, vertex, and face
bevels.
It doesn't yet do anything but analyze the "Vertex cap" around
selected vertices for vertex bevel.