Timeline markers get a default name of "F_<frame>" when creating with
`marker.add`, but an empty name with `marker.camera_bind`.
Because the name of the current frame's marker is displayed in the
viewport statistics, such markers appear as "<>" after the name of the
active object, which is confusing.
This change gives the same default name of "F_<frame>" to markers
created this way.
It also cleans up a comment in the line copied from, as that line was
introduced in late 2008 so probably not so temporary.
Pull Request: https://projects.blender.org/blender/blender/pulls/122968
Now the `uiBlock` array for node is indexed with `node.index()` instead
of the draw-index which is not as readily available in some cases.
The main alternative would be to create an extra map from node index
to draw-index but that doesn't seem worth it right now.
Now the strip outline (1 point for unselected strips, 2 point outline +
1 pt dark inset) takes monitor DPI / user preference line width into
account, via the usual U.pixelsize machinery.
Pull Request: https://projects.blender.org/blender/blender/pulls/123369
This patch implements a new Gabor noise node based on [1] but with the
improvements from [2] and the phasor formulation from [3].
We compare with the most popular existing implementation, that of OSL,
from the user's point of view:
- This implementation produces C1 continuous noise as opposed to the
non continuous OSL implementation, so it can be used for bump
mapping and is generally smother. This is achieved by windowing the
Gabor kernel using a Hann window.
- The Bandwidth input of OSL was hard-coded to 1 and was replaced with
a frequency input, which OSL hard codes to 2, since frequency is
more natural to control. This is even more true now that that Gabor
kernel is windowed as opposed to truncated, which means increasing
the bandwidth will just turn the Gaussian component of the Gabor
into a Hann window. While decreasing the bandwidth will eliminate
the harmonic from the Gabor kernel, which is the point of Gabor
noise.
- OSL had three discrete modes of operation for orienting the kernel.
Anisotropic, Isotropic, and a hybrid mode. While this implementation
provides a continuous Anisotropy parameter which users are already
familiar with from the Glossy BSDF node.
- This implementation provides not just the Gabor noise value, but
also its phase and intensity components. The Gabor noise value is
basically sin(phase) * intensity, but the phase is arguably more
useful since it does not suffer from the low contrast issues that
Gabor suffers from. While the intensity is useful to hide the
singularities in the phase.
- This implementation converges faster that OSL's relative to the
impulse count, so we fix the impulses count to 8 for simplicitly.
- This implementation does not implement anisotropic filtering.
Future improvements to the node includes implementing surface noise and
filtering. As well as extending the spectral control of the noise,
either by providing specialized kernels as was done in #110802, or by
providing some more procedural control over the frequencies of the
Gabor.
References:
[1]: Lagae, Ares, et al. "Procedural noise using sparse Gabor
convolution." ACM Transactions on Graphics (TOG) 28.3 (2009): 1-10.
[2]: Tavernier, Vincent, et al. "Making gabor noise fast and
normalized." Eurographics 2019-40th Annual Conference of the European
Association for Computer Graphics. 2019.
[3]: Tricard, Thibault, et al. "Procedural phasor noise." ACM
Transactions on Graphics (TOG) 38.4 (2019): 1-13.
Pull Request: https://projects.blender.org/blender/blender/pulls/121820
Remove the `any_vertex_sampled` variable, which was just used when only
sampling the area normal, and was unnecessary since we also keep track
of how many vertices passed the sample tests. Though it's a simple
change, this more than doubles the performance of the sculpt brush
benchmark file from #118145 on my hardware, from 1.76s to 0.74s for
the brush evaluation. This is likely because writing to the same
memory from many separate threads interacts very poorly with CPU
caches. If this variable weren't unnecessary, another option would
be including it in the parallel reduction.
Part of #118145.
There isn't much to comment on here compared to the other refactors.
I measured something like a 20% performance improvement on the
benchmark file, but there are some obvious problems with the brush's
influence radius and affect in the benchmark file that that isn't a very
useful measurement.
Pull Request: https://projects.blender.org/blender/blender/pulls/123154
Caused by 6a5c14e58f which still inverted the mask even though
it was being subtracted from the factor, effectively inverting it anyway.
Instead restore the previous logic which gathered the mask before
dealing with visibility. That's preferred because it can be replaced with
a `gather` when mask storage is inverted to be like selection, and
because the logic is a bit simpler. Also remove the clamping of the mask
since it generally shouldn't break sculpt code and because mask values
are clamped by editing tools already.
Resolve regression in [0] which incorrectly replaced
`WM_event_modal_handler_region_replace` with
`WM_event_ui_handler_region_popup_replace`
causing a crash when accessing dangling pointers.
Resolve by restoring the call to clear modal handlers regions.
Ref !122922
[0]: b25eefbf9a
Add a `.data<T>()` method that retrieves a mutable span. This is useful
more and more as we change to filling in vertex buffer data arrays
directly, and compared to raw pointers it's safer too because of asserts
in debug builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/123338
This was a missing block of the TAA implementation.
TAA jitter and reprojection have a tedency to soften
the texture. Add a 1.5 bias to make them a bit sharper.
Note that this is a bit different than the usual TAA
blurring. In final render we don't do reprojection
so it is only because the texture filter (box filter
from the LOD) is applied at the same time than our pixel
filter (blackmann-harris). It is less noticeable than
the normal TAA blur, but still blurs ~2px instead of
1.5px.
This adds a "Legacy Behavior" option to the Limit Rotation constraint that makes
it behave how Limit Rotation constraints did prior to
ed2408400d. Newly created constraints have this
option disabled, but versioning code enables the option on constraints from
older files to ensure that the behavior of e.g. existing rigs is not altered.
This is one part of a two-part fix for #123105. The other part is in PR
extensions/rigify#4.
Pull Request: https://projects.blender.org/blender/blender/pulls/123361
Popups are often spawned with a button under the mouse cursor. For some
kinds of popups this would immediately invoke the tooltip timer, so
after a short moment tooltips would show. This can be annoying, since
the tooltip can overlap elements and the user's input was intended to
spawn a popup, not also spawn a tooltip. Even worse, the asset shelf
popup uses quick tooltips, so spawning that popup would almost instantly
also spawn the quick tooltip (see PR for demo video).
Instead, disable tooltips until the user moves the mouse. Menus
triggered from shortcuts (e.g. the Shift+A "Add" menu) would already
behave this way.
Pull Request: https://projects.blender.org/blender/blender/pulls/123363