Commit Graph

4069 Commits

Author SHA1 Message Date
Iliya Katueshenock
1a30e0597b Fix #113095: deduplicate attributes in search
Pull Request: https://projects.blender.org/blender/blender/pulls/113097
2023-10-06 14:41:33 +02:00
Jacques Lucke
271f634a84 Fix #113319: crash with out of bounds index in curve sample node
This was broken in 5063f7a725.
2023-10-06 13:58:17 +02:00
coyo_t
b0706a57ac Fix #106760: Cycles OSL boolean socket not working
Pull Request: https://projects.blender.org/blender/blender/pulls/109576
2023-10-05 21:55:10 +02:00
Damien Picard
52fcd5fdfd I18n: extract and disambiguate a few messages
Disambiguate:
- Rename "Near" to "Proximity" as a particle event type, because using
  an adjective in this context is inconsistent and sounds
  strange (even in English IMO).

Extract:
- "Skip" (Geometry nodes Simulation node output socket)
- "Bake" (Directory path to geometry nodes bake files in the modifier
  UI)
- " (Recovered)" (File information in title bar)

Pull Request: https://projects.blender.org/blender/blender/pulls/112974
2023-10-03 18:21:03 +02:00
Lukas Tönne
050c081784 Fix #113210: Custom socket declarations require idname reference
This was removed accidentally. Custom socket declarations require the
idname reference to check for matching node group sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/113214
2023-10-03 18:09:17 +02:00
Jacques Lucke
cc7da09c1b Geometry: add utility to check for bad geometry element index dependence
Sometimes .blend files have compatibility issues between Blender versions,
because .blend files depended on the specific order of geometry elements
generated by some nodes/modifiers (#112746, #113018). While we make
guarantees about the order in some places, that is relatively rare, because it
makes future improvements much harder. The functionality in this patch
makes it easier for users to notice when they depend on things that are not
expected to be stable between Blender builds.

This is achieved by adding a new global flag which indicates whether some
algorithms should randomize their output. The functionality can be toggled
on or off by searching for `Set Geometry Randomization`. If there are no
differences (or acceptable minor ones) when the flag is on or off, one can
be reasonably sure that one does not on unspecified behavior (can't be 100%
sure though, because randomization might be missing in some places). If
there are big differences, one should consider fixing the file before it comes
to an actual breakage in the next Blender version.

Currently, the setting is only available when `Developer Extras` is turned on,
because the setting is in no menu.

With this patch, if we get bug reports with compatibility issues caused by
depending on indices, one of the following three cases should always apply:
* We actually accidentally broke something, which requires a fix commit.
* Turning on geometry randomization shows that the .blend file depends on
  things it shouldn't depend on. In this case the user has to fix the file.
* We are missing geometry randomization somewhere, which requires a fix
  commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/113030
2023-09-29 21:44:36 +02:00
Iliya Katueshenock
1c4c76ccbf Fix #113011: delete unused anonymous attributes in capture attribute node
A lot of Capture Attribute nodes in sequence can create a huge number of attributes.
If these attributes are not used, they should be removed.

The speed of the Capture Attribute and Store Named Attribute nodes is now identical
(for the better). There are also no extra RAM usage now.

Pull Request: https://projects.blender.org/blender/blender/pulls/113053
2023-09-29 21:23:15 +02:00
Campbell Barton
c4a67b377b Cleanup: quiet missing declaration warning 2023-09-28 12:05:47 +10:00
Brecht Van Lommel
ea3814c3ed Fix subsurface scattering radius UI being unnecessarily compact
Now that this is in a panel this can take up more space.
2023-09-27 19:05:41 +02:00
Hans Goudey
9e495c5b06 Geometry Nodes: Store tool group in a separate editor property
This enables switching back and forth between the modifier and tool
contexts of the geometry node editor without losing the assigned tool
node group.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/112926
2023-09-27 15:47:22 +02:00
Jacques Lucke
c8cc169d6f Geometry Nodes: add Inspection Index to Repeat Zone
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.

In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.

Pull Request: https://projects.blender.org/blender/blender/pulls/112818
2023-09-27 11:09:39 +02:00
Campbell Barton
46263a85ab Cleanup: spelling in comments 2023-09-27 13:03:29 +10:00
Jacques Lucke
ad169ba67a Geometry Nodes: support baking individual simulations
Previously, it was only possible to bake all simulations at once. This is great
for simple use-cases that, but in more complex setups one can have independent
simulations that should also be baked independently. This patch allows baking
individual simulation zones.

Furthermore, each simulation zone can now also have its own bake path and
simulation frame range. By default the simulation frame range is the scene frame
range, but it can also be customized on the scene or simulation zone level. The
bake path is generated based on the modifier bake path by default, but can be
set to another absolute or relative (to the .blend file) path.

