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
- "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
- 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
Pull request #109518 (commit cf5666345d) added logic to rename the
active UV map to "st". However, this behavior is currently breaking
UV Map node export to USD Preview Surface materials.
Specifically, UV Map nodes that reference the original active map name
do not get updated to use the new name "st", and the exported USD shader
references an invalid texture coordinate primvar.
This commit removes this logic for now. We should support such
renaming in the future, but the behavior should be extended to update
the relevant UV Map nodes with the new name. Also, we should consider
adding a USD export option to enable this feature.
Pull Request: https://projects.blender.org/blender/blender/pulls/112234
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.
This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.
No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/111976
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.
Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.
It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111801
- Copy positions with a single copy for the entire array
- Use a utility function to copy face sizes
- Use simple copy for corner vertex indices instead of face iteration
This was noted in code comments and checked in Python documentation
generation but not at build time.
Since these enums are identifiers that end up included in various places
enforce the `rna_enum_*_items` convention which was noted as
the convention but not followed strictly.
Partially reverts [0], avoids having to deal with multiple prefix types.
[0]: 3ea7117ed1
This fixes a bug where only the time sample for the first frame
is written to a USD animation.
Replaced the hard-coded USDExporterContext::time_code value with a
USDExporterContext::get_time_code function wrapper which is called
from USDAbstractWriter::get_export_time_code() to query the current
frame when writing an animation.
Pull Request: https://projects.blender.org/blender/blender/pulls/111248
Had put my name here since the choice was between the foundation
and me personally, with the blender authors file now being in
place this can be cleaned up.
Added support for UsdSkel animation import.
This addresses #110076.
Added USDSkeletonReader class which imports UsdSkelSkeleton primitives
as armatures.
Extended USDMeshReader to import UsdSkelBlendShape as shape keys.
Extended USDMeshReader to import USD skinning data as as deform groups
and an armature modifier on the mesh object.
Added USDMeshReader::get_local_usd_xform() to override the transform
computation to account for the binding transformation for skinned meshes.
Pull Request: https://projects.blender.org/blender/blender/pulls/110912
Include counts of some headers while making full blender build:
- BLI_color.hh 1771 -> 1718
- BLI_math_color.h 1828 -> 1783
- BLI_math_vector.hh 496 -> 405
- BLI_index_mask.hh 1341 -> 1267
- BLI_task.hh 958 -> 903
- BLI_generic_virtual_array.hh 509 -> 435
- IMB_colormanagement.h 437 -> 130
- GPU_texture.h 806 -> 780
- FN_multi_function.hh 331 -> 257
Note: DNA_node_tree_interface_types.h needs color include only
for the currently unused (but soon to be used) socket_color function.
Future step is to figure out how to include
DNA_node_tree_interface_types.h less.
Pull Request: #111113
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.
Part 2 of the patch I wrote moving USD over to the new Attributes API
for Colors: https://projects.blender.org/blender/blender/pulls/105347
This patch adds support for more types of generic Mesh Attributes.
Attribute Types and Domains are converted to their USD counterparts
where possible. For example, float Attributes used for modifying
shader masks or int Attributes for grouping are now able to be
round-tripped. Due to the differences in the two systems some
conversions are necessary, but attempts were made to keep data
loss to a minimum.
If you export to USDA, you'll find the Attributes get prefixed with
a "primvars:" namespace; this is expected behavior and identifies
the exported Attributes as different from other USD Schema.
Not supported:
- Edge domain. There doesn't seem to be a proper conversion for
this in USD. One exception is for creasing and sharpness, but if
they are desired I can add them in a future patch.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Charles Wardlaw <kattkieru@users.noreply.github.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/109518
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944