Commit Graph

4247 Commits

Author SHA1 Message Date
Hans Goudey
d0ce1ca173 Merge branch 'blender-v4.0-release' 2023-11-09 11:58:29 +01:00
Hans Goudey
16553c2a44 Geometry Nodes: Support top-level instance meshes in boolean node
During the 2.93 to 3.0 transition, instance handling was made more
explicit in general. However, we forgot to change the boolean node,
which still implicitly gathered all the instanced meshes and fed them
to the boolean algorithm separately. We waited for the next breaking
release, 4.0 to "correct" this, and did it in fc06a471f1.
However, in that commit it was assumed that the "Self Intersection"
mode would be able to address the use case. The idea was also to push
some complexity outside of the boolean code, which is already one of
the more complex areas in Blender. Though it's possible to have a
"Group ID" or "Shape ID" input in the future as well, it's also
reasonable to expect some instances to be processed by the node,
even though it isn't quite consistent.

This commit makes a compromise by processing meshes contained by
top-level instances. We do it at this stage of the release to avoid the
breaking change.

Pull Request: https://projects.blender.org/blender/blender/pulls/114632
2023-11-09 11:54:41 +01:00
Werner, Stefan
b414187efb Build: Update OpenImageDenoise to 2.1.0
Major new feature in v2 is GPU support. This is not enabled yet,
this commit only changes the library version without enabling new
functionality.

Pull Request: https://projects.blender.org/blender/blender/pulls/112143
2023-11-08 10:12:05 +01:00
Omar Emara
474b6fa070 Realtime Compositor: Support full precision compositing
This patch adds support for full precision compositing for the Realtime
Compositor. A new precision option was added to the compositor to change
between half and full precision compositing, where the Auto option uses
half for the viewport compositor and the interactive render compositor,
while full is used for final renders.

The compositor context now need to implement the get_precision() method
to indicate its preferred precision. Intermediate results will be stored
using the context's precision, with a number of exceptions that can use
a different precision regardless of the context's precision. For
instance, summed area tables are always stored in full float results
even if the context specified half float. Conversely, jump flooding
tables are always stored in half integer results even if the context
specified full. The former requires full float while the latter has no
use for it.

Since shaders are created for a specific precision, we need two variants
of each compositor shader to account for the context's possible
precision. However, to avoid doubling the shader info count and reduce
boilerplate code and development time, an automated mechanism was
employed. A single shader info of whatever precision needs to be added,
then, at runtime, the shader info can be adjusted to change the
precision of the outputs. That shader variant is then cached in the
static cache manager for future processing-free shader retrieval.
Therefore, the shader manager was removed in favor of a cached shader
container in the static cache manager.

A number of utilities were added to make the creation of results as well as
the retrieval of shader with the target precision easier. Further, a
number of precision-specific shaders were removed in favor of more
generic ones that utilizes the aforementioned shader retrieval
mechanism.

Pull Request: https://projects.blender.org/blender/blender/pulls/113476
2023-11-08 08:32:00 +01:00
Brecht Van Lommel
fd60a0be38 Merge branch 'blender-v4.0-release' into main 2023-11-07 21:15:42 +01:00
Brecht Van Lommel
13b1d8d5e1 Fix build failure when WITH_USD=OFF and WITH_MATERIALX=ON 2023-11-07 20:57:35 +01:00
Brecht Van Lommel
7618d4a0ac Merge branch 'blender-v4.0-release' into main 2023-11-07 20:32:33 +01:00
Omar Emara
ae739a6173 Fix #114530: Cryptomatte node not link drag searchable
The Cryptomatte node is not searchable in the link drag search operator.
That's because it still uses socket templates, which are no longer
supported for search since f5e6d4e4b0.

This patch fixes that by using the declare method instead of socket
templates.

