Allows to import multiple alembic files in single operator call.
When importing multiple alembic files as background job, import progress
will be divided by all files, so if `5` files are imported, each file
will make progress of `20%`. This can be improved if the job text can be
customized to display for example `Import Alembic 1/5` and using 100%
progress status display for each file, but that is out of the scope of
this pr.
The Scene min and max frame are set based on the minimum/maximum frame
ranges detected from all files.
Pull Request: https://projects.blender.org/blender/blender/pulls/121492
This change adds the ability to export MaterialX networks into the resulting
USD layer.
Details:
A new export option has been added to the USD export to enable MaterialX
export. It is off by default currently due to reasons in the caveats
section.
When enabled, it exports the MaterialX shading network alongside the
UsdPreviewSurface network, on the same USD Material. This allows the same
material to be used by renderers that don't support MaterialX, using the
USDPreviewSurface as a fallback. This is similar to setups in other DCC
packages, and matches the format we've used in our Reality Composer Pro
asset library.
It uses the existing MaterialX framework used to generate MaterialX
documents for rendering, to act as the basis for the USD graph. In this
process it also re-uses the existing texture export code as well if provided
and necessary.
Once the MaterialX document is created, use usdMtlx to generate a USD
shading network. Unfortunately, usdMtlx generates a graph that is unlike
what other DCCs that support MaterialX-embedded-in-USD generates. It
generates several extra prim hierarchies, and externalizes all shader
inputs, making them difficult to edit in other MaterialX graph editors.
To workaround this, generate the MaterialX shading network onto a
temporary stage, where we then run various pre-processing steps to prevent
prim collisions and to reflow the paths once they're converted.
The PrimSpecs are then copied over to their new path. The resulting prim
hierarchy matches what many artists we've worked with prefer to work with.
Caveats:
The Export MaterialX check is off by default. When using the Principled
BSDF, the resulting graph is very usable. However, when using some of the
other BSDFs, the shading networks generated by the existing MaterialX
framework in Blender generate some shading graphs that are difficult for
usdview and other DCC's to understand. The graph is still correct, but
because we're trying to prioritize compatibility, the default is off.
In future PRs we can aim to make the graphs for those other BSDFs play
better with other DCCs.
Other Implementation Details:
As part of this commit we've also done the following:
* Place some of the materialx graphs inside a passthrough nodegraph to
avoid node conflicts.
* Better handle some shader output types , and better handle some
conflict cases.
* Moved the ExportTextureFunction to materials.h due to some difficult
to resolve header ordering issues. This has no effect on any runtime code.
* There is a test for the MaterialX export that does some basic checking to
make sure we get an export out the other end that matches our expectations
Authored by Apple: Dhruv Govil
This PR is based on an earlier implementation by Brecht van Lommel , as well
as Brian Savery and his teams' work at AMD to implement the general
MaterialX framework within Blender.
Pull Request: https://projects.blender.org/blender/blender/pulls/122575
Make use of USD's new UTF-8 support to allow our import/export code to
accept and generate appropriate USD files. This has been a long standing
shortcoming since USD's introduction, with incomplete and complicated
DCC-specific workarounds often attempted.
Summary of changes
- Export gets a new "Allow Unicode" option defaulting to "false". The
new Unicode USD files are not backward compatible. DCCs using older
versions of USD (before 24.03) will not be able to load such files so
we want to provide this as an opt-in option for now.
- Every location which used to call either `USDHierarchyIterator::make_valid_name`
or `pxr::TfMakeValidIdentifier` will now go through a new `make_safe_name`
API instead
- Export code is responsible for passing in the `allow_unicode` option
- Import code will always pass in `true` meaning Blender will happily
accept both existing and new Unicode USD files
Strangely, USD does not provide a convenient way of making valid UTF-8
identifiers and they left their old API unchanged. We had to roll our
own per their advice: https://forum.aousd.org/t/how-to-make-a-unicode-identifier-valid/1435
Pull Request: https://projects.blender.org/blender/blender/pulls/122471
A variety of non-functional style changes for the recently added
DomeLight code:
- Remove unused includes and forward decls
- Changed NULL -> nullptr
- Use `motionSampleTime` name consistently
- Moved the `r_value` out parameter to the last position per our coding
guidelines
Pull Request: https://projects.blender.org/blender/blender/pulls/122641
Reduce dependence on Blender headers as much as possible and move closer
to an include-what-you-use setup.
