Commit Graph

697 Commits

Author SHA1 Message Date
Damien Picard
0a0d3678a6 Cycles: OSL Camera: Use title case for parameters in the UI
This is an alternate solution to !146889 to improve labels in the
camera UI, while being much less invasive. It doesn't take custom
labels into account, but it simply uses the parameter names with title
case.

Pull Request: https://projects.blender.org/blender/blender/pulls/148141
2025-10-16 15:38:59 +02:00
Raimund Klink
30fd6537b9 Cycles: Disable the render time pass for GPU
Also, extend the description in the UI.

Pull Request: https://projects.blender.org/blender/blender/pulls/147054
2025-10-13 15:09:40 +02:00
Weizhen Huang
2b0a1cae06 Cycles: Add an option to use ray marching for volume rendering
Null Scattering currently has performance and noise issues, and it will
take time to address them. For now add the previous Ray Marching back as
an option.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146317
2025-09-26 12:14:45 +02:00
Brecht Van Lommel
689f182792 Cycles: Make adaptive subdivision a non-experimental feature
* Add adaptive subdivision properties natively on the subdivision surface
  modifier, so that other engines may reuse them in the future. This also
  resolve issues where they would not get copied properly.
* Remove "Feature Set" option in the render properties, this was the last
  experimental one.
* Add space choice between "Pixel" and "Object". The latter is new and can
  be used for object space dicing that works with instances. Instead of
  a pixel size an object space edge length is specified.
* Add object space subdivision test.

Ref #53901

Pull Request: https://projects.blender.org/blender/blender/pulls/146723
2025-09-25 16:18:50 +02:00
Lukas Stockner
78147b5db7 Cycles: Add Render Time pass
This implements a basic render time pass,
using HW-based counters to minimize render time impact.

x86-64 uses the TSC instruction for timing, while ARM64 uses the cntvct_el0
register. In theory TSC is not always super reliable (e.g. old CPUs had it tied
to their current clock rate), but for somewhat recent CPU models it should
be fine. If neither is available, it falls back to `std::chrono::steady_clock`,
which should still be very fast.

The output is in milliseconds of CPU-time per pixel.

Pull Request: https://projects.blender.org/blender/blender/pulls/125933
2025-09-22 21:54:08 +02:00
Habib Gahbiche
1b4daf9d2e Nodes: remove "Use Nodes" in Shader Editor for Object Materials
"Use Nodes" was removed in the compositor to simplify the compositing
workflow. This introduced a slight inconsistency with the Shader Node
Editor.

This PR removes "Use Nodes" for object materials.

For Line Style, no changes are planned (not sure how to preserve
compatibility yet).
This simplifies the state of objects; either they have a material or
they don't.

Backward compatibility:
- If Use Nodes is turned Off, new nodes are added to the node tree to
simulate the same material:
- DNA: Only `use_nodes` is marked deprecated
- Python API:
  - `material.use_nodes` is marked deprecated and will be removed in
6.0. Reading it always returns `True` and setting it has no effect.
  - `material.diffuse_color`, `material.specular` etc.. Are not used by
EEVEE anymore but are kept because they are used by Workbench.

Forward compatibility:
Always enable 'Use Nodes' when writing blend files.

Known Issues:
Some UI tests are failing on macOS

Pull Request: https://projects.blender.org/blender/blender/pulls/141278
2025-09-14 17:53:54 +02:00
Sergey Sharybin
3ef2df3893 Cycles: Remove Use Tiling option
Always enforce tiling of some size, up to the 8k tile size.

Rendering very big images without tiles have a lot of challenges.
While solving those challenges is not impossible, it does not seem to
be a practical time investment.

The internals of the way how Cycles work, including Cycles Standalone
is not affected by this change.

A possible downside is that path guiding might not work exactly how one
would expect it to due to lack of information sharing across multiple
tiles. This is something that never worked nicely, and camera animation
and border render has the same issues, so it is not considered a stopper
for this change.

Fixes #145900

Co-authored-by: Brecht Van Lommel <brecht@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/146031
2025-09-10 17:15:07 +02:00
Sergey Sharybin
a020907844 Multires Bake: Implement vector displacement baking
Supports baking to object and tangent space.

Compatible with Cycles Vector Displacement node which has the
(tangent, normal, bitangent) convention.

The viewport situation is a bit confusing: seems that Eevee
does not handle vector displacement properly and rips all faces
apart. Cycles renders the displaced object correctly.

