In some circumstances singular files with numbers in their name (like
turntable-1080p.png or frame-1042.png) might be detected as a UDIM.
The root cause in this particular instance was because `BKE_image_get_tile_info`
believed this file to be a tiled texture and replaced the filename with
a tokenized version of it. However, later on, the code inside `image_open_single`
did not believe it was tiled because only 1 file was detected and our
tiled textures require at least 2. This discrepancy lead to the broken
filename situation.
This was a regression since rB180b66ae8a1f as that introduced the
tokenization changes.
Differential Revision: https://developer.blender.org/D14667
This commit changes the Curve to Mesh node to work with `Curves`
instead of `CurveEval`. The change ends up basically completely
rewriting the node, since the different attribute storage means that
the decisions made previously don't make much sense anymore.
The main loops are now "for each attribute: for each curve combination"
rather than the other way around, with the goal of taking advantage
of the locality of curve attributes. This improvement is quite
noticeable with many small curves; I measured a 4-5x improvement
(around 4-5s to <1s) when converting millions of curves to tens of
millions of faces. I didn't obverse any change in performance compared
to 3.1 with fewer curves though.
The changes also solve an algorithmic flaw where any interpolated
attributes would be evaluated for every curve combination instead
of just once per curve. This can be a large improvement when there
are many profile curves.
The code relies heavily on a function `foreach_curve_combination`
which calculates some basic information about each combination and
calls a templated function. I made assumptions about unnecessary reads
being removed by compiler optimizations. For further performance
improvements in the future that might be an area to investigate.
Another might be using a "for a group of curves: for each attribute:
for each curve" pattern to increase the locality of memory access.
Differential Revision: https://developer.blender.org/D14642
The ported normal calculation from ceed37fc5c neglected to
use the tilt attribute to rotate the normals around the tangents.
This commit adds that behavior back, adding a new math header file
to avoid duplicating the rotation function for normalized axes.
Differential Revision: https://developer.blender.org/D14655
This patch contains an initial pixel extractor for PBVH and an initial paint brush implementation.
PBVH is an accelleration structure blender uses internally to speed up 3d painting operations.
At this moment it is extensively used by sculpt, vertex painting and weight painting.
For the 3d texturing brush we will be using the PBVH for texture painting.
Currently PBVH is organized to work on geometry (vertices, polygons and triangles).
For texture painting this should be extended it to use pixels.
{F12995467}
Screen recording has been done on a Mac Mini with a 6 core 3.3 GHZ Intel processor.
# Scope
This patch only contains an extending uv seams to fix uv seams. This is not actually we want, but was easy to add
to make the brush usable.
Pixels are places in the PBVH_Leaf nodes. We want to introduce a special node for pixels, but that will be done
in a separate patch to keep the code review small. This reduces the painting performance when using
low and medium poly assets.
In workbench textures aren't forced to be shown. For now use Material/Rendered view.
# Rasterization process
The rasterization process will generate the pixel information for a leaf node. In the future those
leaf nodes will be split up into multiple leaf nodes to increase the performance when there
isn't enough geometry. For this patch this was left out of scope.
In order to do so every polygon should be uniquely assigned to a leaf node.
For each leaf node
for each polygon
If polygon not assigned
assign polygon to node.
Polygons are to complicated to be used directly we have to split the polygons into triangles.
For each leaf node
for each polygon
extract triangles from polygon.
The list of triangles can be stored inside the leaf node. The list of polygons aren't needed anymore.
Each triangle has:
poly_index.
vert_indices
delta barycentric coordinate between x steps.
Each triangle is rasterized in rows. Sequential pixels (in uv space) are stored in a single structure.
image position
barycentric coordinate of the first pixel
number of pixels
triangle index inside the leaf node.
During the performed experiments we used a fairly simple rasterization process by
finding the UV bounds of an triangle and calculate the barycentric coordinates per
pixel inside the bounds. Even for complex models and huge images this process is
normally finished within 0.5 second. It could be that we want to change this algorithm
to reduce hickups when nodes are initialized during a stroke.
Reviewed By: brecht
Maniphest Tasks: T96710
Differential Revision: https://developer.blender.org/D14504
* Curves objects now support the geometry nodes modifier.
* It's possible to use the curves object with the Object Info node.
* The spreadsheet shows the curve data.
The main thing holding this back currently is that the drawing code
for the curves object is very incomplete. E.g. it resamples the curves
always in the end, which is not expected for curves in general.
Differential Revision: https://developer.blender.org/D14277
**Relevant to Artists:** This patch adds an option to the Parenting
menu, `Object (Keep Transform Without Inverse)`, and Apply menu, `Parent
Inverse`. The operators preserve the child's world transform without
using the parent inverse matrix. Effectively, we set the child's origin
to the parent. When the child has an identity local transform, then the
child is world-space aligned with its parent (scale excluded).
