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
This PR adds vertex groups to `CurvesGeometry` as well as an attribute read/write accessor.
This is also in preparation for GPv3. Since the goal is to have full compatibility with the current grease pencil features, vertex groups need to be supported.
Grease Pencil allows filtering by vertex group for modifiers.To support this, it also makes sense to have read/write access for vertex groups in the attributes API.
In the future, vertex groups should be just another custom attribute on meshes/curves/grease pencil. There are some more issues to be solved before that can happen. This step gets us a bit closer since the vertex weight data is stored in `CustomData`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106944
Currently if there is no selection mode enabled the operator is disabled and greyed
out in the menu. The shortcut doesn't do anything, which can be unexpected and jarring.
With this PR the operator will work when no selection mode is enabled and in that case
fill the entire mesh using the Weight from the active tool.
This is then consistent with vertex paint mode and the "Set Vertex Color" operator.
So now remove the overly-strict `mask_paint_poll` poll (and replace with
more appropriate `weight_paint_mode_poll`).
NOTE: `mask_paint_poll` is now unused, could be removed
Pull Request: https://projects.blender.org/blender/blender/pulls/112413
Initializing all vertices from the original could allocater vertex
groups into the custom-data which were later overwritten witout freeing.
The leak happened in the test file:
.../lib/tests/modifier_stack/explode_modifier.blend
Currently retiming is quite awkward, when you need to retime multiple
strips strips in sync. It is possible to use meta strips, but this is
still not great. This is resolved by implementing selection.
General changes:
Gizmos are removed, since they are designed to operate only on active
strip and don't support selection.
Transform operator code is implemented for retiming data, which allows
more sophisticated manipulation.
Instead of drawing marker-like symbols, keyframes are drawn to
represent retiming data. Retiming handles are now called keys. To have
consistent names, DNA structures have been renamed.
Retiming data is drawn on strip as overlay.
UI changes:
Retiming tool is removed. To edit retiming data, press Ctrl + R, select
a key and move it. When retiming is edited, retiming menu and
context menu shows more relevant features, like making transitions.
Strip and retiming key selection can not be combined. It is possible to
use box select operator to select keys, if any key is selected.
Otherwise strips are selected.
Adding retiming keys is possible with I shortcut or from menu.
Retiming keys are always drawn at strip left and right boundary. These
keys do not really exist until they are selected. This is to simplify
retiming of strips that are resized. These keys are called "fake keys"
in code.
API changes:
Functions, properties and types related to retiming handles are renamed
to retiming keys:
retiming_handle_add() -> retiming_key_add()
retiming_handle_move() -> retiming_key_move()
retiming_handle_remove() -> retiming_key_remove()
retiming_handles -> retiming_keys
RetimingHandle -> RetimingKey
Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`.
Pull Request: https://projects.blender.org/blender/blender/pulls/109044
It seems like the cause for the crash was that the maps in
`AnonymousAttributeInferencingResult` use node indices as keys.
However, the order of nodes changes when changing node selection.
Generally, we don't want to trigger a more expensive update just
because we changed the selection, therefore things got out of sync
when building the lazy-function graph.
The solution here is not a full fix. Other things that cause a depsgraph
update but don't cause a tree-update could still cause the same kind
of crash. A better solution would be to address the root cause which
is that trivial operations like selection changes node order which is
used in many places. Also see `BKE_ntree_update_tag_node_reordered`.
Disabling depsgraph updates when changing the active simulation
or repeat item is correct as well though, and it solves this specific crash.
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.
Pull Request: https://projects.blender.org/blender/blender/pulls/111809
The builtin asset catalog paths weren't properly updated after more
nesting was added to the geometry nodes add menu. This commit
resolves that and a few other issues extending menus like nested
menus in mesh edit mode. Unfortunately this requires some boilerplate
code duplicating the menu structure currently.
Node tools are no longer required to be assets, and they aren't assets
by default anymore. Non-assets don't have catalogs for header menu
organization, so they are only exposed in the "Unassigned" menu, which
is now just an icon so it takes less spac, makes the connection to the
asset browser, and signals more that it's not the "final" place for a
tool. Tool node groups have fake user set by default, since they don't
have users. The "Is Tool" status of a node group is configurable in the
editor N-panel, just like the modifier status.
This is similar to af3461c387, and has the same check for
whether a node group is "local."