Not entirely happy with the UI, as displacement space does not
really belong to the Output, but so doesn't Low Resolution Mesh.
Perhaps the best would be to have a separate pass to revisit the
settings, and also make it more clear what the Low Resolution Mesh
actually does.

Pull Request: https://projects.blender.org/blender/blender/pulls/145014
2025-08-25 14:23:35 +02:00
Sergey Sharybin
628f53a28c Refactor: Consolidate baking settings into BakeData
Almost all settings were duplicated between BakeData and RenderData.
The only missing field was the bake type, which is stored as a custom
property in Cycles.

This change:
- Removes unused bake_samples and bake_biasdist.
- Migrates settings like bake_margin to BakeData.
- Switches multires baker to use bake_margin.
- Introduces bake type in the BakeData, the same way how it was
  defined in RenderData::bake_mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/144984
2025-08-22 19:18:03 +02:00
Sergey Sharybin
e0154de320 Rework Bake from Multires
The main idea is to switch Bake from Multires from legacy DerivedMesh
to Subdiv. On the development side of things this change removes a lot
of code, also making it easier easier to rework CustomData and related
topics, without being pulled down by the DerivedMesh.

On the user level switch to Subdiv means:

- Much more closer handling of the multi-resolution data: the derived
  mesh code was close, but not exactly the same when it comes to the
  final look of mesh.

  Other than less obvious cases (like old DerivedMesh approach doing
  recursive subdivision instead of pushing subdivided vertices on the
  limit surface) there are more obvious ones like difference in edge
  creases, and non-supported vertex creases by the DerivedMesh.

- UV interpolation is done correctly now when baking to non-base level
  (baking to multi-resolution level >= 1).

  Previously in this case the old derived mesh interpolation was used
  to interpolate face-varying data, which gives different results from
  the OpenSubdiv interpolation.

- Ngon faces are properly supported now.

A possible remaining issue is the fact that getting normal from CCG
always uses smooth interpolation. Based on the code it always has been
the case, so while it is something to look into it might be considered
a separate topic to dig into.
2025-08-22 17:59:27 +02:00
Eqkoss / T1NT1N
5658b408df Lights: Rename Spot Size to Beam Angle in UI
This is more consistent with other naming of angles in the user interface,
and more clear.

The identifier has not changed, so no API compatibility is broken.

Fix #144527

Pull Request: https://projects.blender.org/blender/blender/pulls/144661
2025-08-22 16:47:50 +02:00
Weizhen Huang
5cb6014efd Cycles: Volume Scattering Probability Guiding
Guide the probability to scatter in or transmit through the volume.
Only applied for primary rays.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
2025-08-13 10:28:50 +02:00
Weizhen Huang
a7283fc1d5 Cycles: Shade volume with null scattering
The distance sampling is mostly based on weighted delta tracking from
[Monte Carlo Methods for Volumetric Light Transport Simulation]
(http://iliyan.com/publications/VolumeSTAR/VolumeSTAR_EG2018.pdf).

The recursive Monte Carlo estimation of the Radiative Transfer Equation is
\[\langle L \rangle=\frac{\bar T(x\rightarrow y)}{\bar p(x\rightarrow
y)}(L_e+\sigma_s L_s + \sigma_n L).\]
where \(\bar T(x\rightarrow y) = e^{-\bar\sigma\Vert x-y\Vert}\) is the
majorant transmittance between points \(x\) and \(y\), \(p(x\rightarrow
y) = \bar\sigma e^{-\bar\sigma\Vert x-y\Vert}\) is the probability of
sampling point \(y\) from point \(x\) following exponential
distribution.

At each recursive step, we randomly pick one of the two events
proportional to their weights:
* If \(\xi < \frac{\sigma_s}{\sigma_s+\vert\sigma_n\vert}\), we sample
scatter event and evaluate \(L_s\).
* Otherwise, no real collision happens and we continue the recursive
process.

The emission \(L_e\) is evaluated at each step.

