Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.
In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.
Pull Request: https://projects.blender.org/blender/blender/pulls/112818
Node tools are no longer required to be assets, and they aren't assets
by default anymore. Non-assets don't have catalogs for header menu
organization, so they are only exposed in the "Unassigned" menu, which
is now just an icon so it takes less spac, makes the connection to the
asset browser, and signals more that it's not the "final" place for a
tool. Tool node groups have fake user set by default, since they don't
have users. The "Is Tool" status of a node group is configurable in the
editor N-panel, just like the modifier status.
This is similar to af3461c387, and has the same check for
whether a node group is "local."
Any geometry node group with the "Is Modifier" tag is exposed in the add
modifier menu. Local node groups that aren't assets are displayed in a
subsection of the "Unassigned" menu, as they are "asset wannabees"
that function similarly but aren't shared to other files.
Only modifier node groups can be assigned to the geometry nodes
modifier. Because of this, existing node groups are versioned to have
the tag if they have a geometry output.
Internally, this means the operator that used to only handle node group
assets has to also add local geometry node groups. That change isn't
so large though. The other changes are just UI, or changes to the
node group property poll functions.
Note: For assets, saving the file to generate asset meta-data may be
necessary for the versioning to affect the add modifier menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/112918
In the data-block selectors in the node editor and the header,
apply a few rules to increase the separation between tool and
modifier node groups.
1. The modifier accepts non-asset groups or assets marked
as modifiers (created in the modifier context). Tool node groups
cannot be used by modifiers.
2. The tool context can only edit node group assets marked as tools
(created in the tool context).
When switching contexts, the node group is cleared if the state would
be invalid. The tool node group is still stored in the editor's "root node
tree" property. Since it isn't retrieved from the context, the pin button
is useless, so it isn't displayed in the tool mode.
See #101778, #111526.
Pull Request: https://projects.blender.org/blender/blender/pulls/112389
While it isn't "wrong" to have the name listed below too, In Blender
the name of an item is usually edited by double clicking inside
of list/tree views, and it's better to be consistent.
The basic idea is very simple. Whenever a supported menu is open, one can just
start typing and this opens a search that contains all the (nested) menu entries.
The main downside is that this collides with accelerator keys. Those are the
underlined characters in each menu. For now, we just enable this new searching
behavior in a few selected menus: Node Add Menu, View3D Add Menu and
Modifier Add Menu.
This new functionality can be enabled for a menu by setting
`bl_options = {'SEARCH_ON_KEY_PRESS'}` to true in the menu type.
The status bar shows `Type to search...` when a menu is opened that supports search.
Pull Request: https://projects.blender.org/blender/blender/pulls/110855
Refactor the Add menu in Texture Nodes, with manually created menus,
inspired by Geometry Nodes and more recently Shader and Compositor.
Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically.
Unlike other node editors, this menu will not feature assets for the time
being. Doing so would add (more) burden of maintenance to a system
that is deemed end-of-life, and likely to be rewritten before long.
Part of #111746
Pull Request: https://projects.blender.org/blender/blender/pulls/111838
Implements part of #111538.
Change the modifier add button to create a menu with submenus.
Extend the submenus dynamically with geometry node group assets.
This makes it much simpler to share and use custom modifiers.
Node groups get a new "Is Modifier" property, which is controllable
in a popover in the node editor header when the group is an asset.
The built in modifier can be rearranged in different categories in
a next step. For now the existing organization is used, except for
the geometry nodes modifier, which is called "Empty Modifier" and
put in the root menu.
The changes in !110855 and !110828 will be important to improve
interaction speed with the new UI. Those are planned for 4.0 as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/111717
Refactor the Add menu in Shading nodes, with manually created menus,
inspired by Geometry Nodes and more recently the Compositor.
Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Shading
node group assets are also populated in the menus.
This is the first part of the re-organization of the Add menu,
part of #111746
Pull Request: https://projects.blender.org/blender/blender/pulls/111798
Usually use_property_split is matched with false use_property_decorate
when the settings in the panel aren't animateable, which is the case
here. This matches the panel from before the node panels commit.
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
Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.
Pull Request: https://projects.blender.org/blender/blender/pulls/111589
Refactor the Add menu in the Compositor, with manually created menus,
inspired by Geometry Nodes.
Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Compositor
node group assets are also populated in the menus.
This is the first part of the re-organization of the Add menu project,
proposal coming in another patch after this.
Pull Request: https://projects.blender.org/blender/blender/pulls/111282
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.
For shader nodes, use the flat preview scene as default.
A new setting in the overlay panel adds the possibility to
use the material preview scene for the node previews.
Pull Request: https://projects.blender.org/blender/blender/pulls/110958
First implementation of node previews in the shader node editor. Using
the same user interface as compositor node previews, most shader nodes
can now be previewed (except group in/output and material output).
This is currently still an experimental feature, as polishing of the
user experience and performance improvements are planned. These will
be easier to do as incremental changes on this implementation.
See #110353 for details on the work that remains to be done and known
limitations.
Implementation notes:
We take advantage of the `RenderResult` available as `ImBuf` images to
store a `Render` for every viewed nested node tree present in a
`SpaceNode`. The computation is initiated at the moment of drawing nodes
overlays.
One render is started for the current nodetree, having a `ViewLayer`
associated with each previewed node. We separate the previewed nodes in
two categories: the shader ones and the non-shader ones.
- For non-shader nodes, we use AOVs which highly speed up the rendering
process by rendering every non-shader nodes at the same time. They are
rendered in the first `ViewLayer`.
- For shader nodes, we render them each in a different `ViewLayer`, by
rerouting the node to the output of the material in the preview scene.
The preview scene takes the same aspect as the Material preview scene,
and the same preview object is used.
At the moment of drawing the node overlay, we take the `Render` of the
viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass
for each previewed node.
Pull Request: https://projects.blender.org/blender/blender/pulls/110065
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
Add support in the UI for the edit mode of curves, mesh, and point
cloud objects. It's possible to control for which mode sand object
types the asset is available with a dropdown in the node header.
To make this per-mode filtering possible, the static asset tree
cache is now unique per context mode.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/109526
Move the node previews to the overlay region, atop each node.
It allows nodes to keep the same size when the preview is toggled,
which is more convenient for large nodes and large nodetrees.
The preview has to be drawn from `node_draw_extra_info_panel`
because there could be overlapping between info text and the preview.
When the node is out of the view, it also has to make sure that the
preview is also out of the view before exiting the draw function.
Pull Request: https://projects.blender.org/blender/blender/pulls/108001
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
This PR adds a new operator to run a node group on object geometry.
Only curves sculpt mode is supported for now, to simplify the design.
A new geometry node editor context to edit operator groups is also
added. This allows changing any node group, rather than only node
groups that are part of the active modifier context.
3D viewport menus are added with any geometry node group
asset in a catalog that contains the `Operator` tag. Currently Blender
must be restarted to refresh the list of available operators.
This is only the first phase of the node group operator feature.
Many more features will be added in next steps.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/108947
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
* Enable "Experimental Compositors" in preferences, then choose
Realtime GPU execution mode in node editor sidebar.
* Only supports combined pass input and Render Result combined output.
* No viewer nodes, no file output nodes, and no node previews yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/108629
Node group sockets have user-exposed data types, and sometimes
subtypes for some data types (e.g. Percentage or Angle for floats).
The UI to select these types and subtypes use an operator menu with a
text depending on the current type or subtype.
This button needs to be manually translated since its label is
manually defined.
Additionally, some subtypes need to be extracted from the Property
class's RNA_ENUM_PROPERTY_SUBTYPE_NUMBER_ITEMS, so this commit also
removes Property from the extraction blacklist in
bl_extract_messages.py. This has the side effect that it introduces a
few dozens translations, which are probably not used anywhere.
Pull Request: https://projects.blender.org/blender/blender/pulls/107100
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
Caused by 3a1cf838ca.
Smooth view transitions only work when an operator is **invoked** (wont
work from **exec**, see `WM_operator_smooth_viewtx_get`).
Now 3a1cf838ca changed the `operator_context` for some other operators
in the menu to 'EXEC_REGION_WIN' (for good reason). But setting
`operator_context` on a `uiLayout` will set context on the **root**
layout (not the actual sublayout alone), so all following operators
"inherited" the [changed] context.
Now make sure following operators get properly invoked again by giving
the right context.
Pull Request: https://projects.blender.org/blender/blender/pulls/107296