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
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.
Instead of calculating the expected insertion index for a customdata entry being moved, this implementation just records the initial layer indices so that it can compare them with the final indices to determine how the customdata entries need to be re-arranged.
Also simplifies the `add_layer` function and adds an implementation that just takes a `name` and adds a new layer with that name to the root group.
Pull Request: https://projects.blender.org/blender/blender/pulls/113962
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
In 3.6 the names of node group sockets were using char arrays, but now
use allocated strings. The RNA system assigns nullptr to such strings
when assigning an empty string through python (UI assignment appears to
always generate a valid string). This creates issues with many STL
functions, in particular assigning nullptr to `std::string` will crash.
We have to check for valid pointers before using them in places that
don't handle nullptrs.
Pull Request: https://projects.blender.org/blender/blender/pulls/113924
The longer term plan is to allow using the same node groups in different
node tree types anyway. Also, the implicit field inputs is something that
shader nodes could benefit from soonish already.
This also fixes a bug where the geometry nodes specific declare function
was not used anymore since 38813a7441.
Face Corner is not supported.
In case prefer domain is used, face corner shouldn't be proposed.
This will make the viewer node preview the values on the point
domain instead in the viewport.
Pull Request: https://projects.blender.org/blender/blender/pulls/113905
Of the two overloaded functions clang chose the non-span version with
only a single item in the initializer list. Resolve that by not using an
intializer list in that case.
It was set to none, which draws as a dot instead of the already familiar
UV Map icon used in the UV Maps list and other places.
Affects:
* UV Map
* Tangent
* Normal Map
Following !113793 efforts to unify icons.
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
Note: At the moment the node only supports
non-Grease Pencil materials.
But if the material socket is connected to the
modifier a Grease Pencil material can be used.
Part of #113602.
Ref !113816.
The actual selection needs to be evaluated on the right domain, not
necessarily the domain from the field context. It's interpolated as
a separate step.
Also reuse the attribute accessor already assigned to a local variable.
Note: At the moment the node only supports non-Grease Pencil materials.
But if the material socket is connected to the modifier a Grease Pencil
material can be used.
Part of #113602.
Co-authored-by: Hans Goudey <hans@blender.org>
Ref !113818.
This was the last use of `CustomDataAttributes`. It's not very useful
nowadays because we have a lower level (`CustomData`) and higher level
(`AttributeAccessor`) API.
As part of this I removed the ability to `reserve` instances which was
useful when adding instances one by one. Generally, such code should
eventually be rewritten to handle more instances at once, instead of
handling them one by one. This will lead to better performance and
is more in line with how other geometry types (like mesh) are handled.
This also adds the ability to move and assign `Instances` just like we can
move and assign `CurvesGeometry`.
The code is already replacing instances when needed (when there was no
instances previously created in the file). To do it regardless may lead
to remove instances from the loop.
The other related nodes did not have that issue:
* Curve to Points
* Curve Fill
When searching for a new node by dragging from a socket, some results
were untranslated. This is because they did not use a translation
context matching other occurrences, from which the strings were
extracted to the translation files.
Three nodes using operations were affected: Mix and Vector Math.
- Vector Math used the default context when it should have used
NodeTree.
- Mix and Mix RGB used NodeTree when they should have used the default
context.
Pull Request: https://projects.blender.org/blender/blender/pulls/113485