This also removes some unused volume settings from the UI:

* "Max Steps" is removed, because the step size is automatically specified
by the volume octree. There is a hard-coded threshold `VOLUME_MAX_STEPS`
to prevent numerical issues.
* "Homogeneous" is automatically detected during density evaluation

An option "Unbiased" is added to the UI. When enabled, densities above
the majorant are clamped.
2025-08-13 10:28:50 +02:00
Habib Gahbiche
53380ed8b2 Cleanup: redundant check for shader type
Pull Request: https://projects.blender.org/blender/blender/pulls/143784
2025-08-01 13:38:54 +02:00
Habib Gahbiche
445eceb02a Nodes: Remove "Use Nodes" in Shader Editor for World
Part of https://projects.blender.org/blender/blender/pulls/141278

Blend files compatibility:
If a World exists and "Use Nodes" is disabled, we add new nodes to the
existing node tree (or create one if it doesn't) that emulates the
behavior of a world without a node tree. This ensures backward and
forward compatibility.

Python API compatibility:
- `world.use_nodes` was removed from Python API => **Breaking change**
- `world.color` is still being used by Workbench, so it stays there,
although it has no effect anymore when using Cycles or EEVEE.

Python API changes:
Creating a World using `bpy.data.worlds.new()` now creates a World with
 an empty (embedded) node tree. This was necessary to enable Python
scripts to add nodes without having to create a node tree (which is
currently not possible, because World node trees are embedded).

Pull Request: https://projects.blender.org/blender/blender/pulls/142342
2025-07-28 14:06:08 +02:00
Philipp Oeser
2fd36b0ab7 Fix #142103: Animation decorator not working on Light Temperature value
When having a checkbox and a value both in one row together with an
animation decorator it is questionable whether the decorator should act
on animating the checkbox or the corresponding value.

We had similar cases before (e.g. 7c04ef210e)

In this case as well, one would think it is more desirable to animate
the actual Temperature **value** (instead of the checkbox), so this is
what this PR does.

Pull Request: https://projects.blender.org/blender/blender/pulls/142192
2025-07-17 15:03:50 +02:00
Clément Foucault
e16b6ac3da EEVEE: Add support for view layer overrides
This was a missing features in EEVEE for ages which
was in fact very easy to implement.

EEVEE implements the sample override like the default
`Use` value in Cycles. It always override the sample
count if not 0. Adding a new option for changing this
behavior just like Cycles can be done later while
at the same time making the option more understandable
and its value moved to the blender's DNA.

This PR moves the UI panel to the Blender side to
be shared between Cycles and EEVEE.

Pull Request: https://projects.blender.org/blender/blender/pulls/140219
2025-06-12 14:18:29 +02:00
Eqkoss / T1NT1N
bb9d5cdaad Lights: Add normalize property
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
2025-05-22 16:32:44 +02:00
Eqkoss / T1NT1N
a12bce039f Lights: Add temperature property
Similar to other renderers, this adds a temperature property to set the
light color using blackbody emission. This can be more convenient than
using nodes, and can improve interop with other software.

This is supported in Cycles, EEVEE, Hydra, USD, COLLADA and FBX.

Pull Request: https://projects.blender.org/blender/blender/pulls/134303
2025-05-22 16:32:44 +02:00
Eqkoss / T1NT1N
7e0dad0580 Lights: Add exposure property
Similar to other renderers, this adds an exposure property to multiply
the light power by 2^exposure. This can be more convenient to control
a wide range of values.

This is supported in Cycles, EEVEE, Hydra, USD, COLLADA and FBX.

Pull Request: https://projects.blender.org/blender/blender/pulls/134528
2025-05-22 16:32:44 +02:00
Brecht Van Lommel
6f45aedd85 UI: Move some advanced Cycles light settings to Settings panel
Similar to the material Settings panel. To make room for three new options
that will be added in following commits.
2025-05-22 16:32:43 +02:00
YimingWu
b05b0f413c Grease Pencil: Add separate render pass
This PR adds a separate "Grease Pencil" render pass. Once
the "Grease Pencil" option is checked in the passes list, the
Grease Pencil engine will render to a new render pass for various
composition uses.

Notes:

- Occluded Grease Pencil geometry is not rendered.
- In most cases, using an "Alpha Over" with the rest will result
  in the same render as the "Combined" output. The exception is
  when there are Grease Pencil layers that use a blending mode
  that changes the chromaticity of the alpha channel.

Pull Request: https://projects.blender.org/blender/blender/pulls/137638
2025-04-28 12:59:54 +02:00
YimingWu
1f4cae0c46 Grease Pencil: Filter option in render
This PR adds Grease Pencil type filter in the view layer, so users can
control whether Grease Pencil objects should be rendered or not. When
the option is turned off, Grease Pencil rendering is skipped.

