Commit Graph

813 Commits

Author SHA1 Message Date
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Iliya Katueshenock
9e12a675b5 Cleanup: Merge BKE_node.h into BKE_node.hh
Trivial change, just move all the code from `BKE_node.h` to `BKE_node.hh` header top.
No mixing code from different headers or namespace changes. Part of #117773

Pull Request: https://projects.blender.org/blender/blender/pulls/118407
2024-02-19 15:26:10 +01:00
Hans Goudey
1cfe9dd08c Geometry Nodes: Matrix socket type, attribute type, and initial nodes
Implements the design from #116067.
The socket type is called "Matrix" but it is often referred to as "Transform"
when that's what it is semantically. The attribute type is "4x4 Matrix" since
that's a lower level choice. Currently matrix sockets are always passed
around internally as `float4x4`, but that can be optimized in the future
when smaller types would give the same behavior.

A new "Matrix" utilities category has the following set of initial nodes"
- **Combine Transform**
- **Separate Transform**
- **Multiply Matrices**
- **Transform Direction**
- **Transform Vector**
- **Invert Matrix**
- **Transpose Matrix**

The nodes and socket type are behind an experimental flag for now,
which will give us time to make sure it's the right set of initial nodes.
The viewer node overlay doesn't support matrices-- they aren't supported
for rendering in general. They also aren't supported in the modifier interface
currently. But they are supported in the spreadsheet, where the value is
displayed in a tooltip.

Pull Request: https://projects.blender.org/blender/blender/pulls/116166
2024-02-13 18:59:36 +01:00
Jacques Lucke
e1ee422d12 Nodes: improve handling of deprecated nodes
In 4.1 we deprecate the `Rotate Euler` node in favor of the `Rotate Rotation`
node which uses the new rotation socket type. The node is not removed
(for now) because that would come with compatibility issues. More generally,
we'll likely run into the situation where nodes are deprecated more often in the
future, without actually removing them to keep compatibility. This patch improves
how such nodes are handled in the UI.

The patch does three things:
* Adds a new `Utilities > Deprecated` entry in the add node menu in geometry nodes.
* Moves search items which are deprecated to the bottom in the search results
  (currently, this only works in English, can be fixed in bcon3).
* Adds a new `bNodeType->deprecation_notice` that will result in a deprecation
  warning when the node is used.

Pull Request: https://projects.blender.org/blender/blender/pulls/117905
2024-02-06 19:08:01 +01:00
Lukas Tönne
5ad49f4142 Geometry Nodes: Menu Switch Node
This patch adds support for _Menu Switch_ nodes and enum definitions in
node trees more generally. The design is based on the outcome of the
[2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch).

The _Menu Switch_ node is an advanced version of the _Switch_ node which
has a customizable **menu input socket** instead of a simple boolean.
The _items_ of this menu are owned by the node itself. Each item has a
name and description and unique identifier that is used internally. A
menu _socket_ represents a concrete value out of the list of items.

To enable selection of an enum value for unconnected sockets the menu is
presented as a dropdown list like built-in enums. When the socket is
connected a shared pointer to the enum definition is propagated along
links and stored in socket default values. This allows node groups to
expose a menu from an internal menu switch as a parameter. The enum
definition is a runtime copy of the enum items in DNA that allows
sharing.

A menu socket can have multiple connections, which can lead to
ambiguity. If two or more different menu source nodes are connected to a
socket it gets marked as _undefined_. Any connection to an undefined
menu socket is invalid as a hint to users that there is a problem. A
warning/error is also shown on nodes with undefined menu sockets.

At runtime the value of a menu socket is the simple integer identifier.
This can also be a field in geometry nodes. The identifier is unique
within each enum definition, and it is persistent even when items are
added, removed, or changed. Changing the name of an item does not affect
the internal identifier, so users can rename enum items without breaking
existing input values. This also persists if, for example, a linked node
group is temporarily unavailable.

Pull Request: https://projects.blender.org/blender/blender/pulls/113445
2024-01-26 12:40:01 +01:00
Iliya Katushenock
37b2c12cfa Geometry Nodes: Sort Elements node
Implements the design in #109983

Pull Request: https://projects.blender.org/blender/blender/pulls/114194
2024-01-12 14:30:34 +01:00
Lukas Tönne
e470edf3e1 Geometry Nodes: initial Volume Grid socket support
This is the initial implementation for the volume grid sockets that has been
discussed during the November 2023 geometry nodes workshop.

