Current NURBS evaluation handles corners or sharp angles poorly. Sharp
edges appear when a knot vector value is repeated `order - 1` times.
Users can make sharp corners by creating NURBS curve with `Bezier` knot
mode or by setting `order` to 2 for legacy curves. The problem occurs
because current algorithm takes all the curve's definition interval,
divides it into equal parts and evaluates at those points, but corners
are exactly on repeated knot's. To hit those, the resolution has to be
increased higher than required for the rest of the curve.
The new algorithm divides non zero length intervals between two adjacent
knots into equal parts. This way corners are hit with a resolution of 1.
This does change the evaluated points of NURBS curves, which is why some
test results have to be updated in this commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/138565
This commit implements #125759.
It removes:
* Blender does not build on big endian systems anymore.
* Support for opening blendfiles written from a big endian system is
removed.
It keeps:
* Support to generate thumbnails from big endian blendfiles.
* BE support in `extern` or `intern` libraries, including Cycles.
* Support to open big endian versions of third party file formats:
- PLY files.
- Some image files (cineon, ...).
Pull Request: https://projects.blender.org/blender/blender/pulls/140138
This commit adds 9 tests that check each of the default brush curve
strength preset options to ensure that none of them cause NaN
propagation. In total this takes approximately 0.7s to run to run.
By design, these tests are very broad and are not a replacement for
other testing, but they should help in reducing the chance of potential
regressions.
Related to #140162
Pull Request: https://projects.blender.org/blender/blender/pulls/140242
This reverts commit 23c762e388 in the
blender-v4.5-release branch to work around HIP compiler issues. It will
remain in the main branch.
Ref blender/blender#139836
This reverts commit 64dc9cc98c in the
blender-v4.5-release branch to work around HIP compiler issues. It will
remain in the main branch.
Ref blender/blender#139836
This reverts commit a6015e1411 in the
blender-v4.5-release branch to work around HIP compiler issues. It will
remain in the main branch.
Ref blender/blender#139836
The Extend Bounds input has no effect when the Fast Gaussian filter is
used. Similarly, it has no effect if the Bokeh Blur node is using
variable size. This is a known limitation and was just not implemented.
So to fix this, we implement a general solution that works globally
across the node by pre-padding the inputs of the blur. This uses more
memory but also speeds up the base case when Extend Bounds is disabled,
while also reducing the binary size due to fewer blur specializations.
The variable size Bokeh Blur test was updated since it Extend Bounds was
silently ignored.
Pull Request: https://projects.blender.org/blender/blender/pulls/140192
Prior to this commit, the sculpt scene and object was only initialized
once, at the very beginning of the test. This has the downside of slowly
changing the performance characteristics as more and more strokes are
performed, as the number of vertices within a given stroke may
eventually approach 1. To ensure a consistent measurement each time,
rebuild the scene between each brush stroke.
Pull Request: https://projects.blender.org/blender/blender/pulls/139960
This commit lowers the size of the mesh from approximately 2 million
verts to 250 thousand verts. This brings the graph more in line with the
mesh and multires usecase, and is more helpful in measuring and
detecting real performance issues.
While the upper end of dyntopo can certainly be massively improved,
strokes that take in the seconds to complete are already unusable from a
user perspective,
The alpha channel value was previously hard codded to one in the lens
distortion node. This patch solves that by integrating the alpha as well
in the radial distortion mode and taking the average alpha in the
horizontal case.
This breaks backward compatibility, but is what users what in most
cases, so it is acceptable.
Fixes#134658.
Pull Request: https://projects.blender.org/blender/blender/pulls/137994
This adds motion blur support for Grease Pencil.
We follow the same principle form EEVEE and use the existing
`antialiasing_accumulate` (SSAA) function to accumulate the
frames in range of the motion blur over time.
There is a new `motion_blur_steps` setting in the Grease
Pencil render settings to control the accuracy of the motion
blur. This will increase the render time.
Limitations:
* When Grease Pencil is composited into the scene, we only do
it for one the current frame and don't take the motion blur into
account. This will lead to hard edges currently.