Pull Request: https://projects.blender.org/blender/blender/pulls/137667
2025-04-28 11:29:13 +02:00
Lukas Stockner
bf412ed9dd Cycles: Support for custom OSL cameras
This allows users to implement arbitrary camera models using OSL by writing
shaders that take an image position as input and compute ray origin and
direction.

The obvious applications for this are e.g. panorama modes, lens distortion
models and realistic lens simulation, but the possibilities are endless.

Currently, this is only supported on devices with OSL support, so CPU and
OptiX. However, it is independent from the shading model used, so custom
cameras can be used without getting the performance hit of OSL shading.

A few samples are provided as Text Editor templates.

One notable current limitation (in addition to the limited device support)
is that inverse mapping is not supported, so Window texture coordinates and
the Vector pass will not work with custom cameras.

Pull Request: https://projects.blender.org/blender/blender/pulls/129495
2025-04-25 19:27:30 +02:00
Clément Foucault
81c00bf272 EEVEE: Shadow Terminator Normal Bias
This implement the design detailed in #135935.

A new per object property called `Shadow Terminator Normal Offset` is
introduced to shift the shadowed position along the shading normal.

The amount of shift is defined in object space on the object datablock.

This amount is modulated by the facing ratio to the light. Faces
already facing the light will get no offset. This avoids most light
leaking artifacts.

In case of multiple shading normal, the normal used for the shift
is arbitrary. Note that this is the same behavior for other biases.

The magnitude of the bias is controlled by `Shadow Terminator Normal Offset`.
The amount of faces affected by the bias is controlled using
`Shadow Terminator Geometry Offset` just like cycles.

Tweaking the `Shadow Terminator Geometry Offset` allows to avoid too much
shadow distortion on surfaces with bump mapping.

Cycles properties are copied from the Cycles object datablock to the
blender datablock. This break the python API for Cycles.

The defaults are set to no bias because:
- There is no good default. The best value depends on the geometry.
- The best value might depend on real-time displacement.
- Any bias will introduce light leaking on surfaces that do not need it.
- There is an additional cost of enabling it, which is proportional
  to the amount of pixels on screen using it.

Pull Request: https://projects.blender.org/blender/blender/pulls/136935
2025-04-25 19:12:04 +02:00
Alaska
f09fd9bdef Fix #132935: Add sample subset feature to Cycles
Cycles has a sample offset feature allowing users to render X samples
in a single frame on one device, then the remaining Y samples later or
on a different device and combine them back together at the end.

However in most situations the result from using this method was
different, and usually lower quality than rendering all the samples in
one go.

This was because Cycles tunes it's random number sequence for the
number of samples being rendered. And the random number sequence was
being tuned for the wrong number of samples in the case that a user
was using the sample offset.

This commit fixes this issue by adding a "sample subset" feature.
The user specifies the total sample count being rendered across all
devices in the existing `Max Samples` parameter, then specifies per
device which subset of samples will be rendered (E.g. Render samples
0-1024 out of a 0-2048 range).

This commit also contains some additional clean up work
inside Cycles related to the area being changed.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/132961
2025-01-15 07:41:16 +01:00
Alaska
64bd2e79ea Cycles: Expose Adaptive Compile debug options for Metal and HIP in the UI
Cycles supports a feature known as "Adaptive Compile" which will
compile the GPU kernel at runtime with only the features neccesary
for the current scene.

This is primarily used for debugging purposes and is not advised for
general use, because it's not well tested/maintained and leads to
frequent kernel recompilation which can take a long time and interupt
your workflow.

This commits exposes the option to turn this feature on
for the HIP and Metal backends in the Cycles debug UI panel.

Pull Request: https://projects.blender.org/blender/blender/pulls/132459
2024-12-30 16:45:02 +01:00
Alaska
8efd41271d Compositor: Add OIDN Quality to denoise node
This commit exposes the "Quality" option of the Open Image Denoiser
to the user for the denoise node in the compositor.

There are a few quality modes:
- High - Highest quality, but takes the longest to process.
- Balanced - Slightly lower quality, but usually halves
the processing time compared to High.
- Fast - Further reduce the quality, for a small increase in
speed over Balanced.

Along with that there is a `Follow Scene` option which will use the
quality set in the scene settings.

This allows users that have multiple denoise nodes
(E.g. For multi-pass denoising), to quickly switch all nodes between
different quality modes.