It adds initial support for passing volume grids around in sockets. Furthermore,
it adds two new nodes. Both are initially hidden under the "New Volume Nodes"
experimental option until we have a few mode nodes.
* **Get Named Grid**: Gets or extracts a volume grid from a volume geometry
  based on the grid's name.
* **Store Named Grid**: Puts a volume grid back into a volume with a name.

`SocketValueVariant` is extended to support grids besides single values and fields.

Next steps:
* Implement grid socket shape and inferencing (currently, they just look like
  single values).
* Add implicit conversions between grid types.
* Implement nodes that operate on the grids (#116021).
* Improved spreadsheet and viewer support.

Links:
* https://devtalk.blender.org/t/volumes-in-geometry-nodes-proposal/31917
* https://devtalk.blender.org/t/2023-11-06-geometry-nodes-workshop-notes/32007#volumes-3

Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/115270
2023-12-20 22:33:17 +01:00
Jacques Lucke
00eaddbd51 Geometry Nodes: new Bake node
This adds a new `Bake` node which allows saving and loading intermediate geometries.
Typical use cases we want address with this currently are:
* Bake some data for use with a render engine.
* Bake parts of the node tree explicitly for better performance.

For now, the format that is written to disk is not considered to be an import/export format.
It's not guaranteed that data written with one Blender version can be read by another
Blender version. For that it's better to use proper interchange formats. Better support for
those will be added eventually as well. We also plan an `Import Bake` node that allows
reading the blender-specific baked data independent of the Bake node and at different frames.

The baking works very similar to the baking in the simulation zone (UI and implementation
wise). Major differences are:
* The Bake node has a `Bake Still` and `Bake Animation` mode.
* The Bake node doesn't do automatic caching.

Implementation details:
* Refactored how we create the Python operators for moving socket items so that it also
  makes sense for non-zones.
* The `ModifierCache` stores an independent map of `SimulationNodeCache` and
  `BakeNodeCache`, but both share a common data structure for the actually baked data.
* For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make
  sure that the node is baked even if it's currently not connected to the output.
* Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used
  during baking. It's necessary because I want to evaluate the object again even though none
  of its inputs changed. The reevaluation is necessary to create the baked data. Using
  `DEG_id_tag_update` technically works as well, but has the problem that it also uses the
  `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches
  which shouldn't happen here.
* Slightly refactored the timeline drawing so that it can also show the baked ranges of
  Bake nodes. It does not show anything for baked nodes with a in Still mode though.
* The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the
  code easier to follow compared to the previous nested
  `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure.
* The bake operators are disabled when the .blend file is not yet saved. This is technically
  only necessary when the bake path depends on the .blend file path but seems ok to force
  the user anyway (otherwise the bake path may be lost as well if it's set explicitly).
* The same operators are used to bake and delete single bakes in `Bake` nodes and
  `Simulation Zones`. On top of that, there are separate operators of baking and deleting all
  simulation bakes (those ignore bake nodes).
* The `Bake` node remembers which inputs have been fields and thus may be baked as attributes.
  For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data
  may still contain attribute data, even if the inputs to the bake node are disconnected.
* Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes
  evaluation from the outside (from the modifier only currently). This is done by providing the
  new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes.

Next Steps (mostly because they also involve simulations):
* Visualize nodes that have not been evaluated in the last evaluation.
* Fix issue with seemingly loosing baked data after undo.
* Improve error handling when baked data is not found.
* Show bake node in link drag search.
* Higher level tools for managing bakes.

Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
Jacques Lucke
e1d0d70911 Geometry Nodes: refactor storage for socket values
This refactors `SocketValueVariant` with the following goals in mind:
* Support type erasure so that not all users of `SocketValueVariant` have
  to know about all the types sockets can have.
* Move towards supporting "rainbow sockets" which are sockets whoose
  type is only known at run-time.
* Reduce complexity when dealing with socket values in general. Previously,
  one had to use `SocketValueVariantCPPType` a lot to manage uninitialized
  memory. This is better abstracted away now.

One related change that I had to do that I didn't see coming at first was that
I had to refactor `set_default_remaining_outputs` because now the default value
of a `SocketValueVariant` would not contain any value. Previously, it was
initialized the zero-value of the template parameter. Similarly, I had to change
how implicit conversions are created, because comparing the `CPPType` of linked
sockets was not enough anymore to determine if a conversion is necessary.