**Technical:** In both cases, the hidden parent inverse matrix is
generally set to identity (cleared or "not used") as long as the parent
has no shear. If the parent has shear, then this matrix will not be
entirely cleared. It will contain shear to counter the parent's shear.
This is required, otherwise the object's local matrix cannot be properly
decomposed into location, rotation and scale, and thus cannot preserve
the world transform.
If the child's world transform has shear, then its world transform is
not preserved. This is currently not supported for consistency in the
handling of shear during the other parenting ops: Parent (Keep
Transform), Clear [Parent] and Keep Transform. If it should work, then
another patch should add the support for all of them.
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D14581
Assume that only one layer matches the id and return instead
of continuing to iterate over attributes after the layers have
been potentially reallocated.
When GPU subdivision is enabled the mesh objects remain unsubdivided on
the CPU side, and subdivision should be requested somewhat manually (via
`BKE_object_get_evaluated_mesh`).
When referencing an object, the Object Info node calls
`bke::object_get_evaluated_geometry_set` which first checks if a Geometry
Set is present on the object (unless we have a mesh in edit mode). If so
it will return it, if not, the object type is discriminated, which will
return a properly subdivided mesh object via `add_final_mesh_as_geometry_component`.
The unsubdivided mesh is returned because apparently the check on the
Geometry Set always succeeds (as it is always set in `mesh_build_data`).
However, the mesh inside this Geometry Set is not subdivided.
This adds a check for a MeshComponent in this Geometry Set, and if one
exists, calls `add_final_mesh_as_geometry_component` which will ensure
that the mesh is subdivided on the CPU side as well.
Differential Revision: https://developer.blender.org/D14643
Add a new operator, "Start Tweaking Strip Actions (Full Stack)", which
allows you to insert keyframes and preserve the pose that you visually
keyed while upper strips are evaluating,
The old operator has been renamed from "Start Tweaking Strip Actions" to
"Start Tweaking Strip Actions (Lower Stack)" and remains the default for
the hotkey {key TAB}.
**Limitations, Keyframe Remapping Failure Cases**:
1. For *transitions* above the tweaked strip, keyframe remapping will
fail for channel values that are affected by the transition. A work
around is to tweak the active strip without evaluating the upper NLA
stack.
It's not supported because it's non-trivial and I couldn't figure it
out for all transition combinations of blend modes. In the future, it
would be nice if transitions (and metas) supported nested tracks
instead of using the left/right strips for the transitions. That
would allow the transitioned strips to overlap in time. It would also
allow N strips to be part of the (previously) left and right strips,
or perhaps even N strips being transitioned in sequence (similar to a
blend tree). Proper keyframe remapping through all that is currently
beyond my mathematical ability. And even if I could figure it out,
would it make sense to keyframe remap through a transition?
//This case is reported to the user for failed keyframe insertions.//
2. Full replace upper strip that contains the keyed channels.
//This case is reported to the user for failed keyframe insertions.//
3. When the same action clip occurs multiple times (colored Red to
denote it's a linked strip) and vertically overlaps the tweaked
strip, then the remapping will generally fail and is expected to
fail.
I don't plan on adding support for this case as it's also non-trivial
and (hopefully) not a common or expected use case so it shouldn't be
much of an issue to lack support here.
For anyone curious on the cases that would work, it works when the
linked strips aren't time-aligned and when we can insert a keyframe
into the tweaked strip without modifying the current frame output of
the other linked strips. Having all frames sampled and the strip
non-time aligned leads to a working case. But if all key handles are
AUTO, then it's likely to fail.
//This case is not reported to the user for failed keyframe
insertions.//
4. When using Quaternions and a small strip influence on the tweaked
Combine strip. This was an existing failure case before this patch
too but worth a mention in case it causes confusion. D10504 has an
example file with instructions.
//This case is not reported to the user for failed keyframe insertions. //
5. When an upper Replace strip with high influence and animator keys to
Quaternion Combine (Replace is fine). This case is similar to (4)
where Quaternion 180 degree rotation limitations prevent a solution.
//This case is not reported to the user for failed keyframe insertions.//
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D10504
Particles baked into memory would never load the final frame because
of an off-by-one error calculating the particles `dietime`.
This value indicates the frame which the particle ceases to exist but
was being set to the end-frame which caused this bug as the scenes
end-frame is inclusive.
While the last frame was properly written and read from memory,
the `dietime` was set to the last frame causing all the particles to be
considered dead when calculating the cached particle system.
The "dir" argument to `BKE_where_on_path` was only actually
used in a few places. It's easier to see where those are if there
isn't always a dummy argument.
When displaying a deform modifier in edit mode, a cached
array of positions is used. Parallelizing bounds calculation when
that array exists can improve the framerate when editing slightly
(a few percent). I observed an improvement of the min/max itself
of about 10x (4-5ms to 0.4ms).