* There is no viewport motion blur. This would need an entirely
new technique that can be computed in real-time.
Pull Request: https://projects.blender.org/blender/blender/pulls/139840
when there is no uv, we call the function `map_to_sphere()` to create
temporary uv for computing the tangent. It could happen that a triangle
has vertices with the u coordinates going across the line where u wraps
from 1 to 0. In this case, just computing the difference of the u
coordinates results in the wrong triangle area.
To fix this problem, we compute distance in toroidal (wrap around)
space.
This is safe for coordinates generated by `map_to_sphere()` function,
because it is not supposed to map the positions of a triangle to u
coordinates that span larger than 0.5.
Pull Request: https://projects.blender.org/blender/blender/pulls/139880
This commit renames the python Brush properties that end with `_tool` to
`_brush_type` (e.g. `sculpt_tool` -> `sculpt_brush_type`) to better
distinguish the property from the concept of tools in a workspace
context.
Resolves#124201
Pull Request: https://projects.blender.org/blender/blender/pulls/139909
This changes the way random integers are computed so that there is no
intermediate conversion to float which looses accuracy.
This change breaks compatibility because it changes the generated random
numbers. Therefore this is done in Blender 5.0.
Performance seems to be about ~6% better than before.
Pull Request: https://projects.blender.org/blender/blender/pulls/118795
When dissolving an edge merges faces, use an angle threshold before
dissolving vertices from the face which have become chains as reult
of the merge (connected to 2 edges).
Also fix edge-flag handling when dissolving multiple edges
from a chain into a single edge, previously flags from the
resulting edge was effectively random.
Now flags from all edges are merged.
Resolves#100184.
Ref !134017
The Movie distortion node crops its data if the movie size differs from
the input size. That's because boundary extensions do not take
calibration size into account. To fix this, we use the same coordinates
range as the distortion grid computation, which computes the distortion
in the space of the calibration size.
Pull Request: https://projects.blender.org/blender/blender/pulls/139822
A small number of USD files in the wild contain invalid face index data
for some of their meshes. This leads to asserts in debug builds and
crashes for users in retail builds(sometimes). There is already an
import option to Validate Meshes but it turns out that we, and most
other importers, perform validation too late. We crash before getting to
that validate option (see notes).
This PR implements a cheap detection mechanism and will auto-fix if we
detect broken data. The detection may not find all types of bad data but
it will detect what is known to fail today for duplicate vertex indices.
We immediately validate/fix before loading in the rest of the data. The
downside is that this will mean no additional data will be loaded.
Normals, edge creases, velocities, UVs, and all other attributes will be
lost because the incoming data arrays will no longer align.
It should be noted also that Alembic has also chosen this approach. It's
check is significantly weaker though and can be improved separately if
needed.
If auto-fix is triggered, it will typically appear as one trace on the
terminal.
```
WARN (io.usd): <path...>\io\usd\intern\usd_reader_mesh.cc:684
read_mesh_sample: Invalid face data detected for mesh
'/degenerate/m_degenerate'. Automatic correction will be used.
```
A more general downside of these fixes is that this applies to each
frame of animated mesh data. The mesh will be fixed, and re-fixed, on
every frame update when the frame in question contains bad data.
For well-behaved USD scenes, the penalty for this check is between 2-4%.
For broken USD scenes, it depends on how many meshes need the fixup. In
the case of the Intel 4004 Moore Lane scene, the penalty is a 2.7x
slowdown in import time (4.5 s to 12.5 s).
Pull Request: https://projects.blender.org/blender/blender/pulls/138633
In the render test suite there is an OSL folder that contains tests that
need OSL to function.
Previously due to some missed logic, the OptiX OSL test suite would not run
tests in that folder because part of the test code assumed that if you aren't
testing on a CPU, then your device doesn't support OSL.
This commit fixes this issue.
Along with this change, some logic was changed in preparation for allowing
OptiX OSL camera tests to run without OSL shading enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/139433
Handle the `DomeLight_1` schema for import and translate to a World
material like what was already done for the original `DomeLight` schema.