We could potentially use `SocketValueVariant` for the remaining socket types in the
future as well. Not entirely sure if that helps yet. `SocketValueVariant` can easily be
adapted to make that work though. That would also justify the name
"SocketValueVariant" better.

Pull Request: https://projects.blender.org/blender/blender/pulls/116231
2023-12-17 14:00:07 +01:00
Omar Emara
123da3412b Cleanup: Move Cryptomatte node defines into enums 2023-12-13 12:40:34 +02:00
Douglas Paul
75f160ee96 Geometry Nodes: Add Active Camera input node
This adds a new "Active Camera" input geometry node, per #105761.

The node outputs the the scene's current active camera. It is available
from Input > Scene > Active Camera in the geometry nodes Add menu.

Typical usage would be to connect this node to an Object Info node to
obtain its transform. This works as expected when the camera's
transform is animated, and also when there are markers on the timeline
that change the active camera.

In order to support the aforementioned changes in the active camera,
this implementation adds depsgraph relations for all cameras referenced
by timeline markers. This eliminates the complexity of updating the
depsgraph whenever the scene switches to a different active camera,
but of course it comes at the cost of including more objects than
strictly necessary in the depsgraph for scenes that switch cameras.
Dynamically updating the depsgraph upon camera changes could be a
future improvement if there proves to be sufficient need for it.

Pull Request: https://projects.blender.org/blender/blender/pulls/113431
2023-12-12 19:11:06 +01:00
Hans Goudey
2609f16fc8 Cleanup: Resolve inconsistent struct vs. class declaration warning
Also add a missing include in a header
2023-12-06 10:00:25 -05:00
Jacques Lucke
a23bd3d7f3 Nodes: add node callback for extra info that is drawn above node
This allows nodes to show some extra information next to the node. This can be
useful for debugging and will likely also be used for the new Bake node (#115466).

Pull Request: https://projects.blender.org/blender/blender/pulls/115805
2023-12-05 15:57:40 +01:00
Habib Gahbiche
153f14be2b Compositor: Make split viewer a regular split node
Changes:
- Renamed Split Viewer Node to Split Node
- Split Node is now under `Utilities` (similar to Switch node)
- Versioning: split viewer from 4.0 and before is replaced with the new split node connected to a new viewer node.

Pull Request: https://projects.blender.org/blender/blender/pulls/114245
2023-12-03 23:20:44 +01:00
Lukas Tönne
5bc82b5b7c Geometry Nodes: Remove experimental volume nodes
The new grid socket (#115270) will make these nodes obsolete and
provide more elegant ways of implementing the features. Removing
these nodes now to clean up and make future changes simpler.

Pull Request: https://projects.blender.org/blender/blender/pulls/115567
2023-11-29 16:02:06 +01:00
Hans Goudey
8d5aa6eed4 Geometry Nodes: Index switch node
Add an "Index Switch" node which is meant as a simpler version of
the "Menu Switch" from #113445 that doesn't allow naming items
or displaying them in a dropdown, but still allows choosing between
an arbitrary number of items, unlike the regular "Switch" node.
Even when the Menu Switch is included (which should be in the
same release as this), it may still be helpful to have explicit mapping
of indices, and a fair amount of the internals can be shared anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/115250
2023-11-22 16:11:32 +01:00
Hoshinova
0b11c591ec Nodes: Merge Musgrave node into Noise node
This path merges the Musgrave and Noise Texture nodes into a single
combined Noise Texture node. The reasoning is that both nodes
intrinsically do the same thing, which is the layering of Perlin noise
derivatives to produce fractal noise. So the patch de-duplicates code
and unifies the use of fractal noise for the end use.

Since the Noise node had a Distortion input and a Color output, while
the Musgrave node did not, those are now available to the Musgrave types
as new functionalities.

The Dimension input of the Musgrave node is analogous to the Roughness
input of the Noise node, so both inputs were unified to follow the same
behavior of the Roughness input, which is arguable more intuitive to
control. Similarly, the Detail input was slightly different across both
nodes, since the Noise node evaluated one extra layer of noise. This was
also unified to follow the behavior of the Noise node.

The patch, coincidentally fixes an unreported bug causing repeated
output for certain noise types and another floating precision bug
#112180.

