* Make it clearer that contrib isn't shipped with releases, by already excluding it in beta.
* Improve the UI by hiding the "Testing" enum item in these case.
Differential Revision: https://developer.blender.org/D16729
Expand the motion path frame range options with an extra option "Manual
Range". When chosen, Blender will not automatically update the path
range any more.
Additionally, the start/end frame fields are greyed out in the UI when
one of the automatic range options is selected (i.e. all but the new
"Manual Range" one). It is still possible to set the start/end frame
temporarily, but the original behaviour (of recomputing those on update)
remains.
Manifest Task: T101522
Improve a few messages, but mostly fix typos in many areas of the UI.
See inline comments in the differential revisiion for the rationale
behind the various changes.
Differential Revision: https://developer.blender.org/D16716
The Blur Attribute node mixes values of neighboring elements in meshes and curves.
Currently it supports points, edges and faces on meshes and points on curves.
In theory, support for face corners could be added, but useful semantics are not
obvious yet.
The node calculates a weighted average of each element with its neighbors (based
on curve/mesh topology). The weight of the element itself is always 1, and the weight
of the neighbor elements is controlled by the weight input socket. In the future,
more options for how different elements are weight can be added (e.g. smoothing
groups and selection).
The node can perform multiple blurring iterations to achieve a blurrier result.
Generally, it is better to do multiple iterations in one node instead of using
multiple blur nodes because it has better performance in the current implementation.
We use the term "Blur" (instead of "Smooth") because smoothing is generally more
related to removing roughness from surfaces. When viewing the result of the
Blur Attribute node in the viewport, it looks like an image is blurred. While the
node can also be used to smooth surfaces, other/better algorithms exists for that
purpose (which e.g. don't reduce the volume of the mesh to zero with too many
iterations).
Differential Revision: https://developer.blender.org/D13952
**Problem**:
Area lights in Cycles have spread angle, in which case some part of the area light might be invisible to a shading point. The current implementation samples the whole area light, resulting some samples invisible and thus simply discarded. A technique is applied on rectangular light to sample a subset of the area light that is potentially visible (rB3f24cfb9582e1c826406301d37808df7ca6aa64c), however, ellipse (including disk) area lights remained untreated. The purpose of this patch is to apply a techniques to ellipse area light.
**Related Task**:
T87053
**Results**:
These are renderings before and after the patch:
|16spp|Disk light|Ellipse light|Square light (for reference, no changes)
|Before|{F13996789}|{F13996788}|{F13996822}
|After|{F13996759}|{F13996787}|{F13996852}
**Explanation**:
The visible region on an area light is found by drawing a cone from the shading point to the plane where the area light lies, with the aperture of the cone being the light spread.
{F13990078,height=200}
Ideally, we would like to draw samples only from the intersection of the area light and the projection of the cone onto the plane (forming a circle). However, the shape of the intersection is often irregular and thus hard to sample from directly.
{F13990104,height=200}
Instead, the current implementation draws samples from the bounding rectangle of the intersection. In this case, we still end up with some invalid samples outside of the circle, but already much less than sampling the original area light, and the bounding rectangle is easy to sample from.
{F13990125}
The above technique is only applied to rectangle area lights, ellipse area light still suffers from poor sampling. We could apply a similar technique to ellipse area lights, that is, find the
smallest regular shape (rectangle, circle, or ellipse) that covers the intersection (or maybe not the smallest but easy to compute).
For disk area light, we consider the relative position of both circles. Denoting `dist` as the distance between the centre of two circles, and `r1`, `r2` their radii. If `dist > r1 + r2`, the area light is completely invisible, we directly return `false`. If `dist < abs(r1 - r2)`, the smaller circle lies inside the larger one, and we sample whichever circle is smaller. Otherwise, the two circles intersect, we compute the bounding rectangle of the intersection, in which case `axis_u`, `len_u`, `axis_v`, `len_v` needs to be computed anew. Depending on the distance between the two circles, `len_v` is either the diameter of the smaller circle or the length of the common chord.
