Delete Geometry:
This adds a copy of the old node in the legacy folder and updates the
node to work with fields. The invert option is removed, because it is
something that should be very easy with fields, and to be consistent
with other nodes which have a selection. There is also a dropdown to
select the domain, because the domain can't be determined from the
field input. When the domain does not belong on any of the components
an info message is displayed.
Separate Geometry:
A more general version of the old Point Separate node. The "inverted"
output is the same as using the delete geometry node.
Differential Revision: https://developer.blender.org/D12574
Rename the "String Join" node to "Join Strings" to
go with the verb first naming convention.
Differential Revision: https://developer.blender.org/D12678
Fix the selection logic on the Handle Type Selection node to work
as intended:
(Left is Selected AND Left is ChosenType)
OR
(Right is Selected AND Right is ChosenType)
This update allows the Trim Curve node to use float field inputs
for the start and end inputs. These fields are evaluated on the
spline domain.
Differential Revision: https://developer.blender.org/D12744
This node creates a boolean field selection of bezier spline points
that have a handle of the given type on the selected 'side' of the
contol point. This is evaluated on the point domain.
Differential Revision: https://developer.blender.org/D12559
This update of the Points to Volume node allows a field to populate the
radius input of the node and removes the implicit realization of
instances.
Differential Revision: https://developer.blender.org/D12531
This update of the Resample Curve node allows a field to populate the
count or length input of the node depending on the current mode. The
field is evaluated on the spline domain.
Differential Revision: https://developer.blender.org/D12735
This update of the Switch node allows for field compatible types
to be switched through the node. This includes the following:
Float, Int, Bool, String, Vector, and Color
The remaining types are processed with the orginal code:
Geometry, Object, Collection, Texture, and Material
Because the old types require a diffent "switch" socket than the
field types, versioning for old files is included to move links
of those types to a new switch socket. Once fields of other types
are supported, this node can be updated to support them as well.
Differential Revision: https://developer.blender.org/D12642
This commit extends the 'Cone' and 'Cylinder' mesh primitive nodes,
with two inputs to control the segments along the side and in the fill.
This makes the nodes more flexible and brings them more in line with
the improved cube node.
Differential Revision: https://developer.blender.org/D12463
This update of the Set Handle Type node allows for a bool field to be
used as the selection of the affected control point handles for
bezier splines. If no bezier splines are provided a info message is
shown.
Differential Revision: https://developer.blender.org/D12526
This update of the Set Spline Type node allows for a bool field to be
used as the selection of the affected splines.
Differential Revision: https://developer.blender.org/D12522
The Spline Length Input node provides a field containing the
length of the current evaluated spline to the Point and Spline
domains.
Differential Revision: https://developer.blender.org/D12706
The curve subdivide node can now take an int field to specify the
number of subdivisions to make at each curve segment.
Reviewed by: Hans Goudey
Differential Revision: https://developer.blender.org/D12534
The node was setting a warning when used with instances on input,
even though it worked fine.
Differential Revision: https://developer.blender.org/D12718
This commit exposes left and right bezier handles as an attribute.
Interaction basically works like edit mode. If you move an aligned
handle, it also moves the opposite handle of the control point.
The difference is that you can't edit "Auto" or "Vector" handles,
you have to first use the "Set Handle Type" node. That gives the handle
types a bit more meaning in the node tree-- changing them in edit mod
is more like a "UI override".
The attributes are named `handle_start` and `handle_end`,
which is the same name used in the curve RNA API.
A new virtual array implementation is added which handles the case of
splines that don't have these attributes, and it also calls two new
functions on `BezierSpline` to set the handle position accounting
for aligned handles.
The virtual arrays and attribute providers will be refactored
(probably templated) in the future, as a next step after the last
built-in curve attribute provider has landed.
Differential Revision: https://developer.blender.org/D12005
The issue was that the `GeometrySet` that comes from the modifier does
not have full ownership of the mesh for legacy reasons to avoid copies.
Calling `ensure_owns_direct_data` makes sure that the geometry set
actually owns the geometry so that it can be instanced.
For consistency with other nodes, we also want to process
all instances in the Points input independently. This allows
for more efficient instancing of many objects but also leads
to nested instancing. All instances are processed in their
local space, so that instances don't have to be realized.
Differential Revision: https://developer.blender.org/D12660
Add a fields-aware implementation of the attribute proximity node.
The Source position is an implicit position field, but can be
connected with a position input node with alterations before use.