The versioning code implemented with this patch ensures backward
compatibility for both the Musgrave and Noise Texture nodes. When
opening older Blender files in Blender 4.1 the output of both nodes are
guaranteed to always be exactly identical to that of Blender files
created before the nodes were merged in all cases.

Forward compatibility with Blender 4.0 is implemented by #114236.
Forward compatibility with Blender 3.6 LTS is implemented by #115015.

Pull Request: #111187
2023-11-18 09:40:44 +01:00
Dalai Felinto
e42281084b GPv3: Named Layer Selection node
This node supports either a Layer or a Layer Group name as input,
and outputs a selection field for it.

Known limitations to be addressed separately:

* We are not warning/keeping track of the named layers.
* There is no lookup for layers (groups) yet.

Ref !113908.

Pull Request: https://projects.blender.org/blender/blender/pulls/113908
2023-10-23 15:49:39 +02:00
Jacques Lucke
5bee6bcedc Geometry Nodes: new Split to Instances node
This node allows splitting up a geometry into groups. A group is defined as all
elements with the same group id. The output contains an instance per group.
The `Group ID` output can be used for further deterministic processing.

The node supports meshes, curves, point clouds and instances. It only works
on the top-level geometry, so it does not go into nested instances because it
also generates new instances.

Co-authored-by: Hans Goudey <hans@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/113083
2023-10-18 10:26:23 +02:00
Jacques Lucke
38813a7441 Nodes: unify static and dynamic declarations
This helps solving the problem encountered in #113553. The problem is that we
currently can't support link-drag-search for nodes which have a dynamic declaration.

With this patch, there is only a single `declare` function per node type, instead of
the separate `declare` and `declare_dynamic` functions. The new `declare` function
has access to the node and tree. However, both are allowed to be null. The final
node declaration has a flag for whether it depends on the node context or not.

Nodes that previously had a dynamic declaration should now create as much of
the declaration as possible that does not depend on the node. This allows code
like for link-drag-search to take those sockets into account even if the other
sockets are dynamic.

For node declarations that have dynamic types (e.g. Switch node), we can also
add extra information to the static node declaration, like the identifier of the socket
with the dynamic type. This is not part of this patch though.

I can think of two main alternatives to the approach implemented here:
* Define two separate functions for dynamic nodes. One that creates the "static
  declaration" without node context, and on that creates the actual declaration with
  node context.
* Have a single declare function that generates "build instructions" for the actual
  node declaration. So instead of building the final declaration directly, one can for
  example add a socket whose type depends on a specific rna path in the node.
  The actual node declaration is then automatically generated based on the build
  instructions. This becomes quite a bit more tricky with dynamic amounts of sockets
  and introduces another indirection between declarations and what sockets the node
  actually has.

I found the approach implemented in this patch to lead to the least amount of
boilerplate (doesn't require a seperate "build instructions" data structure) and code
duplication (socket properties are still only defined in one place). At the same time,
it offers more flexibility to how nodes can be dynamic.

Pull Request: https://projects.blender.org/blender/blender/pulls/113742
2023-10-15 20:28:23 +02:00
Jacques Lucke
1ecc315d34 Nodes: pass node declaration builder to dynamic declaration function
Generally, one should use the declaration builder instead of trying to
do it manually which is more error prone and verbose.
2023-10-08 14:38:28 +02:00
Hans Goudey
2e6b81f151 Cleanup: Make format 2023-09-26 17:05:36 -04:00
Bogdan Nagirniak
c0a0de617c Hydra: export Blender shader nodes as MaterialX node graph
This adds initial support for rendering Cycles and EEVEE shaders in Hydra
render engines that support MaterialX. Not all nodes are currently
supported, see the detailed compatibility list in #112864.

Co-authored-by: Georgiy Markelov <georgiy.m.markelov@gmail.com>
Co-authored-by: Vasyl Pidhirskyi <vpidhirskyi@gmail.com>

Pull Request: https://projects.blender.org/blender/blender/pulls/111765
2023-09-26 18:52:41 +02:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Hans Goudey
974edc5885 Cleanup: Remove unnecessary "add node search"
Now that specific menus can be searched directly (see 7f9d51853c),
there is no need to maintain separate search functionality for adding
nodes. This PR removes the add node search. In a way this brings us
closer to the `NodeItem` situation before, but the setup is more
flexible since the menus are more standard and easier to customize.

