In vertex extrusion mode, when there are no edge attributes we can avoid
creating a topology map meant for mixing old values. This makes
simulation caching for a curl noise demo file from user Higgsas 10%
faster (from 44s to 40s to calculate 230 frames).
The main goal here is to reduce the number of times thread-local data has
to be looked up using e.g. `EnumerableThreadSpecific.local()`. While this
isn't a bottleneck in many cases, it is when the action performed on the local
data is very short and that happens very often (e.g. logging used sockets
during geometry nodes evaluation).
The solution is to simply pass the thread-local data as parameter to many
functions that use it, instead of looking it up in those functions which
generally is more costly.
The lazy-function graph executor now only looks up the local data if
it knows that it might be on a new thread, otherwise it uses the local data
retrieved earlier.
Alongside with `UserData` there is `LocalUserData` now. This allows users
of the lazy-function evaluation (such as geometry nodes) to have custom
thread-local data that is passed to all the lazy-functions automatically.
This is used for logging now.
This patch implements the Denoise node for the realtime compositor. The
denoiser executes on the CPU and we pay for the CPU<->GPU round trip to
memory, so this is not realtime, as one might expected. And is just a
temporary implementation until OIDN supports GPU execution.
This is different from the CPU implementation in that it doesn't use the
auxiliary passes if they were not provided, because using an inflated
buffer of an undefined value doesn't make much sense.
Pull Request: https://projects.blender.org/blender/blender/pulls/107375
Geometry Nodes strives to reduce template usage in code,
to use it only for extremely important loops or for template math
processing on attributes. Due to this, this pull request cleans up
to delete template classes and uses `convert_to_static_type` in
accumulate function directly.
Pull Request: https://projects.blender.org/blender/blender/pulls/104440
Renamed geometry node "Face Is Planar" to "Is Face Planar"
so that the name in the menu and in the node are the same.
Translations now also works as expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/107713
- The official spelling of FFMPEG is FFmpeg (upper, then lower case).
- The normal vector copy and paste operators shoud be singular because
they can only be used on a single element.
- The "Parent File" file browser operator goes up one level in the
file hierarchy. It should be called "Parent Directory", like the
current description "Go to the parent directory".
- "Mass Vertex Group" used to define the mass, but was reused at some
point and now actually defines cloth pinning so it should be called
"Pin Vertex Group", as in the UI.
- The Transformation constraint's Map To Type suffered from a
typo (probably of -> on).
- "Fall-off" is more commonly spelled "Falloff".
- "Effected" should really be "Affected" in this case.
- Rephrase the descriptions for the curve painting tools drawing
plane, which did not seem to match what the settings do. Namely,
they allow selecting in which plane to draw curves using the Curve
Draw tool.
Reported by @Joan-Pujolar in #43295:
- Force exporting animation on every objects [objects singular]
- Color of the interface widgets text insertion cursor (caret) [delete
interface widgets]
- Index of active aov [AOV in uppercase everywhere else]
- Does this tool use an painting canvas [an]
- This script was written Blender version %d.%d.%d ["for" missing
before "Blender"]
- [fcurve -> F-curve]
- unknown error stating file [statting]
- Offset into each stroke before the beginning of the dashed segment
generation [Two spaces between of and the]
- Find the nearest element in the a group. [either "the" or "a"]
Pull Request: https://projects.blender.org/blender/blender/pulls/107699
Only use the term len & maxlen when they represent the length & maximum
length of a string. Instead of the available bytes to use.
Also include the data they're referencing as a suffix, otherwise it's
not always clear what the length is in reference to.
For derived mesh triangulation information, currently the three face
corner indices are stored in the same struct as index of the mesh
polygon the triangle is part of. While those pieces of information are
often used together, they often aren't, and combining them prevents
the indices from being used with generic utilities. It also means that
1/3 more memory has to be written when recalculating the triangulation
after deforming the mesh, and that the entire triangle data has to be
read when only the polygon indices are needed.
This commit splits the polygon index into a separate cache on `Mesh`.
The triangulation data isn't saved to files, so this doesn't affect
.blend files at all.
In a simple test deforming a mesh with geometry nodes, the time used
to recalculate the triangulation reduced from 2.0 ms to 1.6 ms,
increasing overall FPS from 14.6 to 15.
Pull Request: https://projects.blender.org/blender/blender/pulls/106774
The fact that blenlib doesn't know about the set of attribute types is
actually an important detail right now that can influence how things
are designed. Longer term it would be good to consolidate many of
these attribute propagation algorithms anyway.
