Many modifiers and other places use `CustomData_copy_data` to copy data
between different meshes. This function assumes that assumes that the
source and destination `CustomData` objects are "compatible" in some way.
Usually modifiers use `CustomData_copy` to create a compatible new
`CustomData` on the new mesh. The issue was that the optimization I added
for anonymous attributes broke this compatibility. It avoided copying some
attributes when they are no longer used.
This lead to attributes being copied incorrectly.
D13083 contains ideas for how this could be fixed more generally.
For now I just removed the optimization.
Differential Revision: https://developer.blender.org/D13083
By default, when syncing materials slots between object and its obdata,
the amount of slots in obdata is the reference.
Missing linked obdata is replaced by an empty placeholder that has no
material. In that specific case, if we have a valid object ID, we want
to update the (placeholder) obdata's material count from the object one,
and not the other way around.
The version patch for 0cf9794c7e was checking and setting a data name
using the macros for translation. These would access the current
preferences which can mismatch the ones currently being version patched.
See discussion in 0cf9794c7e for details.
Don't handle translation in this version patch, which is more of a
"nice-to-have" version patch, no functionality depends on it.
This properly checks the order of point domain attributes on each
spline, and avoids the map, which makes the code easier to understand.
The assert is also added to realizing instances and the join node.
Differential Revision: https://developer.blender.org/D13071
Currently the curve to mesh node relies on the order of attributes being
the same on every spline. This is a worthwhile assumption, because it
will allow removing the attribute name storage duplication on every
spline in the future.
However, the join geometry node broke this order, since it just created
new attributes without any regard to the order. To fix this, I added a
"reorder" step after all the merged attributes have been created, the
types have been joined, etc. It should be possible to change this code
so that the attributes are added with the right order in the first
place, but I would like to do that after refactoring spline attribute
storage, and not for 3.0.
Differential Revision: https://developer.blender.org/D13074
Previously, `ImageTile->ok` and `ImageUser->ok` were used to indicate
whether an image failed to load. There were three possible values
which (probably) had the following meanings:
* `0`: There was an error while loading the image. Don't try to load again.
* `1`: Default value. Try to load the image.
* `2`: The image was loaded successfully.
This image-wide flag did not make sense unfortunately, because loading
may work for some frames of an image sequence but not for others.
Remember than an image data block can also contain a movie.
The purpose of the `->ok` flag was to serve as an optimization to avoid
trying to load a file over and over again when there is an error (e.g. the
file does not exist or is invalid). To get the optimization back, the patch
is changing `MovieCache` so that it can also cache failed load attempts.
As a consequence, `ibuf` is allowed to be `NULL` in a few more places.
I added the appropriate null checks.
This also solves issues when image sequences are used with the
Image Texture node in Geometry nodes (also see D12827).
Differential Revision: https://developer.blender.org/D12957
rBbe3e09ecec5372f switched the order for vertices referenced by the
start cap's corners, but it failed to account for the offset necessary
for edge indices, since the order changed.
Accessing the default directory in the file selector
would crash if HOME was undefined.
Add BKE_appdir_folder_default_or_root which never returns NULL.
This is a better and more general fix for T92511 and T92508 than
the ones that I committed before.
Previously, we tagged caches dirty when first accessing attributes.
This led to incorrect caches when under some circumstances. Now
cache invalidation is part of `OutputAttribute.save()`.
A nice side benefit of this change is that it may make things more
efficient in some cases, because we don't invalidate caches when
they don't have to be invalidated.
Differential Revision: https://developer.blender.org/D13009
In this case, the uniform index sampling loop would fail to assign any
data to the samples, so fill the rest with the largest value possible,
corresponding to the end of the spline. Animation Nodes has the same
fix for this case.
Remapping code could call collection resync code while processing
remapping, which is a good way to crash by accessing no-more-valid
pointers.
Similar issue as with liboverrides resync, fixed the same way by
preventing any collection resync until whole remapping has been done.
This was probably not an issue in practice in current code, since this
is only used by append code currently, which should not affect
layers/collections in current scene yet.
{F11548100, size=full}
To celebrate the beginning of a new series, it feels like the right time to
give the theme a fresh look while improving on what already works.
The aim of this refresh is to keep a familiar look but with polishing touches
here and there. Like new paint on the walls of your well known house.
The theme for Blender 2.8 was well received but presented a few flaws.
* Transparency on menus and tooltips reduce readability
* Mismatch on certain colors, especially outlines of connected widgets
* Active/open menus highlight was not prominent enough
* Header background mismatch in some editors
At the same time we can make use of new features in 3.0:
* Make panels look like panels again (like in v2.3!)
* Make use of roundness in more widgets
* Since nodes are no longer hard-coded to be transparent, tweak opacity and saturation
* Tweak colors for the new dot grid
This update does not include:
* Meshes in edit mode to match greenish object-data color. This needs tweaks in the code to improve contrast.
* A copy of the Blender 2.8x legacy theme. This could be added to the community themes (shouldn't cost much maintenance, I hope)
There will be certainly small tweaks to do here and there, I've been working using this theme
for months but there can be areas that are missing update. The overall style is presented here.
This commit bumps the file subversion.
Reviewed By: #user_interface, Severin
Differential Revision: https://developer.blender.org/D13008
This reverts commit 03013d19d1.
This commit broke the windows build pretty badly and I don't
feel confident landing the fix for this without review.
Will post a possible fix in D12969 and we'll take it from there.
These nodes allow accessing and changing the stable/random ID used
for motion blur with instances and stable randomness.
Since rB40c3b8836b7a, the stable ID is a built-in attribute, so to be
consistent and allow changing it in the node tree like other built-in
attributes, it has get and set nodes.