The primary difference is that the new schema provides a `poleAxis`
attribute that authoring applications can use to remove ambiguity for
the orientation of the HDRI texture. Some care was made to match
`usdview` with a set of hand-crafted files. However, after matching,
some real scenes ended up displaying differently. These were corrected
but this could mean there's still issues that will need investigation
and fixing in the future.
Co-authored-by: Nig3l <nig3lpro@gmail.com>
Co-authored-by: Jesse Yurkovich <jesse.y@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/137761
Set fuzzy=1 when softbody modifier is added. As of now, value is 0, this
raises concern of division by zero so bump it to 1.
Updated `softbody_test.blend` to fix the failing test.
Resolves#137849
Pull Request: https://projects.blender.org/blender/blender/pulls/137878
It was intended that pointers instancers would be skipped if they were
marked as invisible. However, we didn't account for the case of an
instancer using the "inherits" visibility but one of its ancestors in
the hierarchy being invisible.
Now these instancers will also be excluded. This is done by checking for
purpose and visibility earlier and halting the recursive traversal as
soon as we find a prim which doesn't meet the criteria.
Pull Request: https://projects.blender.org/blender/blender/pulls/139241
This patch turns the Blur node options to inputs.
Size is now a 2D vector and replaces the Size X and Y option. Bokeh was
renamed to Separable to reflect its actual function. Relative was
removed in favor of the newly added Relative To Pixel node workflow.
There is a slight difference in variable size blurring due to float vs
integer computations, so two tests were updated.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/139329
Also rename "blender export import test suite description.txt" to
"readme.txt" as the filename was including information available
in the leading path.
When enabled, this normalize the strength by the light area, to keep
the total output the same regardless of shape or size. This is the
existing behavior.
This is supported in Cycles, EEVEE, Hydra, USD, COLLADA.
For add-ons, an API function to compute the area is added for conversion,
in case there is no native support for normalization.
area = light.area(matrix_world=ob.matrix_world)
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/136958
For Sculpt Undo, certain operators will modify the topology count of the
mesh. These operators are handled separately from normal brush strokes,
and so having tests for an operator that uses this functionality is
beneficial in detecting regressions.
Pull Request: https://projects.blender.org/blender/blender/pulls/139249
Reported on devtalk: MotionBuilder produced FBX files contain
"cameras" that are not really user visible cameras, but rather map to
MotionBuilder viewports. They are at root, have no child elements,
and have special names. There is also a "camera switcher";
ignore that too.
Pull Request: https://projects.blender.org/blender/blender/pulls/139204
With the release of the brush assets project in 4.3, most brush
management moved out of the current .blend file into either the
essentials library or user-created libraries.
With this change, a number of workflows became more difficult:
* Handling a large library of texture and texture properties for brushes
due to ID linkage constraints.
* Having local tweaks to a brush without bloating the the asset library
and reducing discoverability.
This commit introduces an intermediate step to assist with both of the
preceding pain points. The `brush.asset_save_as` operator is extended
to allow saving into the current blend file via the `Duplicate Asset`
context menu entry.
Additionally, these features help ease authoring brush assets in general
from the UI instead of requiring manual datablock management.
This allows brushes to be stored alongside other data inside a specific
blend file.
Related to #129655 and [1].
[1] https://blender.community/c/rightclickselect/XYMA/
Pull Request: https://projects.blender.org/blender/blender/pulls/138105
- #122256: Clamp Size option did not work at all, due to mesh
bounding box still not being calculated (and was firing an assert
in Debug build).
- #123862: Clamp Size option was rounding the resulting scale to
powers of ten, which is not what anyone would expect.
This fixes both issues, and adds test coverage.
Co-authored-by: dshot92 <dshot92@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/139145
Add support for the UsdPrimvarReader_TYPE templates for both import and
export. These are used by several USD test assets and support here
represents the last major piece of the UsdPreviewSurface spec to be
implemented.
On import these become `Attribute` nodes and on export the `Attribute`
nodes will become `UsdPrimvarReader_TYPE`'s accordingly.