Any geometry node group with the "Is Modifier" tag is exposed in the add
modifier menu. Local node groups that aren't assets are displayed in a
subsection of the "Unassigned" menu, as they are "asset wannabees"
that function similarly but aren't shared to other files.
Only modifier node groups can be assigned to the geometry nodes
modifier. Because of this, existing node groups are versioned to have
the tag if they have a geometry output.
Internally, this means the operator that used to only handle node group
assets has to also add local geometry node groups. That change isn't
so large though. The other changes are just UI, or changes to the
node group property poll functions.
Note: For assets, saving the file to generate asset meta-data may be
necessary for the versioning to affect the add modifier menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/112918
The case when there were no material indices, multiple materials, and
the mesh used hiding wasn't handled after 55970fa367.
This is a simple parallel loop adding up the non-hidden triangles.
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
Hair and Curves need to call `DRW_curves_update` before
`geometry_steps_fill`, otherwise the copied geometry is just
uninitialized data.
However, doing so triggers an assertion:
> DRW_render_instance_buffer_finish had not been called before drawing.
This PR ports the `DRW_hair/curves_pos_buffer_get` functions to the new
`draw::Manager` API, so it can be called at any arbitrary point.
It also changes `VelocityModule::geometry_map` to use `uint64` keys
instead of `ID` pointers, since the same particle system can be used on
different objects and have multiple geometries.
Notes:
* The new functions are only used for
`VelocityModule::step_object_sync` on image renders. Using them
elsewhere would require modifying the old draw manager to do the
init/update/free setup.
* Only the compute shader version has been ported.
Pull Request: https://projects.blender.org/blender/blender/pulls/112425
Implement a clip distance to irradiance grids, so surfaces farther than
the threshold don't generate surfels.
Align the capture view matrix to the probe rotation.
Pull Request: https://projects.blender.org/blender/blender/pulls/112863
This changes the `action.frame_range` Python API to return an accurate
frame range for actions. Specifically, it was previously special-cased
to return a range with length 1 whenever the length was actually 0. This
led to a bizarre situation where a real frame range of `[0.0, 0.2]` would
return that range as-is, but a real frame range of `[0.0, 0.0]` would
instead return a range of `[0.0, 1.0]`.
The new behavior simply always returns the real frame range.
The reason for the previous behavior was obscure: the relevant code was
also used internally in Blender's NLA system, and returning a zero-length
range could result in NLA strips getting infinite scale. The code is now
separated out appropriately so that the NLA system still gets the
non-zero-length range, while the Python API for actions returns the real
range.
Pull Request: https://projects.blender.org/blender/blender/pulls/112709
This PR fixes an issue with the NVIDIA 3000/4000 series cards. The cause
might be that when blending is turned off and the fragment output has an alpha
of 0.0 the fragment might be discarded. This is a guess of course.
By setting the Alpha to 1.0 for scopes and enabling alpha blending when
drawing the meta data text seems to fix the issue.
Fixes#110976
Pull Request: https://projects.blender.org/blender/blender/pulls/112665
c6b553d57c added the bone collection in
outliner. However, there is change in tree element order when switched
between pose and edit/object mode. Because order of tree building is
`edit bones -> bone collection -> pose bones`
To keep tree structure consistent between different modes, first draw
pose bone and then the ebone/bone collection.
Pull Request: https://projects.blender.org/blender/blender/pulls/112908
Draw the background of the asset shelf header fully transparent, with an opaque
background with rounded corners behind sections containing buttons. This
reduces the visual space consumed by the asset shelf, and makes the header
follow a tabbed folder metaphor better. Also, this works much better with our
click-through feature, where transparent parts of regions without buttons are
passed through the region under it (we might want to consider unifying code
here a bit).
The edge to drag for region resizing respects the transparent sections.
When there is little space between sections, the sections get merged so that
there are no small gaps in the bar.
Part of #107881.
----
Note that the core of this is implemented in a generic way, so this can be
reused for other regions.
Pull Request: https://projects.blender.org/blender/blender/pulls/112241
Draw anim channel colors as a little rectangle in the channel list,
instead of taking over the entire channel name background. This keeps
the channel names readable, regardless of the channel colors.
Channel colors are typically set via the bone colors, and since those
are chosen for visual contrast in the 3D Viewport, they aren't
guaranteed to also be a suitable background color for the channel list.
Because of this, it's no longer used as such.
The channel 'data' background (i.e. the keyframe area) is now drawn with
a consistent color, and much more subtle.