Feedback was that "Default" is a bit of a weird name, so switching it to "User
Library". Added versioning code which won't be entirely bullet proof (e.g. will
also rename libraries named "Default" by the user), but it doesn't have to be.
Addresses T90298.
Previously, every node had to create warnings for unsupported input
geometry manually. Now this is automated. Nodes just have to specify
the geometry types they support in the node declaration.
Differential Revision: https://developer.blender.org/D12899
Instance IDs serve no purpose for rendering when they aren't stable from
one frame to the next, and if the index is used in the end anyway, there
is no point in storing a vector of IDs and copying it around.
This commit exposes the `id` attribute on the instances component,
makes it optional-- only generated by default with the distribute points
on faces node.
Since the string to curves node only added the index as each instance's
ID, I removed it. This means that it would be necessary to add the ID
data manually if the initial index actually helps (when deleting only
certain characters, for example).
Differential Revision: https://developer.blender.org/D12980
This adds generic attribute rendering support for meshes for Eevee and
Workbench. Each attribute is stored inside of the `MeshBufferList` as a
separate VBO, with a maximum of `GPU_MAX_ATTR` VBOs for consistency with
the GPU shader compilation code.
Since `DRW_MeshCDMask` is not general enough, attribute requests are
stored in new `DRW_AttributeRequest` structures inside of a convenient
`DRW_MeshAttributes` structure. The latter is used in a similar manner
as `DRW_MeshCDMask`, with the `MeshBatchCache` keeping track of needed,
used, and used-over-time attributes. Again, `GPU_MAX_ATTR` is used in
`DRW_MeshAttributes` to prevent too many attributes being used.
To ensure thread-safety when updating the used attributes list, a mutex
is added to the Mesh runtime. This mutex will also be used in the future
for other things when other part of the rendre pre-processing are multi-threaded.
`GPU_BATCH_VBO_MAX_LEN` was increased to 16 in order to accommodate for
this design.
Since `CD_PROP_COLOR` are a valid attribute type, sculpt vertex colors
are now handled using this system to avoid to complicate things. In the
future regular vertex colors will also use this. From this change, bit
operations for DRW_MeshCDMask are now using uint32_t (to match the
representation now used by the compiler).
Due to the difference in behavior for implicit type conversion for scalar types
between OpenGL and what users expect (a scalar `s` is converted to
`vec4(s, 0, 0, 1)` by OpenGL, vs. `vec4(s, s, s, 1)` in Blender's various node graphs) ,
all scalar types are using a float3 internally for now, which increases memory usage.
This will be resolved during or after the EEVEE rewrite as properly handling
this involves much deeper changes.
Ref T85075
Reviewed By: fclem
Maniphest Tasks: T85075
Differential Revision: https://developer.blender.org/D12969
In future use cases, a volume can contain many grids that represent the
density information. In this case, it's better if the volume to mesh node
creates a mesh based on all of the grids in the volume.
This is also a benefit to share-ability, since one doesn't have to
specify the grid name in the node. Instead, in the future we can have
a way to split particular grids into separate volumes, if only one
grid should be considered.
The code changes are relatively simple:
- Move the old volume to mesh node to the legacy folder.
- Run the volume to mesh node on all instance geometry, like elsewhere.
- Make the blenkernel's volume to mesh API a bit more specific.
Differential Revision: https://developer.blender.org/D12997
This patch makes the background grid of the node editor a grid of dots
instead of lines. This makes the background look a bit more subtle and
reduces visual complexity. The dots are meant to provide a reference
when panning and zooming. Based on the design of @pablovazquez, and
a patch originally authored by @fabian_schempp.
The "Grid Levels" controls how many levels of dots are drawn. As the
editor zooms in, the higher levels of dots fade in, making them closer
together visually. The zoom factor at which each grid starts and ends
fading in is controllable in the code, and could be tweaked further
in the future. The new default value is 7, out of a range from 0 to 9.
Differential Revision: https://developer.blender.org/D10345
The drag and drop feature of objects in 3D View has been modified to include:
- Snap the object being dragged.
- Visual feedback through a box and the placement tool grid.
Maniphest Tasks: T90198
Differential Revision: https://developer.blender.org/D12912
This adds an option to fill the ends of the generated mesh for
each spline combination with an N-gon. The resulting mesh is
manifold, so it can be used for operations like Boolean.
Differential Revision: https://developer.blender.org/D12982
Add calls to `BKE_callback_global_init()` and `BKE_callback_global_finalize()`
to ensure unit tests mimick Blender (and don't trip the assertions added
in rBbeea601e7253).
No functional changes to Blender.
Object types like empties, cameras or lamps will just end up as empty preview
images. We can think about ways to visualize them still, but meanwhile, don't
create such an empty preview.
Differential Revision: https://developer.blender.org/D10334
Reviewed by: Bastien Montagne, Sybren Stüvel
This adds a new image texture node for geometry nodes. It does not
reuse the same node that is used in shading, because we want to be
able to expose the image and frame as sockets.
There is a known update issue when a movie or image sequence is
used. That will be fixed separately (also see D12957).
Currently, the image socket is just a pointer to an Image ID data block.
This can contain single images but also movies and image sequences.
In the future, the definition of an image socket can be expanded to
include images that are generated from scratch in the node tree.
For more details read the discussion in D12827.
Some of the code is a direct port from cycles and should be cleaned
up a bit in the future. For example `image_cubic_texture_lookup`.
For still images, the frame input is ignored. Otherwise, the frame
has to be in a valid range for the node to work. In the future we
may add e.g. automatic looping functionality.
Differential Revision: https://developer.blender.org/D12827
Asset Catalog Paths should only contain forward slashes as separators, but
now the UI is more resilient to people using blackslashes instead.
Manifest Task: T90553