In the few ways we customized the node search items before, this gives
us the same results as before. Overall the searching is less flexible,
but I think that is just a tradeoff we have to accept for the simplicity
of searching menus. In the future menus could be made more dynamic,
with each builtin node's menu path stored on the node type, similar to
assets. That might be a nice compromise. In the meantime this code
is just dead weight.

Pull Request: https://projects.blender.org/blender/blender/pulls/112056
2023-09-11 18:36:09 +02:00
Hans Goudey
4e97def8a3 Geometry Nodes: Expose sharp edge status with builtin nodes
Change the existing "Is Shade Smooth" node to be named "Is Face Smooth"
and add a new "Is Edge Smooth" node. Also give the "Set Shade Smooth"
node the ability to set face or edge smoothness.

The fact that the nodes process "smooth" data reversed from the builtin
"sharp" attributes can be reversed with versioning in a separate commit.

While it's tempting to abstract the sharpness status into a single node,
face and edge smoothness are accessed separately in edit mode, and the
subtlety of interacting with data on different domains would make that
confusing. Instead, a separate "Is Shade Smooth" node group asset will
give all the sharp elements taking into account both builtin attributes.

The fact that sharpness is stored separately on two domains makes the
best design for simple operations non-obvious. For example, you should be
able to remove all sharpness or make everything flat with a single node.
The behavior depends on whether the two attributes exist and the
combination of values between the domains.

---

![image](/attachments/c3f053c4-2b0f-44ac-9227-62071065fe56)

![image](/attachments/fd489fb3-314b-42ff-a5a9-e79578cbdfe7)

Pull Request: https://projects.blender.org/blender/blender/pulls/112029
2023-09-06 17:12:27 +02:00
Lukas Tönne
e071288ab2 Nodes: Panels integration with blend files and UI
Part 3/3 of #109135, #110272

Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.

The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces

All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.

Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.

The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.

A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.

This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).

Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
Iliya Katueshenock
48b08199d5 Geometry Nodes: Points to Curves node
New node to converts groups of points to curves. Groups
of points defined as `Curve Group ID` attribute. `Weight` in curve
is used for sort points in each group. Points of result curves
propagate attributes from original points. Implicit conversion
of other geometry types is not supported currently.

Pull Request: https://projects.blender.org/blender/blender/pulls/109610
2023-08-29 16:52:20 +02:00
Hans Goudey
45d8a8b0c3 Geometry Nodes: Initial basic rotation socket nodes
This PR adds an initial set of nodes using the new rotation socket.
6 nodes build rotations or convert them to other formats, a 7th rotates
a vector with a rotation, and the last inverts rotations.

The design task #109965 describes the choice to use separate nodes
for the rotation construction and separation operations. In the future,
a "Switch Node" operator (#111438) will help to make working with
these separated nodes faster.

- **Axis Angle to Rotation**
- **Rotation to Axis Angle**
- **Combine Quaternion**
- **Separate Quaternion**
- **Euler to Rotation**
- **Rotation to Euler**
- **Rotate Vector**
- **Invert Rotation**

See #92967

Pull Request: https://projects.blender.org/blender/blender/pulls/109030
2023-08-24 14:58:55 +02:00
Bastien Montagne
8bb5916183 Readfile: Replace the 'expand' specific code by generic usage of foreach_id.
The `expand` callback is 'trivial' to replace, since it is only iterating
over ID pointers and calling a callback.

The only change in behavior here is that some pointers that were not
processed previously will now be.

In practice this is not expected to have any real effect (usually
the IDs used by these pointers would have been expanded through other
usages anyway). But it may solve a few corner cases, undocumented issues
though.

Part of implementing #105134: Removal of readfile's lib_link & expand code.
2023-08-23 16:44:56 +02:00
Iliya Katueshenock
f50da4040f Fix #111142: bl_static_type is empty for node groups and custom nodes
Caused by f18c45eb69.
Functions `node_type_base` and `node_type_base_custom`
are the same, but last one have been missed in the cleanup.

Pull Request: https://projects.blender.org/blender/blender/pulls/111154
2023-08-16 09:29:46 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Jacques Lucke
cc4d5c432c RNA: move headers to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/111022
2023-08-10 22:40:27 +02:00
Lukas Tönne
14bc097015 Nodes: Remove the experimental "node panels" feature
This feature is going to be replaced with a more thorough refactoring
of the node group interface UI, which has actual node drawing support
and a new API for integration of panels into nodes.