The timeline drawing has been modified as well to be able to show more information
in the case when some simulations are baked and others are not. Instead of showing
a line for every simulation, it shows a condensed view of the important information
using at most two lines:
Is something baked? Is something valid or invalid? Also see #112232.

Pull Request: https://projects.blender.org/blender/blender/pulls/112723
2023-09-26 20:30:46 +02:00
Bogdan Nagirniak
c0a0de617c Hydra: export Blender shader nodes as MaterialX node graph
This adds initial support for rendering Cycles and EEVEE shaders in Hydra
render engines that support MaterialX. Not all nodes are currently
supported, see the detailed compatibility list in #112864.

Co-authored-by: Georgiy Markelov <georgiy.m.markelov@gmail.com>
Co-authored-by: Vasyl Pidhirskyi <vpidhirskyi@gmail.com>

Pull Request: https://projects.blender.org/blender/blender/pulls/111765
2023-09-26 18:52:41 +02:00
Brecht Van Lommel
3d38b51435 Shaders: add "Weight" to Transmission/Subsurface/Coat/Sheen socket names
Ref #99447
Ref #112848
2023-09-25 19:51:27 +02:00
Brecht Van Lommel
1d265eed5d Shaders: rename Specular to Specular IOR Level in Principled BSDF
To clarify that this is no longer the primary control, but rather
and adjustment on IOR.

Ref #99447
Ref #112552
2023-09-25 19:51:22 +02:00
Lukas Stockner
6e2f29b421 Shader: change Specular input on Principled BSDF to affect IOR
This keeps the behavior similar to the Disney BRDF, where 0.5
is neutral and lower/higher values respectively decrease/increase
the dielectric specular. But it's more correct in that it's not
an arbitrary scale on Fresnel, but rather adjusting the IOR.

Ref #99447
Ref #112848

Pull Request: https://projects.blender.org/blender/blender/pulls/112552
2023-09-25 19:51:02 +02:00
Brecht Van Lommel
3d986b81c5 Shaders: move subsurface scale input below radius in Principled BSDF
To help clarify that this is a scale on the radius.

Ref #99447
Ref #112848
2023-09-25 19:50:56 +02:00
Brecht Van Lommel
3e3bdc9b89 Shader: rename subsurface scattering methods and change default
Clarify that one was specifically designed for skin shading.

Ref #99447
Ref #112848
2023-09-25 19:50:50 +02:00
Brecht Van Lommel
334027063e Shader: use single Principled BSDF input for metallic and specular tint
To match Standard Surface and OpenPBR.

Ref #99447
Ref #112848
2023-09-25 19:50:44 +02:00
Brecht Van Lommel
ca5f1c0f00 Shaders: rename Principled BSDF Emission to Emission Color
Ref #99447
Ref #112848
2023-09-25 19:50:41 +02:00
Weizhen Huang
def9b76207 Shader: Change specular tint in Principled BSDF from float to color
For more artistic control. Tints the reflection of dielectric materials
at normal incidence.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112192
2023-09-25 19:42:05 +02:00
Lukas Stockner
86156566a7 Cycles: Add Metallic Tint to Principled BSDF using F82-Tint model
With the default value, this is backwards-compatible.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112551
2023-09-25 19:42:05 +02:00
Omar Emara
acb88528a5 Realtime Compositor: Implement Inpaint node
This patch implements the Inpaint node for the Realtime Compositor. The
inpainting region is filled by sampling the color of the nearest boundary pixel
if it is not further than the user supplied distance. Additionally, a lateral
blur is applied in the tangential path to the inpainting boundary to smooth out
the inpainted region.

The implementation is not identical to the existing CPU implementation due to
technical infeasibility. In particular, the CPU implementation uses a Manhattan
distance transform, while the GPU implementation uses an Euclidean one, which is
a consequence of the use of the Jump Flooding algorithm. Furthermore, the CPU
uses a serial convolution starting from the boundary outwards, while the GPU
uses a lateral Gaussian blur in the direction tangent to the boundary.

Pull Request: https://projects.blender.org/blender/blender/pulls/111792
2023-09-25 08:45:46 +02:00
Omar Emara
5008938a1c Realtime Compositor: Implement Double Edge Mask node
This patch implements the Double Edge Mask node for the Realtime
Compositor. The implementation is primarily based on the 1+JFA Jump
Flooding algorithm, which was also introduced in this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/112223
2023-09-25 08:35:42 +02:00
Jacques Lucke
7015d83368 Cleanup: Geometry Nodes: move functions to a more reusable place 2023-09-24 21:07:56 +02:00
Hans Goudey
4d07c08cc2 Fix: Missing units in quadrilateral node points inputs 2023-09-23 20:32:52 -04:00
Lukas Tönne
354915cf3c Nodes: revert the inline (pass-through) socket feature
Inlined sockets in the same vertical space are no longer supported.
This removes `input_output` socket declarations, the inlining feature in
node drawing, and the `Both` option for node group interface sockets.