The target input and mode function the same as the original node.
Patch by Johnny Matthews with edits from Hans Goudey (@HooglyBoogly).
Differential Revision: https://developer.blender.org/D12635
The updated version has a selection input as a field
and does not realize instances implicitly.
Differential Revision: https://developer.blender.org/D12506
Though the factor isn't so useful to adjust by itself, and is mostly
useful when used with a field connected, the slider from 0 to 1 can
help to make it clear that it's just used as a multiplier for the max
density after distribution.
Differential Revision: https://developer.blender.org/D12654
Because of a bug in VS2017 codecvt is replaced with Blender
BLI functions to convert from UTF8 to UTF32.
Differential Revision: https://developer.blender.org/D12655
This commit adds nodes to do direct conversion between meshes and point
clouds in geometry nodes. The conversion from mesh to points is helpful
to instance once per face, or once per edge, which was previously only
possibly with ugly work-arounds. Fields can be evaluated on the mesh
to pass them to the points with the attribute capture node.
The other conversion, point cloud to mesh vertices, is a bit less
obvious, though it is still a common request from users. It's helpful
for flexibility when passing data around, better visualization in the
viewport (and in the future, cycles), and the simplicity of points.
This is a step towards T91754, where point clouds are currently
combined with meshes when outputing to the next modifier after geometry
nodes. Since we're removing the implicit behavior for realizing
instances, it feels natural to use an explicit node to convert points
to vertices too.
Differential Revision: https://developer.blender.org/D12657
As described in T91672, often it can be much more efficient to run each
node only on the unique geometry of the instances, rather than realizing
all instances and potentially processing redundant data. Sometimes the
performance difference can be completely smooth vs. completely unusable.
Geometry nodes used to hide that choice from users by always realizing
instances, but recently we have decided to expose it. So this commit
makes nodes run once per unique reference in the entire tree of nested
instances in their input geometries, continuing the work started in
rB0559971ab377 and rBf94164d89629f0d2. For the old behavior, a realize
instances node can be added before the nodes, which is done in the
versioning code.
Differential Revision: https://developer.blender.org/D12656
- Curve to Points: Needs output sockets
- Curve Endpoitns: Needs the same output sockets
- Edge Split: Should have a selection input instead
- Subdivision Surface: Should not use "crease" implicitly
All new versions of these nodes should also not implicitly
realize instances.
Only run the node once for every unique geometry set in the input's
instance heirarchy. This can massively improve performance when
there are many instances, but it will mean that the result is the same
for every instance. For the previous behavior, a "Realize Instances"
node can be used before this one.
This node can be changed without versioning since the old material
assign node was already deprecated and replaced.
With this commit, the distribute points on faces node runs only
once for every unique mesh in its input. That means if there are
100 instances of the same mesh, it will only run once.
This basically reverts rB84a4f2ae68d408301. The optimization there
didn't end up being worth it in the end, since it complicates code
quite a lot. It's also incompatible with this method of dealing with
instances, and it breaks field evaluation for instances, where we would
have to make sure to handle each instance transform properly otherwise,
evaluating the field separately for every instance.
Differential Revision: https://developer.blender.org/D12630
This adds a new `GeometrySet::modify_geometry_sets` method that can be
used to update each sub-geometry-set separately without making any
instances real.
Differential Revision: https://developer.blender.org/D12650
This adds a new Instance on Points node that is a replacement
for the old Point Instance node. Contrary to the old node,
it does not have a mode to instance objects or collections
directly. Instead, the node has to be used with an Object/
Collection Info to achieve the same effect.
Rotation and scale of the instances can be adjusted in the node
directly or can be controlled with a field to get some variation
between instances.
The node supports placing different instances on different points.
The user has control over which instance is placed on which point
using an Instance Index input. If that functionality is used, the
Instance Geometry has to contain multiple instances that can are
instanced separately.
Differential Revision: https://developer.blender.org/D12478
This adds two new input sockets to the Collection Info node:
* `Separate Children`: When turned off, the entire collection is output as a single
collection instance (same behavior as before). When turned on, each child of
the collection is output as a separate instance (children can be objects and collections).
Toggling this input should not change the visual transforms of the output geometry.
* `Reset Children`: Only used when `Separate Children` is on. When used, the transforms
of the instances are reset to the origin. This is useful when one wants to e.g. instance
the collection children separately in the upcoming instancing node.
Part of D12478.