Design task: #109135
Implementation: #110272

Pull Request: https://projects.blender.org/blender/blender/pulls/110803
2023-08-07 10:40:29 +02:00
Jacques Lucke
f18c45eb69 Cleanup: avoid using NOD_static_types.h for creating the node.type enum
The overall goal is to get rid of `NOD_static_types.h`. This patch removes
one usage of it to generate the `node.type` rna enum. Not all of the data
was available on `bNodeType` already, so I had to add the missing data there.

Pull Request: https://projects.blender.org/blender/blender/pulls/110810
2023-08-04 21:43:54 +02:00
Hans Goudey
e3e6fb8ecf Geometry Nodes: Initial tool-specific nodes
Add three new nodes for operations and inputs specific to
node group operators.
- **Selection** Whether elements are selected in the viewport
- **Set Selection** Sets the edit/sculpt selection, on the point,
  face, or curve domains
- **3D Cursor** Gives the location and rotation of the 3D cursor,
  in the local space of the modified object.
- **Face Set** The face set value from mesh sculpt mode,
  and whether the attribute exists.
- **Set Face Set** Set sculpt face set values.

In the add menu and search, the nodes are only visible in the
"Tool" context of the geometry node editor. They also give
errors when executed by a modifier.

Pull Request: https://projects.blender.org/blender/blender/pulls/109517
2023-08-04 20:59:04 +02:00
Lukas Stockner
b220ec27d7 Cycles: Update Velvet BSDF to Sheen BSDF with new Microfiber sheen model
This patch extends the old Velvet BSDF node with a new shading model,
and renames it to Sheen BSDF accordingly.

The old model is still available, but new nodes now default to the
"Microfiber" model, which is an implementation of
https://tizianzeltner.com/projects/Zeltner2022Practical/.

Pull Request: https://projects.blender.org/blender/blender/pulls/108869
2023-07-24 15:36:36 +02:00
Colin Marmond
899f8a8500 Refactor: use ImBuf instead of a raw buffer for compositor previews
In order to better suit the upcoming changes of shader node previews, this
patch replaces the old implementation of the storage of the compositor
previews. It also prevents memory loss for future modification.

BKE_node_preview_clear_tree was removed as it is no longer needed and
will not be used by the new shader node previews.

Pull Request: https://projects.blender.org/blender/blender/pulls/110064
2023-07-17 20:13:52 +02:00
Jacques Lucke
3d73b71a97 Geometry Nodes: new Repeat Zone
This adds support for running a set of nodes repeatedly. The number
of iterations can be controlled dynamically as an input of the repeat
zone. The repeat zone can be added in via the search or from the
Add > Utilities menu.

The main use case is to replace long repetitive node chains with a more
flexible alternative. Technically, repeat zones can also be used for
many other use cases. However, due to their serial nature, performance
is very  sub-optimal when they are used to solve problems that could
be processed in parallel. Better solutions for such use cases will
be worked on separately.

Repeat zones are similar to simulation zones. The major difference is
that they have no concept of time and are always evaluated entirely in
the current frame, while in simulations only a single iteration is
evaluated per frame.

Stopping the repetition early using a dynamic condition is not yet
supported. "Break" functionality can be implemented manually using
Switch nodes in the  loop for now. It's likely that this functionality
will be built into the repeat zone in the future.
For now, things are kept more simple.

Remaining Todos after this first version:
* Improve socket inspection and viewer node support. Currently, only
  the first iteration is taken into account for socket inspection
  and the viewer.
* Make loop evaluation more lazy. Currently, the evaluation is eager,
  meaning that it evaluates some nodes even though their output may not
  be required.

Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
Hans Goudey
f3f05daf11 Cleanup: Remove unused "Simulation" data-block
This data-block was originally added in eb4e3bbe68.
However, that original plan wasn't fully implemented, with simulations
now integrated with geometry nodes and modifiers instead of a separate
data-block. We kept the data-block around anyway since we have the
loose plan of using a similar data-block to make global simulations
connected between multiple objects. But it may be a while before we
implement that, and in the meantime having this just causes confusion.
2023-07-11 10:53:15 -04:00
Campbell Barton
09f1844d75 Cleanup: correct doxy-groups 2023-07-09 21:40:17 +10:00
Campbell Barton
6290451712 Cleanup: spelling in comments 2023-07-09 21:22:45 +10:00
Lukas Tönne
e32f85c03e Cleanup: Removed unused variables in bNodePanel
The flag in bNodePanel is anticipated to store settings such as whether
a panel is open or closed by default. It's not currently used, so for
now the flag is removed.