|{F13990211,height=195}|{F13990225,height=195}|{F13990274,height=195}|{F13990210,height=195}
|`dist > r1 + r2`|`dist < abs(r1 - r2)`|`dist^2 < abs(r1^2 - r2^2)`|`dist^2 > abs(r1^2 - r2^2)`
For ellipse area light, it's hard to find the smallest bounding shape of the intersection, therefore, we compute the bounding rectangle of the ellipse itself, then treat it as a rectangle light.
|{F13990386,height=195}|{F13990385,height=195}|{F13990387,height=195}
We also check the areas of the bounding rectangle of the intersection, the ellipse (disk) light, and the spread circle, then draw samples from the smallest shape of the three. For ellipse light, this also detects where one shape lies inside the other. I am not sure if we should add this measure to rectangle area light and sample from the spread circle when it has smaller area, as we seem to have a better sampling technique for rectangular (uniformly sample the solid angle). Maybe we could add [area-preserving parameterization for spherical
ellipse](https://arxiv.org/pdf/1805.09048.pdf) in the future.
**Limitation**:
At some point we switch from sampling the ellipse to sampling the rectangle, depending on the area of the both, and there seems to be a visible line (with |slope| =1) on the final rendering
which demonstrate at which point we switch between the two methods. We could see that the new sampling method clearly has lower variance near the boundaries, but close to that visible line,
the rectangle sampling method seems to have larger variance. I could not spot any bug in the implementation, and I am not sure if this happens because different sampling patterns for ellipse and rectangle are used.
|Before (256spp)|After (256spp)
|{F13996995}|{F13996998}
Differential Revision: https://developer.blender.org/D16694
This updates the libraries dependencies for VFX platform 2023, and adds various
new libraries. It also enables Python bindings and switches from static to
shared for various libraries.
The precompiled libraries for all platforms will be updated to these new
versions in the coming weeks.
New:
Fribidi 1.0.12
Harfbuzz 5.1.0
MaterialX 1.38.6 (shared lib with python bindings)
Minizipng 3.0.7
Pybind11 2.10.1
Shaderc 2022.3
Vulkan 1.2.198
Updated:
Boost 1.8.0 (shared lib)
Cython 0.29.30
Numpy 1.23.2
OpenColorIO 2.2.0 (shared lib with python bindings)
OpenImageIO 2.4.6.0 (shared lib with python bindings)
OpenSubdiv 3.5.0
OpenVDB 10.0.0 (shared lib with python bindings)
OSL 1.12.7.1 (enable nvptx backend)
TBB (shared lib)
USD 22.11 (shared lib with python bindings, enable hydra)
yaml-cpp 0.8.0
Includes contributions by Ray Molenkamp, Brecht Van Lommel, Georgiy Markelov
and Campbell Barton.
Ref T99618
Remove most of the old (pre-3.0) pose library:
- Remove The entire `editors/armature/pose_lib.c` file
- Deprecate `Object::poselib` in DNA
- Remove Operators marked as deprecated in T93405
- Remove RNA property `Object.pose_library`
- Add comment to clarify that the call `BLO_read_id_address(reader,
ob->id.lib, &ob->poselib);` handles deprecated data.
Note that this functionality has been documented as deprecated since
Blender 3.2.
What remains of the old pose library: The DNA for action markers
(`bAction::markers`) and the corresponding Python API. This will allow
future versions of Blender to still convert old pose libraries to new
ones (via the Pose Library panel in the Action editor).
Manifest task: T93406
rB8b7cd1ed2a17 broke this for the paint slots
rB4669178fc378 broke this for regular attributes
Name filtering in UI Lists works when:
- [one] the items to be filtered have a name property
-- see how `uilist_filter_items_default` gets the `namebuf`
- [two] custom python filter functions (`filter_items`) implement it
themselves
-- if you use `filter_items` and dont do name filtering there, the default
name filtering wont be used
So, two problems with rB8b7cd1ed2a17:
- [1] items to be listed changed from `texture_paint_images` to
`texture_paint_slots`
-- the former has name_property defined, the later lacks this
- [2] the new `ColorAttributesListBase` defined a `filter_items` function,
but did not implement name filtering
And the problem with rB4669178fc378:
- it added `filter_items` functions, but did not implement name filtering.