Pull Request: https://projects.blender.org/blender/blender/pulls/114537
2023-11-07 18:44:56 +01:00
Campbell Barton
611930e5a8 Cleanup: use std::min/max instead of MIN2/MAX2 macros 2023-11-07 16:33:19 +11:00
Campbell Barton
6297bbe931 License headers: attribute copyright to "Blender Authors"
See #110784, it seems that merging functionality reintroduced the old
convention.
2023-11-07 15:42:52 +11:00
Campbell Barton
aaf05c2497 Cleanup: various C++ changes (use nullptr, function style casts) 2023-11-07 11:35:16 +11:00
Campbell Barton
1e66938d7a Cleanup: spelling in comments, format 2023-11-07 11:35:16 +11:00
Brecht Van Lommel
adb41fe6b2 Merge branch 'blender-v4.0-release' into main 2023-11-06 19:13:18 +01:00
Bogdan Nagirniak
10848b9774 Fix #114229: Hydra MaterialX crash when node name starts with digit
Pull Request: https://projects.blender.org/blender/blender/pulls/114471
2023-11-06 18:11:38 +01:00
Omar Emara
5258b17ef6 Fix #114260: Compositor sometimes produces straight alpha
The compositor sometimes produces straight alpha even though
premultiplied alpha is expected. Moreover, there is an inconsistency
between the CPU and GPU compositors.

For the GPU compositor, this is because GPU textures sometimes store
straight alpha, while the compositor always expects premultiplied alpha,
so we need to premultiply the alpha in those cases.

For the CPU compositor, this is because the image operation didn't
premultiply the alpha of byte textures, so we need to ensure
premultiplied alpha in those cases.

There is a data loss issue in case of byte images, since the IMB module
unpremultiplies premultiplied images then the compositor premultiplies
it again. But this will be handled in a different patch since it require
some design and refactoring first.

Pull Request: https://projects.blender.org/blender/blender/pulls/114305
2023-11-06 15:15:22 +01:00
Campbell Barton
243516e1d3 Cleanup: quiet warning from missing include 2023-11-04 14:34:45 +11:00
Hans Goudey
df4df75317 Cleanup: Simplify construction of Group ID VectorSet 2023-11-03 09:35:38 +01:00
Aras Pranckevicius
539b0fd4b5 Unbreak build from missing headers 2023-11-02 21:07:04 +02:00
Lukas Tönne
fdd702d2c9 Merge branch 'blender-v4.0-release' 2023-11-02 12:56:33 +01:00
Lukas Tönne
578d91b9db Fix #113919: Avoid crashes with unsupported new socket types
Blender 4.0 added new socket types that get written into legacy node
group interfaces by forward compatibility code. Such unsupported socket
types have to be handled by the socket declaration system and ignored
during execution.

Ported blender-v3.6-release fix #114056

Pull Request: https://projects.blender.org/blender/blender/pulls/114401
2023-11-02 12:55:37 +01:00
Omar Emara
1500a594ad Realtime Compositor: Immediately realize wrapped translations
This patch changes how wrapped translations are handled by the Realtime
Compositor. Previously, translations were always stored on the result
and delayed until automatically realized later. The wrapping status was
also stored to control this later automatic realization.

This patch changes that such that translations are immediately realized
for the axes that has enabled wrapping. Consequently, the image will not
get translated, but its content will, in a clip on one side, wrap on the
opposite side manner.

Another change is that wrapping information is no longer propagated to
future automatic realizations, so tilling or repeating an image is no
longer possible. An alternative method of repetition will be introduced
in a later patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/113669
2023-11-02 12:39:41 +01:00
Iliya Katueshenock
5552ac1832 Cleanup: Use utility to fill index range in curve node
Pull Request: https://projects.blender.org/blender/blender/pulls/114375
2023-11-02 09:07:34 +01:00
Campbell Barton
19254ae44c Cleanup: format 2023-11-02 16:34:48 +11:00
Campbell Barton
72798f74ee Merge branch 'blender-v4.0-release' 2023-11-02 16:34:19 +11:00
Campbell Barton
0372bb44f7 Cleanup: format 2023-11-02 16:33:28 +11:00
Hans Goudey
57fddca9f6 Merge branch 'blender-v4.0-release' 2023-11-01 11:12:04 +01:00
Hans Goudey
d503f2ac33 Fix #114177: Crash in extrude mesh vertex mode with unsupported data
Unsupported data can be removed, which reallocated the custom data layer
array. Since the temporary ID vectors referenced memory in that array
directly, this could lead to a use-after-free. Instead remove unsupported
data before collecting the referenced attribute IDs.
2023-11-01 11:08:35 +01:00
Pablo Delgado Krämer
ae7719c312 MaterialX: implement HSV node Factor input
Ref #112864

Pull Request: https://projects.blender.org/blender/blender/pulls/114171
2023-10-31 18:07:28 +01:00
Sergey Sharybin
317ee3b6ea Merge branch 'blender-v4.0-release' 2023-10-31 17:29:41 +01:00
Hans Goudey
2893dc8ab7 Fix: Broken node tool group data-block references
Currently the node tool node group and data-blocks referenced by it
may not be part of the active dependency graph. This means we
cannot retrieve their evaluated geometry when executing the operator.
Since operators almost always use the evaluated geometry of other
objects, and since geometry nodes is mostly set up to deal with
evaluated data-blocks currently, this must be fixed.

