USDZ conversion currently requires to change the 'current working
directory', due to internal USD library limitations.
This can only be done from main thread (and is highly discouraged in
general). This implies that USDZ conversion cannot happen from the Job
worker thread.
This commit moves it to the `endjob` callback of the USD export job
instead, as it is guaranteed to be executed from caller thread, i.e.
main thread in this case.
Pull Request: https://projects.blender.org/blender/blender/pulls/114420
The file that reproduces this had some faces of a mesh with vertex
normals, while some other faces were without vertex normals.
The parsing code assigns INT32_MAX as a fallback of "I could not parse
the normal index as a number" case, but later on code was not
catching this "normal index might be invalid" case. Fixes#114304
The last good commit was 8474716abb.
After this commits from main were pushed to blender-v4.0-release. These are
being reverted.
Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
This PR adds the following changes:
A single root is always set as default. After talking to Wave and
Spiff, we settled on root being the best default. Users who don't
want a single root prim inserted, can choose to clear the field
The root prim no longer requires the user to prefix the field with /.
It will implicitly insert that for them.
On export, the root_prim hierarchy is now defined all as Xform
instead of just the final prim in the path. Each prim also has
custom metadata added to show that it was generated by Blender.
This follows convention in other DCCs as well.
On import, the code now finds the hierarchy of generated prims
using that metadata. It then skips importing them. This means that
you can roundtrip hierarchies even with an inserted root.
Co-authored-by: Dhruv Govil <dgovil2@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113187
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
Calling `WM_report` & co API from wmJob worker thread is utterly unsafe,
and should never have been done. It 'worked' so far presumably because
worker threads were barely (if ever) reporting anything that way, but
now USD IO code is spamming reports in some cases, leading to fairly
common crashes.
Pull Request: https://projects.blender.org/blender/blender/pulls/113883
Currently object bounds (`object.runtime.bb`) are lazily initialized
when accessed. This access happens from arbitrary threads, and
is unprotected by a mutex. This can cause access to stale data at
best, and crashes at worst. Eager calculation is meant to keep this
working, but it's fragile.
Since e8f4010611, geometry bounds are cached in the geometry
itself, which makes this object-level cache redundant. So, it's clearer
to build the `BoundBox` from those cached bounds and return it by
value, without interacting with the object's cached bounding box.
The code change is is mostly a move from `const BoundBox *` to
`std::optional<BoundBox>`. This is only one step of a larger change
described in #96968. Followup steps would include switching to
a simpler and smaller `Bounds` type, removing redundant object-
level access, and eventually removing `object.runtime.bb`.
Access of bounds from the object for mesh, curves, and point cloud
objects should now be thread-safe. Other object types still lazily
initialize the object `BoundBox` cache since they don't have
a data-level cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/113465
Blender was writing out color attributes on USDPreviewSurface as
float3 instead of the more accurate color3f. While this is somewhat
technically okay, since color3f is a role alias for float3, it does cause
issues in applications that are correctly expecting color3f.
The material writer code actually expects color3f in other
sections, but was using float3 in this section erroneously.
Co-authored-by: Dhruv Govil <dgovil2@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113695
Building the depsgraph from non-main thread is unsafe currently, as it
may trigger some deferred processing on the Main data itself (here, the
update/resync of viewlayer collections).
So this commit moves the building of the export depsgraph back into the
main thread for the USD exporter, while keeping the depsgraph evaluation
code (which is typically the heavy part with complex scenes) into the
threaded job worker code.
Issue was randomly (but fairly commonly) reproducible when trying to export
most of the Pets project production files (on linux debug build with ASAN).
Root issue has been reported and is being discussed in #112534, ideally a
better solution can be designed at depsgraph level in the future.
NOTE: Should likely also be back-ported to 3.6 and 3.3 LTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/113537
Updated CacheReader_open_usd_object() to issue a warning and
return early if the given object path does not refer to a
valid prim on the USD stage, to avoid crashing when attempting
to create a reader from an invalid prim.
Pull Request: https://projects.blender.org/blender/blender/pulls/113524
Move the three current 'status variables' (stop, update and progress)
into a single 'WorkerStatus' struct. This is cleaner and will allow for
future workin this area without having to edit tens of 'startjob'
callbacks signatures all the time.
No functional change expected here.
Note: jobs' specific internal code has been modified as little as
possible, in many cases the job's own data still just store pointers to
these three values. Ideally in the future more refactor will be using a
single pointer to the shared `wmJobWorkerStatus` data instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/113343
Fix various issues in import and export of cameras.