This also enables the 'Channel Group Colors' setting in the preferences
by default, as it is now way less obnoxious and invasive.
Design task: https://projects.blender.org/blender/blender/issues/69059
Reviewed-On: https://projects.blender.org/blender/blender/pulls/112861
It was already called that way in the UI, since it's referring to a
behavior, not a type. Update the code to match that. Note that this is
a BPY compatibility breaking change for 4.0.
Use of node group assets relies on a few properties written to asset
meta-data for proper filtering of assets in menus (add modifier menu,
node add menu, 3D view menus for tools). Currently these meta-data
properties are written when updating their source properties and when
saving the file. That means they *aren't* written when marking a group
as an asset, which is necessary because the meta-data doesn't exist
before when the group isn't an asset. Currently users have to save the
file to update menus in this case, which isn't intuitive.
As a fix, call the function to write the meta-data when marking a
data-block as an asset.
Pull Request: https://projects.blender.org/blender/blender/pulls/112743
In Vulkan (and Metal) it is not possible to use a global as point
size. It needs to be set for each vertex when drawing points. Blender
has specialized shaders for that, but not all code respect those
shaders.
This PR will add an assert inside the vulkan backend when incorrect
usage of shaders are detected.
Pull Request: https://projects.blender.org/blender/blender/pulls/112906
This makes the SSS processing more isolated to avoid
side effects in other passes.
Also this allow more optimization using LDS.
The radiance buffer is created by a setup phase using
direct and indirect lighting.
Splitting this into its own compute pass also fixes
a pass merging issue on Metal.
Pull Request: https://projects.blender.org/blender/blender/pulls/112901
This was discussed in #112022 and on devtalk:
https://devtalk.blender.org/t/vertex-groups-generic-attributes-and-name-clashing/31073
While vertex groups with the same name as attributes should be avoided, since
it can cause ambiguities when using attributes, it's something we can handle
gracefully for now. Enforcing unique names for vertex groups resulted in breaking
other functionality under some circumstances.
This effectively reverts 12ef20990b, except for
the bug fix in `BKE_id_attribute_new`.
#112891 adds a warning to avoid make users aware of duplicate names so that they
can be avoided in practice.
Pull Request: https://projects.blender.org/blender/blender/pulls/112889
Currently the iteration over a PBVH node's vertices retrieves mutable
access to the mask custom data layer. This isn't threadsafe, but it is
done in the multithreaded loops over all nodes.
In general, we need to be more careful and conservative about storage
of non-const pointers to mesh data. Ideally we would only have one
mutable reference to a resource at a time. And we should avoid doing
work like looking up custom data layers more than we need to.
To that end, make the pointer to the custom data layer used everywhere
const, and retrieve mutable access before parallel node iteration with
a specific function, and write to the mask data with that in mind.
This pushes us in the direction of sharing less code per PBVH type.
In my opinion that's a good thing, because we can actually optimize for
each type. For example, `write_mask_data` gives a picture of
how each of these hot loops could become much simpler.
Pull Request: https://projects.blender.org/blender/blender/pulls/112690
Currently vertices are mapped to B-Bone segments without taking the
rest pose curve into account. This is very simple and fast, but causes
poor deformations in some cases where the rest curvature is significant,
e.g. mouth corners in the new Rigify face rig.
This patch implements a new mapping mode that addresses this problem.
The general idea is to do an orthogonal projection on the curve. However,
since there is no analytical solution for bezier curves, it uses the
segment approximation:
* First, boundaries between segments are used for a binary space
partitioning search to narrow down the mapping to one segment.
* Then, a position on the segment is chosen via linear
interpolation between the BSP planes.
* Finally, to remove the sharp discontinuity at the evolute surface
a smoothing pass is applied to the chosen position by blending to
reduce the slope around the planes previously used in the BSP search.
In order to make per-vertex processing faster, a new array with the
necessary vectors converted to the pose space, as well as some
precomputed coefficients, is built.
The new mode is implemented as a per-bone option in order to ensure
backward compatibility, and also because the new mode may not be
optimal for all cases due to the difference in performance, and
complications like the smoothed but still present mapping
discontinuities around the evolute surface.
Wiki: https://wiki.blender.org/wiki/Source/Animation/B-Bone_Vertex_Mapping
Pull Request: https://projects.blender.org/blender/blender/pulls/110758
Pull Request: https://projects.blender.org/blender/blender/pulls/110758