Import:
- `UsdPrimvarReader_float` and `UsdPrimvarReader_int` will use the `Fac`
output
- `UsdPrimvarReader_float3` and `UsdPrimvarReader_float4` will use the
`Color` output
- `UsdPrimvarReader_vector`, `UsdPrimvarReader_normal`, and
`UsdPrimvarReader_point` will use the `Vector` output
Export (only `Geometry` Attribute types are considered):
- `Fac` will use `UsdPrimvarReader_float`
- `Color` will use `UsdPrimvarReader_float3`
- `Vector` will use `UsdPrimvarReader_vector`
- `Alpha` is not considered
MaterialX note:
Hydra-native support is a bit more involved and will have to be done
separately. Hydra w/USD sync is trivial to implement but those changes
have been left out here.
Pull Request: https://projects.blender.org/blender/blender/pulls/135143
When opening Geometry Nodes regression test files I always find a bit annoying
that the `expected_object` and not the `test_object` is active. That's because
only the `test_object` contains the modifier or node tree that is being tested.
Therefore, usually my first step when opening these files is to select the
`test_object` first.
This patch changes it so that when mesh tests are updated, the `test_object` is
made active in the end before the file is saved again.
Pull Request: https://projects.blender.org/blender/blender/pulls/139088
There is a corner case where one side of a quad needs splitting and the other
side has only one segment. Previously this would produce either gaps or after
recent changes to stitch together geometry, uninitialized memory.
Now solve this by splitting into triangular patches, as suggested in the
DiagSplit paper. These triangular patches can be further subdivided themselves.
Dicing has special cases for 1 or 2 segments on edges. For more segments it
works the same as: quad dicing: A regular inner triangle grid stitched to the
outer edges.
Fix#136973: Inconsistent results with adaptive subdivision
Pull Request: https://projects.blender.org/blender/blender/pulls/139062
In Cycles, the convention is that reflection vs. refraction are classified
based on the hemisphere defined by the *shading* normal (N).
In general, most closure code uses the shading normal for most operations,
as is expected since using the geometric normal (Ng) would break normal maps
and smooth shading.
However, there are two places that use Ng: On the one hand, BSDF sampling
functions generally reject reflections that fall below the Ng hemisphere, since
they'd intersect the geometry when tracing the bounce. This is required, and
we can't do much about it.
On the other hand, the Microfacet evaluation code also checked that the ray
is in the same hemisphere w.r.t. both shading and geometric normal.
Theoretically, this is the right thing to do, since sampling and evaluation code
are supposed to be consistent. However, doing so breaks smooth shading, since
now direct light evaluation near the terminator will sometimes be rejected.
This didn't cause problems in practice because of another inconsistency: While
the parameter of the eval functions was named Ng, the caller actually provided
N (unclear whether by mistake or as a hacky workaround to the terminator).
When this was fixed in 063a9e89, users quickly reported issues with the shadow
terminator, so it was reverted to the hacky inconsistency in 1c50dd8b.
So, let's clean this mess up properly. If we don't want to do the Ng hemisphere
check in _eval, then instead of passing in a misleading value that ends up
making it a no-op, just remove the check. After all, the other closures don't
perform it either.
This way, we avoid the mislabeled Ng, we get rid of the special case for
microfacets, and the shadow terminator continues to be fine.
Technically, we still have the _sample vs. _eval mismatch. However, this is just
unavoidable, and is irrelevant in practice: For a strongly directional light
that makes the shadow terminator noticeable, the MIS weights will be massively
in favor of eval, to the point that it doesn't really matter what sample does.
To support this argument: You can actually reproduce a broken shadow terminator
in pretty much every Cycles version going back to 2011 by just setting up a
small intense mesh emitter, turning off MIS on it to disable _eval, and then
rendering a diffuse smooth-shaded sphere with >100000 samples so that the
fireflies resolve into somewhat consistent lighting.
If nobody has complained about this affecting all closures for 11 years,
I guess it's fine.
Pull Request: https://projects.blender.org/blender/blender/pulls/138632