Versioning code splits existing node group sockets into individual
sockets again. Unfortunately some links may get lost in versioning files
using the feature, because of an unnoticed bug: Socket identifiers have
to be unique in the node group items list but inlined input/output
sockets have the same identifier. This still works for most situations
because uniqueness is only required within input/output lists. Creating
proper unique identifiers will discard any link from the previous output
socket. This cannot easily be fixed without `after_linking` versioning
code, which should be avoided.

Pull Request: https://projects.blender.org/blender/blender/pulls/112560
2023-09-22 16:56:59 +02:00
Jacques Lucke
dacb768cb6 Geometry Nodes: use lazy evaluation in repeat zone
The goal is to make the evaluation of repeat zones more efficient by making
use of the lazy-function evaluation system. Performance is improved in two ways:
* Unnecessary nodes are not evaluated anymore. E.g. if a repeat zone outputs two
  geometries but only one of those is actually used, the other one will not be
  computed anymore.
* Support evaluating different iteration indices at the same time on different threads.

It is possible that some uses of repeat zones become slower with this refactor,
especially when each iteration does very little work and there are a lot of iterations.
The old implementation was not optimized for this use case either but now there
is a bit more overhead constant overhead per iteration than before.

On the bright side, this change can result in some very significant speedups when
some computations can be skipped. See #112421 for some example setups.

There is one todo comment for adding back-links for socket usages. Properly linking
those up can result in better (shorter) life-times for anonymous attributes. Even without
that, performance is already better than before.

The implementation reuses the existing lazy-function graph system for the repeat
zone, by building a dynamically sized graph based on the number of iterations.

Building a lazy-function graph makes it possible to use the lazyness and multi-threading
features of the lazy-function graph executor. This is much easier than reimplementing
this behavior for repeat zones specifically (hence there was only single-threaded eager
execution before).

Pull Request: https://projects.blender.org/blender/blender/pulls/112421
2023-09-22 08:58:16 +02:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Campbell Barton
aba119e192 Cleanup: quiet CMake uninitialized variable warning, sort file lists 2023-09-22 11:04:25 +10:00
Brecht Van Lommel
13fac109d3 UI: support drawing buttons inside node panels
With a callback to node panels similar to the one for nodes. Used in the
Principled BSDF to place enums in the relevant panels.

Longer term we want to make enums into sockets, but even then there are
still potentially some types of buttons we want to have in panels.

Pull Request: https://projects.blender.org/blender/blender/pulls/112591
2023-09-21 18:46:30 +02:00
Jacques Lucke
710898a1ec Fix: segfault in geometry nodes with logging
The issue was that the `user_data` pointer in the local user data
is not necessarily valid, because a different user-data might be
passed in when a lazy-function is called a second time (it's semantically
the same user-data but, might have a different pointer).

The solution is to not keep around the dangling pointer but to pass
it in when it is actually needed. I still keep the old constructor of the
local-user-data, because more stuff might be added to it, that needs
the user-data, as was the case in the past already (before 142541c27).
2023-09-21 14:37:29 +02:00
Jacques Lucke
dc91aa6908 Cleanup: remove empty comment section 2023-09-20 18:13:24 +02:00
Jacques Lucke
f00c1ab658 Nodes: deduplicate code for pairing zone nodes 2023-09-20 18:03:48 +02:00
Jacques Lucke
3eb7e453e4 Nodes: add internal node zone type
The goal is to reduce redundancy by abstracting over the different types of node
tree zones. This makes it easier to add new zone types and makes the intend of
code more clear. For example, now it is more obvious what code deals with zones
in general and what does simulation specific things.

Pull Request: https://projects.blender.org/blender/blender/pulls/112531
2023-09-20 14:40:56 +02:00
Campbell Barton
4f1079c35b Fix error comparing the ID property float sub-type
IDP_FLOAT was compared twice, missing the IDP_DOUBLE check.
2023-09-20 17:56:33 +10:00
Lukas Tönne
78315faf8f Fix #112490: Always draw socket icons in "hidden" nodes
In #112326 the socket visibility functions were updated to take the
open/closed state of panels into account for visibility of the socket
icon. However, in "hidden" (collapsed) nodes the panels should be
ignored entirely, drawing all sockets on the root level. This requires
looking at the node flags to determine socket icon visibility, so a
simple method of `bNodeSocket` is not sufficient.

This patch moves the more complex visibility queries for sockets into
`bNode`, where both node and socket flags can be accessed. These should
be used for actual visibility rather than the plain flag accessors on
`bNodeSocket`.