If all of the curves are poly curves, the evaluated positions are the
same as the original positions. In this case just reuse the original
positions span as the evaluated positions.
Solves compilation warning with Clang, and moves manipulation with
DNA structures to the designed way for C++.
The tests and few other places are update to the new code by Jacques.
Ref T96847
Maniphest Tasks: T96847
Differential Revision: https://developer.blender.org/D14625
After appending, new link/append code would delete linked IDs, even if
those where pre-existing. Note that this would actually lead to invalid
memory access later in append code (ASAN crash).
Internally many offsets for BLF were integers but exposed as floats,
since these are used in pixel-space, many callers were converging them
back to integers. Simplify logic by using ints.
We better handle NULL object pointers before doing layer collections
resync, otherwise said resync process has to deal with those NULL
pointers. By the look of it this mistake has been there since the origin
of the remapping/relinking code.
Also for safety (and optimization), do not perform layer collection
resync from `libblock_remap_data_postprocess_object_update` when
`libblock_remap_data_postprocess_collection_update` is called
immediately afterwards.
Also added same 'skip on NULL collection object pointer' check to
`layer_collection_local_sync` as the one in
`layer_collection_objects_sync`, since it's fairly hard to always
guaranty there is no such NULL pointer when calling that code.
- Missing star prefix.
- Unnecessary indentation.
- Blank line after dot-points
(otherwise doxygen merges with the previous dot-point).
- Use back-slash for doxygen commands.
- Correct spelling.
Port the "Normal" and "Curve Tangent" nodes to the new curves data-block
to avoid the conversion to `CurveEval`. This should make them faster by
avoiding all that copying, but otherwise nothing else has changed.
This also includes a fix to move the normal mode as a built-in curve
attribute when converting to and from `CurveEval`. The attribute is
needed because the option is used implicitly in many nodes currently.
Differential Revision: https://developer.blender.org/D14609
Previously, the new attributes were zero-initialized. However, sometimes
the default has to be something else. The old behavior led to unexpected
behavior in the Snap Curves to Surface operator in Deform mode, when the
curves were not attached to the surface before.
Differential Revision: https://developer.blender.org/D14588
- Use "curve" instead of "spline" in comments
- Use non-plural variable names
- Tag topology dirty after resolution modified rather than positions
- Reorder enum values to change which value is zero (and the default)
- Remove a duplicate unused variable
Both the Alembic and USD libraries use double precision floating
point numbers internally to store time. However the Alembic I/O
code defaulted to floats even though Blender's Scene FPS, which is
generally used for look ups, is stored using a double type. Such
downcasts could lead to imprecise lookups, and would cause
compilation warnings (at least on MSVC).
This modifies the Alembic exporter and importer to make use of
doubles for the current scene time, and only downcasting to float
at the very last steps (e.g. for vertex interpolation). For the
importer, doubles are also used for computing interpolation weights,
as it is based on a time offset.
Although the USD code already used doubles internally, floats were used
at the C API level. Those were replaced as well.
Differential Revision: https://developer.blender.org/D13855
This patch adds color attributes to TexPaintSlot. This allows an easier selection
when painting color attributes.
Previously when selecting a paint tool the user had to start a stroke, before the
UI reflected the correct TexPaintSlot. Now when switching the slot the active
tool is checked and immediate the UI is drawn correctly.
In the future the canvas selector will also be used to select an image or image texture node
to paint on. Basic implementation has already been done inside this patch.
A limitation of this patch is that is isn't possible anymore to rename images directly from
the selection panel. This is currently allowed in master. But as CustomDataLayers
aren't ID fields and not owned by the material supporting this wouldn't be easy.
{F12953989}
In the future we should update the create slot operator to also include color attributes.
Sources could also be extended to use other areas of the object that use image textures
(particles, geom nodes, etc... ).
Reviewed By: brecht
Maniphest Tasks: T96709
Differential Revision: https://developer.blender.org/D14455
Avoid Blender overwriting artist's choices. The automatic change from
"Hold" (i.e. bidirectional extrapolation) to "Hold Forward" (i.e. only
extrapolate forward in time) has been removed.
This patch does not change strip evaluation. Between two strips, the
first with `None` extrapolation and the next with `Hold`, neither strip
will evaluate, which matches previous behavior. A future patch can
change the evaluation behavior.
Reviewed By: RiggingDojo, sybren
Maniphest Tasks: T82230
Differential Revision: https://developer.blender.org/D14230
The problem was the original file had some vertex weight information, but the weights array was empty, so the duplication was not done and the free memory crashed.
To avoid this type of errors, now before duplicate weights the function checks the pointer and also the number of weights elements in the array to avoid the duplicatiopn of empty data.