- Removes unnecessary includes
- Replaces some includes with more appropriate, narrower, substitutes
Pull Request: https://projects.blender.org/blender/blender/pulls/122619
This allows for exporting multiple versions of an asset's textures
without having to manually save or do manual edits from within the UI.
This is beneficial for game creators who might want to store the
original textures at full resolution, but then bake down at export time
for multiple different targets quality levels. It can also be good for
compressing textures for VR usage.
This only affects USDZ exports.
Default option: Keep textures at the same resolution. Choosing a
resolution will downsample any images that exceed that maximum
resolution while leaving the others.
A custom setting is provided to allow the user to manually enter their
desired size if the provided options aren't suitable.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121237
This commit adds logic to convert between USD dome lights and Blender
world materials.
The USD dome light rotation is represented in a mapping node input to the
environment texture. If the dome light has a color specified in addition to
the texture map, the color will be converted to a vector multiply on the
the environment texture output.
I the imported USD has multiple dome lights, only the first dome light will
be converted to a world material.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121800
On export, PLY creates a matrix (in `set_world_axes_transform`) -- the
inverse transpose of the regular matrix [seems like the usual way of
transforming normals]] -- by which the normals are multiplied. This can end
up in non-normalized custom normals on scaled objects though. Corrected
in this PR by just normalizing after said multiplication.
On import, `BKE_mesh_set_custom_normals_from_verts` is used with the raw
data -- which ends up in `mesh_normals_corner_custom_set` which in turn
"is expected to have normalized normals" (from the comment).
We _could_ also make sure to normalize on import, however, setting these
properly on export seems the primary choice.
Other importers also dont go the extra route of making sure to normalize
the incoming data, so this seems to be in line of what other Im-/Exports
do.
Pull Request: https://projects.blender.org/blender/blender/pulls/122432
EEVEE-next has removed the MA_BM_CLIP / alpha_threshold material
properties in favor of using nodes for equivalent functionality. This
changes USD to build and traverse node graphs during import and export
accordingly. Indirectly this allows Cycles to correctly render such
materials now too.
A complicating factor is that the UsdPreviewSurface defines its opacity
threshold using greater-than-equals[1], which Blender does not support
(and for which was technically already incorrect as EEVEE-legacy only
used greater-than for its shaders). Due to this we actually need to use
2 nodes: A less-than, followed by a one-minus invert, to arrive at the
proper value. We'll translate UsdPreviewSurface to this form on Import.
For Export we will look for either this 2-node pattern or a Round
node plugged into Alpha. Looking for Round is a result of the glTF
documentation which recommended the use of this node for thresholds of
0.5[2]. It's a tiny addition that seems reasonable to accommodate.
[1] https://openusd.org/release/spec_usdpreviewsurface.html (search for "opacityThreshold")
[2] https://docs.blender.org/manual/en/4.2/addons/import_export/scene_gltf2.html#alpha-modes
See PR for example images
Pull Request: https://projects.blender.org/blender/blender/pulls/122025
Add support for reading and writing custom `Curves` attributes.
This allows us to roundtrip Blender's Hair grooms containing UVs and
other attribute data. Note that animated attribute values are not
supported with this change.
This will also address #120042
Pull Request: https://projects.blender.org/blender/blender/pulls/121928
This allows for the source of truth data in the Blender scene to remain
untouched while producing triangulated output suitable for game and VR
pipelines, where only triangles are ingested. This addition aligns USD
with some of the other exporters which offer a similar feature.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121274
Prims in a UsdStage can be created directly (def) or as an over. Overs
might not always be desired at import time. This patch adds the ability
to choose whether to load only defined prims (the default behaviour, and
as it exists currently in main). By unchecking this option at import
time, prims created as overs will also be imported.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121321
Added option for filtering types of objects to export. Meshes,
materials, lights, cameras, volumes, and curves are all equally
supported.