* Wrong units and flipped shift values on import
* Wrong clip start lower range on import
* Wrong units for aperture and focal length properties on export
* Issue with auto sensor fit and height > width on export
Pull Request: https://projects.blender.org/blender/blender/pulls/112905
If the DAE file was written with something other than Blender 4.0, it
doesn't have the bone collections info. That resulted in a nullptr, which
is now handled properly.
MPoly -> offset indices refactor (7966cd16d6) did not realize
that due to forced triangulation the mesh changes, so we need
to re-fetch the faces array after triangulating. Fixes#112011
- "Tapping Alt...": remove newline in tooltip.
- Add descriptions for the From Left and From Right of the Shear
Keyframes operator's direction items, instead of just "foo":
- "Shear the keys using the left key as reference", and
- "Shear the keys using the right key as reference".
- "Affects the value" -> "Affect", use the imperative.
- "Increase or decrease the value of selected keys \n
in relationship to their average"
-> "Scale selected key values by their combined average":
remove the newline and rephrase the unclear description. New
description by Harley Acheson.
- "Redefine equalizer graphs": this is an operator name, it should be
title case.
- "USD Skeleton Import" warning: inconsistent whitespace.
- "%s: Joint weights and joint indices size mismatch size mismatch for
prim %s": remove duplicated "size mismatch".
- "USD export: couldn't copy texture tile from %s to %s": remove
duplicate whitespace, change "couldn't" to "could not" to respect
the style guide.
- "Temp. Diff." -> expand the abbreviation to "Temperature Difference"
- "Registering node tree class:" do not use formatting just to reduce
redundancy in a few messages, but write it explicitly each time.
This is more legible, and much better for translations.
- "Absolute time alignment while translating" -> "Absolute time
alignment when transforming keyframes" because this applies to all
transforms, not translation only.
- "# characters defines the [...] length of frame numbers" ->
"define" (typo), "padding" is more specific than length.
Pull Request: https://projects.blender.org/blender/blender/pulls/112975
Don't export color if strength is 0, and on import set strength to 1 when
there is a color. This is more important now that the default is color white
and strength 0 in the Principled BSDF.
Ref #99447
Ref #112848
This simplifies running built-in IO tests with:
ctest -R bf_io_
Also use "bf_io_" prefix for the libraries since it was already used
by some and it's a useful hint the libraries are used for IO.
Replace the import/export of armature layers with bone collections.
The Old Way:
- Export: Each bone would store which armature layer it was on.
- Import: All armature layers that contain at least a bone are shown.
The New Way:
- Export: Each armature contains a list of its bone collections,
including which one is active and which ones are visible.
- Export: Each bone stores which bone collection it is on.
- Import: the above data is simply used as-is.
Due to limitations of the current Collada importer code, each "extra"
tag can only occur once per Collada node. This means that it was
impossible to write a `<collection name="Bones">` tag for each bone
collection, as only one of those would actually be stored by the
importer for further processing. To work around this limitation, all
bone collection related tags store their values as newline-separated
strings. Example:
```
<node id="Armature">
<extra>
<technique profile="blender">
<collections sid="collections" type="string">Layer 1
Layer 3b
Group
That One Bone</collections>
<visible_collections sid="visible_collections" type="string">Layer 1
Layer 3b
That One Bone</visible_collections>
<active_collection sid="active_collection" type="string">That One Bone</active_collection>
</technique>
</extra>
</node>
```
- Adds tint control, which simulates volumetric absorption inside the coating.
This results in angle-dependent saturation and affects all underlying layers
(diffuse, subsurface, metallic, transmission). It provides a physically-based
alternative to ad-hoc effects such as tinted specular highlights.
- Renames the component from "Clearcoat" to "Coat", since it's no longer
necessarily clear now. This matches naming in e.g. other renderers or OpenPBR.
- Adds an explicit Coat IOR input, in preparation for future smarter IOR logic
around the interaction between Coat and main IOR. This used to be hardcoded
to 1.5.
- Removes hardcoded 0.25 weight multiplier, and adds versioning code to update
existing files accordingly. OBJ import/export still applies the factor.
- Replaces the GTR1 microfacet component with regular GGX. This removes a corner
case in the Microfacet code, solves #53038, and makes us more consistent with
other standard surface shaders. The original Disney BSDF used GTR1, but it
doesn't appear that it caught on in the industry.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/110993