These are all corrected now.
Fixes T102878
Maniphest Tasks: T102878
Differential Revision: https://developer.blender.org/D16676
This unassign the Alt+D shortcut from the detach operator. Right now the
operator has to be accessed via the menu.
Alt+D is left for duplicate link, following the other editors.
`is_internal` is supposed to mean that the attribute shouldn't be
visible in lists or the spreadsheet by default, and that it can't be
accessed in geometry nodes. But the value was reversed, which
just happened to work because the list filtering was swapped.
Differential Revision: https://developer.blender.org/D16680
When entering paint modes the paint pivot was cleared,
which broken rotate around pivot. Fixed for all paint modes.
PBVH modes set the pivot to the PBVH bounding box
while texture paint uses the evaluated mesh bounding box.
a5e7657cee missed this call where clamped slicing is necessary.
The subdivision of a segment purposefully modifies the handle types of
the other side of the following control point, but that didn't work for
the final cyclic segment.
With the asset identifier introduced in the previous commit, we can now
locate an asset just from its `AssetRepresentation`, without requiring
information from the asset library and the file browser storage. With
this we can remove some hacks and function parameters. A RNA/BPY
function is also affected, but I didn't remove the paramter to keep
compatibility. It's simply ignored and not required anymore, noted this
in the parameter description (noted for T102877).
When applying the "Bake Action" operator in pose mode
it could throw an error saying "Nothing to Bake"
even though bones are selected
That is because the code was looking for a selected armature
But in Pose Mode, clicking into empty space to de-select would also
deselect the armature.
Then box selecting would not make the armature selected again
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16593
When applying the "Bake Action" operator in pose mode
it could throw an error saying "Nothing to Bake"
even though bones are selected
That is because the code was looking for a selected armature
But in Pose Mode, clicking into empty space to de-select would also
deselect the armature.
Then box selecting would not make the armature selected again
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16593
Actually, the interpolation can be done only between keyframes different of breakdown type,
but in some cases, this is not convenient.
Now, a new option is displayed to allow the interpolation using breakdown keyframes
as interpolation extremes.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D16515
This patch makes the Bake Actions operator fills the Start Frame & End From with that of the Preview Range if "Use Preview Range" is enabled.
{F13973619}
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D16630
When accessing certain structure fields from Python, they return
mathutils types instead of generic arrays (this is based on subtype).
This exposes this information in the Python API documentation.
Differential Revision: https://developer.blender.org/D16626
When in greasepencil sculpt-/vertexpaint mode and using selection
masking, picking points wasnt working correctly.
So regular gpencil.select (without modifier keys) was not enabled for the
keymap. This only really makes sense for RCS (right click select) atm
(and not using RC fallback tools - which I dont think are present in
these modes anyways). With RCS, this can be supported and afaict, this
does not cause conflicts.
NOTE: prior to D16576, one could use the ALT modifier key (this
combination was actually in the keymap) -- but it should select the
entire stroke, which is handled in D16576.
Differential Revision: https://developer.blender.org/D16577
Previously when using the "Jump To Keyframe" operator
in conjunction with subframes, the decimal part would be kept.
Meaning that it wouldn't jump exactly to the frame.
This fix also makes it so it is possible to jump to keyframes
that are on subframes.
Reviewed by: Sybren
Differential Revision: https://developer.blender.org/D16595
This patch disables the realtime compositor on MacOS until Metal is
supported. This is because MacOS doesn't support the necessary GPU
features to make it work.
An engine error overlay is displayed if it is enabled and the option
itself is greyed out.
See T102353.
Differential Revision: https://developer.blender.org/D16510
Reviewed By: Clement Foucault
This patch turns the checkbox option to enable the viewport compositor
into a 3-option enum that allows:
- Disabled.
- Enabled.
- Enabled only in camera view.
See T102353.
Differential Revision: https://developer.blender.org/D16509
Reviewed By: Clement Foucault
This avoids need to do special trickery detecting whether the principal
point is to be changed when reloading movie clip. This also allows to
transfer the optical center from high-res footage to possibly its lower
resolution proxy without manual adjustment.