Performance (denoising time):
High: 13 seconds
Balanced: 6 seconds
Fast: 5 seconds

Test setup:
CPU: AMD Ryzen 9 5950X
Denoising a 3840x2160 render

---

Follow ups:
Ideally the "Denoise Nodes" UI panel in the render properties panel
would be hidden if the compositor setup does not contain any
denoise nodes.

However implementing this efficiently can be difficult and so it was
decided this task was outside the scope of this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/130252
2024-12-28 01:44:49 +01:00
YimingWu
6d7eecb1c4 Fix #130799: Prevent cycles material template to show in Grease Pencil
The `poll()` function for `CYCLES_PT_context_material` was using the
legacy `GPENCIL` identifier as opposed to `GREASEPENCIL`. This caused
duplicated material templates to show in the material tab.

Pull Request: https://projects.blender.org/blender/blender/pulls/130962
2024-11-26 12:18:37 +01:00
Campbell Barton
c056d03f93 Cleanup: move binary operator to line end in Python scripts 2024-11-02 15:43:26 +11:00
Chris Clyne
5a27280916 EEVEE: Light & Shadow linking
This adds feature parity with Cycles regarding light and shadow liking.

Technically, this extends the GBuffer header to 32 bits, and uses
the top bits to store the object's light set membership index.
The same index is also added to `ObjectInfo` in place of padding bytes.

For shadow linking, the shadow blocker sets bitmask is stored per
tilemap. It is then used during the GPU culling phase to cull objects
that do not belong to the shadow's sets.

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/127514
2024-10-03 18:41:06 +02:00
Campbell Barton
6cbdf0223b Cleanup: defer imports on startup 2024-10-01 10:01:16 +10:00
Campbell Barton
9ab9aab3d7 Cleanup: use "Helper" suffix for mix-in panel classes
This clarifies that they aren't themselves panel types.
2024-08-20 14:25:56 +10:00
Campbell Barton
ec759b6caf Cleanup: suppress debug warning with unregistered Panel sub-classes 2024-08-20 14:25:55 +10:00
Pratik Borhade
5f54c463c0 Fix #124501: Make Cycles camera DOF UI consistent with EEVEE
Fix labels and add DOF eyedropper button in camera properties panel.

Pull Request: https://projects.blender.org/blender/blender/pulls/124506
2024-07-15 15:26:32 +02:00
Alaska
9d1e613292 Cycles: Refactor and add use_gpu() to UI code
Add a `use_gpu()` function to the UI code for Cycles.
This is done to clean up some of the other code (`use_{backend}()`)
and to help isolate `use_multi_device` and `show_device_active` from
their context making them more robust to changes made in other parts
of the UI code.

Pull Request: https://projects.blender.org/blender/blender/pulls/124134
2024-07-04 11:21:45 +02:00
Alaska
090fed06a9 Cycles: Fix automatic OptiX denoiser section criteria
Only select OptiX as the automatic denoiser if an OptiX
device is selected in preferences.

Pull Request: https://projects.blender.org/blender/blender/pulls/124032
2024-07-03 16:00:02 +02:00
Lukas Stockner
5246fb5a57 Cycles: Implement blue-noise dithered sampling
This patch implements blue-noise dithered sampling as described by Nathan Vegdahl (https://psychopath.io/post/2022_07_24_owen_scrambling_based_dithered_blue_noise_sampling), which in turn is based on "Screen-Space Blue-Noise Diffusion of Monte Carlo Sampling Error via Hierarchical Ordering of Pixels"(https://repository.kaust.edu.sa/items/1269ae24-2596-400b-a839-e54486033a93).

The basic idea is simple: Instead of generating independent sequences for each pixel by scrambling them, we use a single sequence for the entire image, with each pixel getting one chunk of the samples. The ordering across pixels is determined by hierarchical scrambling of the pixel's position along a space-filling curve, which ends up being pretty much the same operation as already used for the underlying sequence.

This results in a more high-frequency noise distribution, which appears smoother despite not being less noisy overall.

The main limitation at the moment is that the improvement is only clear if the full sample amount is used per pixel, so interactive preview rendering and adaptive sampling will not receive the benefit. One exception to this is that when using the new "Automatic" setting, the first sample in interactive rendering will also be blue-noise-distributed.

The sampling mode option is now exposed in the UI, with the three options being Blue Noise (the new mode), Classic (the previous Tabulated Sobol method) and the new default, Automatic (blue noise, with the additional property of ensuring the first sample is also blue-noise-distributed in interactive rendering). When debug mode is enabled, additional options appear, such as Sobol-Burley.