This is useful for many situations in which a user might want a
subset of objects from a Collection without wanting to build a
sub-collection or otherwise reorganize their scene. Exporting
Armatures and their animation as UsdSkel objects and UsdSkelAnim
clips, but without meshes, is a good example.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121325
Different pipelines standardize on different XForm op setups (T-R-S,
T-orient quat-S, Matrix). Having this options means that this standard
can be chosen at export time instead of having to patch on load.
Speaking from experience, this is a very helpful option.
Co-authored-by: kiki <charles@skeletalstudios.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121627
This factors out the current set of attribute-to-primvar functions
inside the USD mesh reader/writer so we can use them elsewhere.
These new functions will be used for PointCloud attribute reading and
Curve attribute reading and writing in follow up changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/121145
We were writing out the `inputs:varname` as a `token` instead of
`string` which is incorrect according to the UsdPreviewSurface spec[1].
Apparently it changed with version 2.3[2].
This results in a validation failure in USD 24.05, and maybe 24.03, seen
here:
```
Incorrect type for /root/_materials/Material/UV_Map.inputs:varname. Expected 'string'; got 'token'. (fails 'ShaderPropertyTypeConformanceChecker')
Failed!
```
The fix is a 1-liner but I've changed the surrounding code to use
`std::string` instead of `pxr::TfToken` to reinforce the concept. Our
material reading code is unaffected and was already handling both tokens
and strings.
[1] https://openusd.org/release/spec_usdpreviewsurface.html#primvar-reader
[2] https://openusd.org/release/spec_usdpreviewsurface.html#version-2-3
Pull Request: https://projects.blender.org/blender/blender/pulls/121668
Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.
Pull Request: https://projects.blender.org/blender/blender/pulls/121637
If a curve was not using U parameter range of 0..1, the importer
did not properly detect whether the "U endpoint" flag should
be set on it. Fixed that, along with test coverage for the case.
This patch allows the user to choose the Stage Up Axis at export time,
allowing the export to match another target software package. The most
common is reorienting to Y up. The up axis is written to stage metadata
and a top-level orientation is applied to reorient objects in the Stage.
The new orientation is required because the Stage metadata `upAxis` is,
apparently, not used during certain USD composition arcs. The
recomendation is to only use a single `upAxis` throughout the pipeline
and this option here allows files produced by Blender to more easily
conform to the conventions used as needed.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121226
When moving importers from Python to C++ validation was removed
(from PLY) & disabled by default (STL & OBJ) which re-introduces
crashes reported by users such as #31835.
Enable validation by default because crashes caused by imported data
should be avoided, especially since the crashes may happen later when
users enter edit-mode or run certain editing operations.
This does slow down importing, from testing a 236MB .OBJ it takes around
twice as long to import (~1.5 to ~3 seconds). Although validation can
be optimized to reduce the overhead ad well as run in parallel for
importers that load multiple objects.
The defaults for USD and Alembic remain unchanged since this was never
enabled by default, although we could consider enabling these as well.
This should get all of the tests to pass on Windows ARM64 platforms.
Sadly it needs disabling for hydra/USD stuff as currently it doesn't play nicely with the new preprocessor. @LazyDodo suggested a USD version update may fix this, which is something I can investigate in due course - right now, let's get daily builds up and working :)
Pull Request: https://projects.blender.org/blender/blender/pulls/121361
Remove the one-definition-rule violation due to two `Triangle` types
being used inside the same `blender::io::stl` namespace. Make a small
set of non-functional changes in the surrounding code along the way to
use `const` in more places.
STL had 4(!!) triangle types:
- A `class Triangle` : Used for import, contains indices
- A `struct Triangle` : Used for export, contains verts/normals, the ODR
violation
- A `struct ExportBinaryTriangle` : Used for export but is really the
same as the above type
- A `struct STLBinaryTriangle` : Used for import but was a duplicate
of the above type
Now STL has just 2. The `class Triangle` containing indices during
import and a `struct PackedTriangle` containing the verts/normals for
everything else. The duplicated `BINARY_HEADER_SIZE` constant is now
common as well.
Performance remains the same for both import/export and ascii/binary.
Pull Request: https://projects.blender.org/blender/blender/pulls/121179