Instead, set up a temporary dependency graph and add the selected
objects and the data-blocks used by the node group. That graph is
evaluated to give simple access to evaluated data-blocks.

Unfortunately this will cause more work than necessary in a few ways:
1. Selected objects are reevaluated an extra time before execution.
2. All data-blocks referenced by the group are completely evaluated again.
3. The node group itself is reevaluated, which recreates the function graph.

These may or may not become bottlenecks in the future, but it's best to
keep it simple late in the release process. And between a completely
broken feature and a potentially slow feature, the choice is clear!

Pull Request: https://projects.blender.org/blender/blender/pulls/114293
2023-10-31 17:16:48 +01:00
Jacques Lucke
874029fd5c Geometry Nodes: don't show Layer domain unless grease pencil 3 is enabled 2023-10-31 14:04:03 +01:00
Jacques Lucke
4ab960b5a4 Merge branch 'blender-v4.0-release' 2023-10-31 13:47:00 +01:00
Jacques Lucke
245da40f81 Fix #114251: Angle input of Compare node disconnected on reload
The issue was that `Angle` also starts with an `A`, just like the input
that is supposed to be handled by this compatibility code.
2023-10-31 13:44:09 +01:00
Iliya Katueshenock
dca2490689 Fix #114240: Initialize output alpha for RGB color
Pull Request: https://projects.blender.org/blender/blender/pulls/114270
2023-10-30 22:19:58 +01:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00
Brecht Van Lommel
10645237e8 Cycles: change default Principled Hair BSDF back to Chiang
The Huang model has issues with fireflies in various scenes, and the
defualt choice is somewhat arbitrary anyway as they have both pros and
cons. For now be conservative and keep the default the same as before.
2023-10-30 18:08:34 +01:00
Omar Emara
56ffa441b9 Cleanup: Use input reading shaders for Movie Clip node 2023-10-30 17:33:10 +02:00
Omar Emara
f79b3ffe12 Cleanup: Generalise input reading in compositor
This patch generalises the pass reading shaders into input reading
shaders. This is done make future development easier.
2023-10-30 17:27:07 +02:00
Campbell Barton
b5a9cad252 Merge branch 'blender-v4.0-release' 2023-10-26 22:28:00 +11:00
Hans Goudey
0e4a3bd7aa Fix: Selection input inivisible in set selection node
It's much simpler to be able to control the selection with a checkbox.
It can still be a field.
2023-10-25 20:44:18 +02:00
Campbell Barton
515d25fbed Unbreak build from missing header 2023-10-24 09:43:41 +11:00
georgiy.m.markelov@gmail.com
132b90651a MaterialX: Implement White Noise node
There is no float hash in MaterialX so this is only approximate.

Ref: #112864
Co-authored-by: Bogdan Nagirniak <bodyan@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113495
2023-10-23 17:31:44 +02:00
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
Dalai Felinto
6b7d0fe425 GPv3: Layer Selection modifier input
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.
2023-10-23 15:49:34 +02:00
Dalai Felinto
9453031730 GPv3: Instance on Points
Note: Attributes are not propagated from Curves or points yet. It will be handled separately on main.

Part of #113602.

Ref !113705.
2023-10-21 22:37:51 +02:00
Douglas Paul
f5c9acc154 GPv3: Reimplement how customdata is updated when layers are re-ordered
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
2023-10-21 16:47:17 +02:00
Hans Goudey
89e3ba4e25 Mesh: Replace auto smooth with node group
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
2023-10-20 16:54:08 +02:00
Sergey Sharybin
85c557ffa2 Cleanup: Rename BLI_string_utils.h to BLI_string_utils.hh
All users of it are now C++, which opens doors to add C++ to the
public API.
2023-10-20 10:27:26 +02:00
Hans Goudey
c77bbdcf82 Fix: Mistaken curves copy and reference binding in fillet node
Mistake in f54d5df2fc and 55b477a093.
2023-10-20 09:55:31 +02:00
Campbell Barton
55b477a093 Cleanup: quiet redundant-move warning 2023-10-20 14:21:59 +11:00