Renamed `is_visible_or_panel_closed` back to just `is_visible`, the
other `is_visible` variant is now integrated in `bNode::is_socket_drawn`.

Pull Request: https://projects.blender.org/blender/blender/pulls/112520
2023-09-19 10:47:21 +02:00
Hans Goudey
9184ea415b Fix #112500: Crash setting mesh line vertices to 0
Caused by missing null check in 7344c7875a
2023-09-18 08:53:26 -04:00
Pablo Vazquez
a59ec4c936 UI: Rename Eevee to EEVEE in labels/tooltips
Remove ambiguity of Eevee/EEVEE in labels, tooltips, and docs.

The correct spelling is "EEVEE".

Pull Request: https://projects.blender.org/blender/blender/pulls/112501
2023-09-18 12:28:36 +02:00
Campbell Barton
108dad4e52 BLI_string: prevent buffer overflow for BLI_str_utf8_offset_* functions
Strings that include Latin1 encoding or corrupt UTF8 byte sequences
could read past the buffer bounds (stepping over the null terminator).

Resolve by passing in the string length.

Other changes to support non-UTF8 byte sequences:

- BLI_str_utf8_offset_{to/from}_index were accumulating
  the UTF8 offset without accounting for non-UTF8 characters
  which could cause a buffer underflow or enter an eternal loop.

- BLI_str_utf8_offset_to_index would read past the buffer bounds if the
  offset passed in if it was in the middle of a UTF8 byte sequence.
2023-09-18 11:47:34 +10:00
Jacques Lucke
e2156c6402 Cleanup: move local classes out of header
Those are not needed in other files anymore since
62e2cc0ad0.
2023-09-17 19:21:47 +02:00
Jacques Lucke
62e2cc0ad0 Geometry Nodes: refactor geometry nodes execution interface
The main goal of this refactor is to simplify how a geometry node group is executed.
Previously, there was duplicated logic that turned the lazy-function graph of a node
group into a single lazy-function. Now this is done only in one place and others can
just execute the lazy-function directly, without having to worry about the underlying graph.

Pull Request: https://projects.blender.org/blender/blender/pulls/112482
2023-09-17 19:09:45 +02:00
Alaska
88ad79c2d1 Add panels to Principled BSDF node
Add panels to the Principled BSDF node to organize
and reduce the size of the node.

Layout inspired by previous work from @LukasStockner

Pull Request: https://projects.blender.org/blender/blender/pulls/112314
2023-09-17 15:42:15 +02:00
Jacques Lucke
7bde842e98 Cleanup: improve and unify naming 2023-09-17 15:13:30 +02:00
Jacques Lucke
2a5f3bd1cc Functions: refactor lazy-function graph interface
Goals of the refactor:
* Simplify adding (named) graph inputs and outputs.
* Add ability to refer to a graph input or output with an index.
* Get rid of the "dummy" terminology which doesn't really help.

Previously, one would add "dummy nodes" which can then serve as input
and output nodes of the graph. Now one directly adds input and outputs
using `Graph.add_input` and `Graph.add_output`. There is one interface
node that contains all inputs and another one that contains all outputs.

Being able to refer to a graph input or output with an index makes it
more efficient to implement some algorithms. E.g. one could have a
bit span for a socket that contains all the information what graph
inputs this socket depends on.

Pull Request: https://projects.blender.org/blender/blender/pulls/112474
2023-09-17 13:54:09 +02:00
Jacques Lucke
c63f4e3085 Geometry Nodes: use separate struct for side effect nodes
This makes it easier to add another map containing side effect
nodes in #112421.

No functional changes expected.
2023-09-16 18:57:04 +02:00
Jacques Lucke
54fd33d783 Functions: support wrapping lazy-function node execute function
This is a light weight solution to passing in some extra context into
a lazy-function that is invoked by the graph executor.
The new functionality is used by #112421.
2023-09-16 18:50:54 +02:00
Jacques Lucke
07977bb413 Geometry Nodes: generalize zone body function generation
This makes the code for creating a lazy-function for the body
of a zone more reusable. Currently, it is only used by the repeat
zone, but in the future the same could be used for simulations
and for-each zones.
2023-09-16 18:40:16 +02:00
Jacques Lucke
142541c279 Geometry Nodes: create local tree logger only when something is logged
Currently, we create a logger for every compute context that is evaluated,
even when we don't actually log anything in that context (due to other
optimizations). Now, the logger is not created eagerly anymore.

This can be especially benefitial when there are many compute contexts
that should not log anything, e.g. if there is a repeat zone with many iterations.
In an extrem case I measured a speedup for the modifier evaluation
from 24ms to 14ms.
2023-09-16 10:08:06 +02:00