On a user level the difference is that the principal point is exposed in
the normalized coordinates: frame center has coordinate of (0, 0), left
bottom corner of a frame has coordinate of (-1, -1) and the right top
corner has coordinate of (1, 1).
Another user-visible change is that there is no more operator for setting
the principal point to center: use backspace on the center sliders will
reset values to 0 which corresponds to the center.
The code implements versioning in both directions, so it should be
possible to open file in older Blender versions without loosing
configuration.
For the Python API there are two ways to access the property:
- `tracking.camera.principal_point` which is measured in the normalized
space.
- `tracking.camera.principal_point_pixels` to access the pixel-space
principal point.
Both properties are not animatable, so there will by no conflict coming.
Differential Revision: https://developer.blender.org/D16573
Always position the nodes added with the node search at the point where
the search operator was invoked by ensuring the operator context is the
main node editor region.
This was an unintended change of rBbdb57541475f, caused by the operator
now getting the cursor position in region space. So when the operator
was called from the menu, it would get the cursor position in the
region space of the menu, which lead to an offset when adding the node
since it expected the coordinates to be in the space of the node editor.
Setting the correct operator context also fixes inconsistent transform
sensitivity depending on zoom when adding nodes via the search in the
menu which has been an issue since as far back as Blender 2.79.
Also includes a small fix for the vertical offset of nodes added by the
search which varied depending on the UI scale. Same fix as in
rB998ffcbf096e.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16555
This feature has been disabled since 2.80 but the feature description was still visible in the UI.
Addresses part of T101429
Breaking changes:
- Removes `EDGESLIDE_EDGE_NEXT`
- Removes `EDGESLIDE_PREV_NEXT`
Reviewed By: mano-wii
Maniphest Tasks: T101429
Differential Revision: https://developer.blender.org/D16430
These materials were missing from the "Change Active Material" menu.
Caused by rBe3faef686d38.
Error was getting the preview [which wasnt there yet]
These only appeared once the material tab in the Properties Editor was
used (since this ensured a valid preview icon).
Above commit changed behavior for RNA icon getter (this does not create
data anymore), so ensure the preview by hand here.
Similar to rB182edd4c35c2.
Fixes T102566.
Maniphest Tasks: T102566
Differential Revision: https://developer.blender.org/D16541
The Node Context Menu contains options that are not always available for
the selected nodes, and misses important entries for accesibility.
This patch covers the following:
* Add operators to join and remove nodes from frames.
* Sort and group entries more logically and follow Blender conventions.
* Add `Insert into Group`
* Show group actions only on nodes that support it.
* Move all toggles to a sub-menu called `Show/Hide`.
* When nothing is selected, show Add menu, links actions, and paste.
Inspired by RightClickSelect proposals and community feedback.
See D16216 for images.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D16216
The draw locking was implemented for project Heist and moved behind an experimental
feature after it became clear there were issues with it. Nowadays it isn't used,
and the idea is to replace it with a different solution after all draw engines have
been ported to the new draw manager API. {T102180}
This patch will remove the experimental feature as it isn't used, or useful.
I18n: make a few messages translatable
* Missing Paths * in the Presets menu when no preset exists yet.
The White Noise entry in the Add Node menu is the only one lacking a "Texture" suffix, which doesn't seem justified since the node itself is already called "White Noise Texture". Rename the entry its name can be extracted and used for the node--and for consistency.
New object material node names (Principled BSDF, Material Output) come from a preset node tree. The nodes' names need to be translated after creation.
Extract the "Fallback Tool" pie menu title.
Translate grease pencil options in the viewport overlay menu.
Ref T102030.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16345
Many reports and a few labels used string formatting without
explicitly calling tip_() or iface_(), so the untranslated message
was used instead of the translated one, even when it was extracted.
Differential Revision: https://developer.blender.org/D16405
Mask from cavity can now pull settings from three
places: the operator properties, scene tool settings
or the brush. This is needed to make the "create mask"
button work as expected.