Selecting random percentage would not reliably guarantee the precise
percentage of selected elements now randomize an index array instead
and use the precise number of elements from this array.
Note that this change has only been made to edit-mesh
and should be applied to all random selection operators.
Reading Area.type & ui_type printed an error from `pyrna_enum_to_py`
and returned an empty string.
As empty is a valid value, include it in the property enum list.
For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.
Previously there option was named Persistent Images and had a more limited
impact on render time and memory.
When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.
For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.
These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
* Move out of Simplify panel, into Light Paths > Fast Global Illumination
* Add separate boolan setting to enable/disable it separate from Simplify
* Default AO bounces to 1
* Put ambient occlusion distance in this panel as well
Since you can already specify a separate size for X and Y with the
grid node, it makes sense to be able to specify the size separately
for each axis also.
This also avoids some awkward math with a Transform node afterwards
when you want a specific size for each direction.
Versioning (except for animation and drivers) is handled in this commit.
Differential Revision: https://developer.blender.org/D10834
Materials used in grease pencil modifiers have the requirement that they
are already used on the object. In the UI dropdown, this restriction is
ensured by calling uiItemPointerR with appropriate searchptr and
searchpropname, so only giving the user the choice of materials already
used on the object.
From python though, it was still possible to assign materials outside of
this this restriction. This led to reports like T86981 [which have been
partially solved by clamping the material index in the modifier code to
be in the valid range].
Now make sure we dont assign "invalid" materials through RNA by
appropriate RNA pointer functions.
This also adds a proper warning (red, alert) in case of the LineArt
modifier if such a invalid material is still in the file [same as other
modifiers already do].
Differential Revision: https://developer.blender.org/D10873
This resulted in bad motion blur from alembic animation when imported
after rB83980506957c (because it was now OFF by default).
When imported in a version prior to rB83980506957c and saved, this was
still working fine.
Vertex interpolation option introduced in rBbab2260b59c7 was defaulting
to ON (correct) in that commit, but was lost in rB83980506957c.
Now switch this to ON by default again.
Note: if you have a file that was (incorrectly) imported with a version
after rB83980506957c you'll have to enable Vertex Interpolation option
on every MeshSequenceCache modifier by hand.
Maniphest Tasks: T86654
Differential Revision: https://developer.blender.org/D10876
Since these nodes are usually used for more basic operations and the
attribute nodes are used when more complexity is necessary, it makes
sense to give these nodes more accessible defaults-- hopefully this can
make learning about the core concepts of geometry nodes a bit easier.
Before this change, you could have the new sculpt symmetry code and the
older weight paint symmetry code active at the same time. This would
lead to users easily trashing their weigh paint data if they were not
careful when switching between modes.
Now the specific weight paint symmetry code is an exclusive toggle so
the user can't accidentally mirror strokes and vertex groups at the same
time. This also paves the way of supporting Y and Z symmetry in the
future for weight groups mirroring if we decide to add it in the future.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10426
The following primitives needed ME_EDGEDRAW, ME_EDGERENDER edge flags:
* Grid
* Circle
Set flags on the inside edges for grid and circle triangle fan (mesh primitive nodes)
so they are visible and selectable.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10878
The main goal here is to remove the need for a C API to the code in
`mesh_boolean_convert.cc`. This is achieved by moving `MOD_boolean.c`
to C++ and making the necessary changes for it to compile. On top of
that there are some other slight simplifications possible to the
direct mesh boolean code: it doesn't need to copy the material
remaps, and the modifier code can use some other C++ types directly.
The old path that didn't skip the conversion to and from BMesh for
the exact solver was not yet removed from this file. At this point no
problems have came up in the new implementation, so it's safe
to remove it.
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
Handle Lattice object the same way as Mesh objects. This is mostly to
execute the `object->data = data_eval;` line, which ensures that the
evaluated mesh is assigned to the evaluated object, and thus prevents
the lattice from un-deforming.
This fixes T86440
As the CU_2D flag is set for nurbs, a Curve can have 2D nurbs mixed with 3D.
But the UI does not allow this mixing. It updates all nurbs to 2D or 3D when set.
So remove this specific flag for nurbs.
This may break old files, since 2D curves with mixed 3D are now set as 3D.
Differential Revision: https://developer.blender.org/D10738
Previously, `node_name` was rarely actually a name of a node. It is set
correctly as node name in `ED_node_tree_push`. However, later on it
was overwritten by the name of an id data block in `node_draw_space`.
Now, the node_name stays the name of the "parent" node. Whereas
display_name is the name that will be displayed in the breadcrumbs.
With this change, the `node_name` can be used to reconstruct the
actual path from the root node tree to the currently visible tree.
Differential Revision: https://developer.blender.org/D10874
The node tree evaluator now calls a callback for every used socket with
its corresponding value(s). Right now the callback does nothing.
However, we can use it to collect attribute name hints, socket values
for debugging or data that will be displayed in the spreadsheet.
The main difficulty here was to also call the callback for sockets in
nodes that are not directly executed (such as group nodes, muted
nodes and reroutes).
No functional changes are expected.
After some back and forth with the GP module and some artists, this
option was deemed not that useful. The use case was considered too
obscure so we'll remove it.
It is still posible to have this functionality by using the vertex
weight modiifers or manually clamping the weights.