The "Evaluate at Index" and "Sample Index" nodes are exactly the same
once they retrieve the values to copy and the indices (apart from the
clamping option anyway). This also allows devirtualizing the index input
in the evaluate at index node like the sample index node.
Change the implementation of the raycast and sample nearest surface
node to split separate loops into separate multi-functions. This
clarifies the task of each function, gives more information to the
field evaluator, and gives more opportunity for memory reuse.
Sampling mesh attributes with triangle barycentric weights is now
implemented in a single place. Two other new multi-functions
handle conversion of sampled positions into barycentric weights.
Normalizing the ray directions for the raycast node is split out
too, so it can be skipped in some cases in the future.
The mesh attribute interpolator helper class is also removed,
since it didn't give much benefit over a more functional approach.
I didn't notice a performance improvement from this change.
Pull Request: https://projects.blender.org/blender/blender/pulls/107563
This adds support for building simulations with geometry nodes. A new
`Simulation Input` and `Simulation Output` node allow maintaining a
simulation state across multiple frames. Together these two nodes form
a `simulation zone` which contains all the nodes that update the simulation
state from one frame to the next.
A new simulation zone can be added via the menu
(`Simulation > Simulation Zone`) or with the node add search.
The simulation state contains a geometry by default. However, it is possible
to add multiple geometry sockets as well as other socket types. Currently,
field inputs are evaluated and stored for the preceding geometry socket in
the order that the sockets are shown. Simulation state items can be added
by linking one of the empty sockets to something else. In the sidebar, there
is a new panel that allows adding, removing and reordering these sockets.
The simulation nodes behave as follows:
* On the first frame, the inputs of the `Simulation Input` node are evaluated
to initialize the simulation state. In later frames these sockets are not
evaluated anymore. The `Delta Time` at the first frame is zero, but the
simulation zone is still evaluated.
* On every next frame, the `Simulation Input` node outputs the simulation
state of the previous frame. Nodes in the simulation zone can edit that
data in arbitrary ways, also taking into account the `Delta Time`. The new
simulation state has to be passed to the `Simulation Output` node where it
is cached and forwarded.
* On a frame that is already cached or baked, the nodes in the simulation
zone are not evaluated, because the `Simulation Output` node can return
the previously cached data directly.
It is not allowed to connect sockets from inside the simulation zone to the
outside without going through the `Simulation Output` node. This is a necessary
restriction to make caching and sub-frame interpolation work. Links can go into
the simulation zone without problems though.
Anonymous attributes are not propagated by the simulation nodes unless they
are explicitly stored in the simulation state. This is unfortunate, but
currently there is no practical and reliable alternative. The core problem
is detecting which anonymous attributes will be required for the simulation
and afterwards. While we can detect this for the current evaluation, we can't
look into the future in time to see what data will be necessary. We intend to
make it easier to explicitly pass data through a simulation in the future,
even if the simulation is in a nested node group.
There is a new `Simulation Nodes` panel in the physics tab in the properties
editor. It allows baking all simulation zones on the selected objects. The
baking options are intentially kept at a minimum for this MVP. More features
for simulation baking as well as baking in general can be expected to be added
separately.
All baked data is stored on disk in a folder next to the .blend file. #106937
describes how baking is implemented in more detail. Volumes can not be baked
yet and materials are lost during baking for now. Packing the baked data into
the .blend file is not yet supported.
The timeline indicates which frames are currently cached, baked or cached but
invalidated by user-changes.
Simulation input and output nodes are internally linked together by their
`bNode.identifier` which stays the same even if the node name changes. They
are generally added and removed together. However, there are still cases where
"dangling" simulation nodes can be created currently. Those generally don't
cause harm, but would be nice to avoid this in more cases in the future.
Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Lukas Tönne <lukas@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/104924
This patch implements the Mask node for the realtime compositor. The
evaluation of the mask is not GPU accelerated, but is cached as a form
of temporary implementation until we implement a GPU evaluator for
masks.
One limitation currently is that we do not redraw the viewport while the
mask is getting edited by the user, because always doing that will be
redundant in most situations, and conditioning the redraw requires a lot
of work that should be handled outside of this patch.
This is similar to the Texture node implementation in 151a53110c.
Pull Request: https://projects.blender.org/blender/blender/pulls/107464
Node socket tooltips suffered from several issues.
- Some could not be translated because they were not properly
extracted, so extraction macros were added.