Note that the scrambling distance option is not compatible with the blue-noise pattern.

Pull Request: https://projects.blender.org/blender/blender/pulls/118479
2024-06-05 02:29:47 +02:00
Lukas Stockner
e8c83aed17 Cleanup: Formatting 2024-06-04 02:01:44 +02:00
Nikita Sirgienko
4651f8a08f Fix: Respect Blender Cycles setting for GPU denoising
Previously, GPU denoisers were ignoring settings about render
configuration and were using any available GPU. With these changes,
GPU denoisers will use the device selected in Blender Cycles
settings.
This allows any GPU denoiser to be used with CPU rendering.

Pull Request: https://projects.blender.org/blender/blender/pulls/118841
2024-06-03 22:41:25 +02:00
Campbell Barton
765ab695d1 Cleanup: remove light preferences operator
This only avoided setting the "section" property for
SCREEN_OT_userpref_show.
2024-05-24 14:08:31 +10:00
Clément Foucault
1036d9bdb2 Cycles: Use blender's use_shadow RNA property
This unify Cycles and EEVEE setting.
We always copy the Cycles setting in versionning
except if the first scene is using EEVEE as renderer.

Note that this currently breaks importers
addons who will try to `cycles.cast_shadow`property
on the light.

Pull Request: https://projects.blender.org/blender/blender/pulls/121804
2024-05-15 22:00:55 +02:00
Sergey Sharybin
727a90a0f1 Compositor: Make GPU compositor an official feature
Effectively, make GPU compositor available without need to enable
an experimental feature set.

The compositor device is now exposed in the Performance panel of
Render Buttons. It is also still available in the compositor's
N-panel, together with some other options which are more about how
editing works, and not exactly related to render performance.

Pull Request: https://projects.blender.org/blender/blender/pulls/121398
2024-05-14 15:49:20 +02:00
Attila Áfra
2a0a6f18cc Cycles: Add OpenImageDenoise quality option
This adds a new "Quality" option for OIDN to switch between the existing
"High" and "Balanced" modes and the new "Fast" mode introduced in OIDN 2.3.

Pull Request: https://projects.blender.org/blender/blender/pulls/121374
2024-05-06 18:56:16 +02:00
Damien Picard
c306677119 I18n: extract and disambiguate a few messages
Extract
- Statuses for the external text editor
- Newly created enum node item
- Newly created plane track data
- Newly created custom orientation data
- Operator names in drag and drop menu (need to use operator's
  translation context)
- GN attribute statistic node inputs

Disambiguate
- Single-letter colors: A and B can mean Alpha and Blue, or simply A
  and B as in two operands in an operation
- Dissolve: issue reported by Tamar Mebonia in #43295
- Translate in the User Preferences. This introduces a new
  BLT_I18NCONTEXT_EDITOR_PREFERENCES ("Preferences") translation
  context
- Planar (reported by deathblood)
  This one is incomplete, because there is currently no way to
  disambiguate presets or GN fields. I don't see how either could be
  achieved cleanly.
  The former would need to define the context inside the preset and
  evaluate the file prior to showing it in the presets menu, which
  sound bad.
  The latter would need to introduce an additional string inside
  `FieldInput`s, which would be controversial given how little it
  would be used.

Remove
- Unused translation `iface_("%s")` in toolbar
- Remove obsolete N_() tags in a few node descriptions.

Pull Request: https://projects.blender.org/blender/blender/pulls/119065
2024-04-15 12:02:17 +02:00
Campbell Barton
72e6191c89 PyAPI: include a filepath in preset pre_cb/post_cb callbacks
This is needed so the presets path can be stored in the theme,
so it's possible to keep track of the current theme.

Needed for fixing #120289.
2024-04-12 13:21:42 +10:00
Jacques Lucke
2c5f51e683 Merge branch 'blender-v4.1-release' 2024-03-10 14:04:35 +01:00
Brecht Van Lommel
0f1e93e78a Cleanup: Remove debug print 2024-03-09 12:27:16 +01:00
Brecht Van Lommel
2e8e2be0af Merge branch 'blender-v4.1-release' 2024-03-08 22:55:42 +01:00
Brecht Van Lommel
9bebd39197 Cycles: Default to OIDN for NVIDIA in the viewport
For consistency across GPU devices, and between viewport and final
render.

Pull Request: https://projects.blender.org/blender/blender/pulls/119213
2024-03-08 22:52:36 +01:00