The next_panel_identifier in bNodeTree is also not needed any more. It
was used to set a unique identifier for each panel, which isn't needed.

Added comments to remaining fields in bNodePanel.

Pull Request: https://projects.blender.org/blender/blender/pulls/109028
2023-06-16 10:12:21 +02:00
Lukas Tönne
8c2ad8bbd3 Nodes: Panel declarations for grouping sockets
Adds an optional list of panels to node trees. Each socket can be
assigned a panel. UI panels will be created in the future in the
modifier for these grouped sockets.

Panels are stored as a pointer array in node trees, next to socket
declarations. Each panel has a name, but it does not have to be unique.
In future a panel might also store whether it is visible by default and
similar information.

C API and RNA API are both added. Panels and their socket
assignments are accessible to users through another list in the "Group"
tab of the node editor sidebar.

Sockets in the same panel will remain together even when adding,
removing, or moving sockets or panels, renaming, etc.
A socket can be moved up or down within a panel but each panel
remains a contiguous block. Actual tree views may be created later.

Pull Request: https://projects.blender.org/blender/blender/pulls/108649
2023-06-14 18:02:40 +02:00
Habib Gahbiche
f3cb157452 Compositor: add new node: Kuwahara filter
The filter is used to reduce noise while preserving edges. It can be used to create a cartoon effect from photorealistic images.

It offers two variations:
1) Classic aka isotropic kuwahara filter: simple and faster computation. Algorithm splits an area around a single pixel in four parts and computes the mean of the region with the lowest standard deviation.
2) Anisotropic Kuwahara filter: improves the classical approach by considering the direction of structures of regions

This patch implements both approaches above as multi-threaded operations for the full-frame and tiled compositor.

Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/107015
2023-06-08 16:14:45 +02:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Soeren Schmidt-Clausen
fdc3ed798d Geometry Nodes: Add Corners of Edge node
Adds the "Corners of Edge" topology node to geometry nodes.
Combining this node with the "Face of Corner" node allows getting
informations about the faces connected to an edge. The behavior is
slightly non-obvious-- the node only gives the corner neighbors
that come *before* the current edge in directly neighboring faces.
This allows the operation to be easily reversed and reduces
redundancy between nodes.

See the devtalk thread: https://devtalk.blender.org/t/29379

Pull Request: https://projects.blender.org/blender/blender/pulls/107968
2023-05-31 15:25:48 +02:00
Campbell Barton
823685db76 Cleanup: consistent doxygen comment blocks
Also remove doxygen block for comments in a functions body.
2023-05-27 15:10:58 +10:00
Lukas Stockner
8cde7d8f8a Cycles: Merge Anisotropic BSDF node into Glossy BSDF node
Used to be https://archive.blender.org/developer/D17123.

Internally these are already using the same code path anyways, there's no point in maintaining two distinct nodes.

The obvious approach would be to add Anisotropy controls to the Glossy BSDF node and remove the Anisotropic BSDF node. However, that would break forward compability, since older Blender versions don't know how to handle the Anisotropy input on the Glossy BSDF node.

Therefore, this commit technically removes the Glossy BSDF node, uses versioning to replace them with an Anisotropic BSDF node, and renames that node to "Glossy BSDF".

That way, when you open a new file in an older version, all the nodes show up as Anisotropic BSDF nodes and render correctly.

This is a bit ugly internally since we need to preserve the old `idname` which now no longer matches the UI name, but that's not too bad.

Also removes the "Sharp" distribution option and replaces it with GGX, sets Roughness to zero and disconnects any input to the Roughness socket.

Pull Request: https://projects.blender.org/blender/blender/pulls/104445
2023-05-18 23:12:20 +02:00
Erik Abrahamsson
3195c1a669 Geometry Nodes: Add Sample Volume node
This commit adds a new experimental node "Sample Volume".
It's purpose is to be able to sample values from a volume grid given
a position field.
The 'Grid' input accepts a named attribute input with the name
of the volume grid to sample. Values will be implicitly converted
from the grid type to the specified value type.

Pull Request: #107656
2023-05-16 19:08:08 +02:00