- Some were extracted but included newlines at the end which did not
get translated, such as `ss << TIP_("Geometry:\n")`, changed to
`ss << TIP_("Geometry:") << "\n"`.
- Some translations were not functional, such as:
`TIP_(attributes_num == 1 ? " Named Attribute" : " Named Attributes");`
because `TIP_()` needs to be around a single string.
- Some extraction macros had no effect and were removed, such as:
`.description(N_(leading_out_description));`
This is a no-op macro which can be used only around a string literal.
Pull Request: https://projects.blender.org/blender/blender/pulls/107257
It arguably reads easier if simple operations like reading from indices
of an array don't each get their own line. Also the same corner
attribute sampling was repeated in a few places. And add a new
function to sample normals from the corner domain, and use
lower level arguments to the lower level functions (i.e. not just
a mesh pointer, but the necessary data arrays).
Usually anonymous attributes are removed earlier, but otherwise
the extrude node can end up doing extra work.We need to retrieve the
propagation set and remove not-propagated attributes. And also fix
a case where in vertex mode, the offsets array could be freed when
the mesh is resized.
A `BitGroupVector` is a compact data structure that allows storing multiple
bits per element, for example 5 bits per vertex. The implementation is
mostly just a wrapper around `BitVector`. There is some additional logic
to make sure that the bit span of every element is bounded (according
to the `is_bounded_span` function). This makes it more efficient to operate
on groups as a whole (e.g. `or` one group into another). In some sense,
this data structure can also be interpreted as a 2D bit array. Functions
like `append` can be added when they become necessary.
The new data structure is used to replace some `MultiValueMap` in
geometry nodes. This simplifies the code.
This patch implements the Corner Pin node for the realtime compositor.
This is different from the existing compositor in that single value
inputs produce single value outputs, instead of assuming the size of the
render.
Pull Request: https://projects.blender.org/blender/blender/pulls/107363
Use a grain size for the final tree creation/balancing/lookup that
depends on the average size of each tree. When the trees are larger,
fewer trees are processed on each thread and vice versa. I didn't notice
a difference when there are hundreds of thousands of groups, but
when there are few (i.e. around the number of cores), I noticed a 6x
performance improvement, from over 1 second to around 0.2 s.
Note that generally the performance is better with many small groups,
because the creation and balancing of trees is single threaded.
If the Group ID input isn't a single value, it's likely to be a span,
so making sure that's true should generally be free, at least in
most cases. This brought a test with 1 million points from 37
to 34 ms, roughtly an 8% improvement.
Needed for the simulation zone addition to the add menu search.
Link-drag search isn't supported yet, but a similar change should be
possible there.
Now the search item exposed through the public nodes namespace returns
several items directly, and the "after add function" is just handled as
a sub-case of that for convenience.
This triggered an assert during evaluation, because the group inputs
were first requested and later the set unused, which is not allowed.
The issue was likely introduced in 258678916f.
Currently `Mesh to Volume` creates a volume using
`openvdb::tools::meshToVolume` which is then filled with the specified
density and the class set to Fog Volume. This is wrong because
`meshToVolume` creates a signed distance field by default that needs
to be converted to a Fog Volume with `openvdb::tools::sdfToFogVolume`
to get a proper Fog volume.
Here is the description of what that function does (from OpenVDB):
"The active and negative-valued interior half of the narrow band
becomes a linear ramp from 0 to 1; the inactive interior becomes
active with a constant value of 1; and the exterior, including the
background and the active exterior half of the narrow band, becomes
inactive with a constant value of 0. The interior, though active,
remains sparse."
This means with this commit old files will not look the same.
There is no way to version this as the options for external band width
and not filling the volume is removed (they don't make any sense for a
proper fog volume).
Pull Request: https://projects.blender.org/blender/blender/pulls/107279
This patch refactors the static cache manager to be split into multiple
smaller Cached Resources Containers. This is a non factional change, and
was done to simplify future implementations of cached resources as they
become more elaborate.
This patch implements the Texture node for the realtime compositor. The
evaluation of the texture is not GPU accelerated, but is cached as a
form of temporary implementation since the Texture node is deprecated
and will be removed in the future. Furthermore, texture node evaluation
is not supported for now.
This patch also introduces the concept of an ID static cache, which
uses the DrawDataList mechanism to invalidate the cache as needed,
consequently, a DrawDataList was added to the Tex ID structure.
An improvement that should be implemented outside of this patch is to
implement support for proxy textures in results to avoid redundant
copies in the execute method of the texture node. This should be
straightforward bit will be implemented in a separate patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/107291