Files
test2/intern/cycles/blender/curves.cpp

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

1115 lines
38 KiB
C++
Raw Normal View History

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include <optional>
#include "blender/attribute_convert.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "scene/attribute.h"
#include "scene/camera.h"
#include "scene/curves.h"
#include "scene/hair.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "util/color.h"
#include "util/hash.h"
#include "util/log.h"
#include "BKE_attribute.hh"
#include "BKE_curves.hh"
CCL_NAMESPACE_BEGIN
ParticleCurveData::ParticleCurveData() = default;
ParticleCurveData::~ParticleCurveData() = default;
static float shaperadius(const float shape, const float root, const float tip, const float time)
{
assert(time >= 0.0f);
assert(time <= 1.0f);
float radius = 1.0f - time;
if (shape != 0.0f) {
if (shape < 0.0f) {
radius = powf(radius, 1.0f + shape);
}
else {
radius = powf(radius, 1.0f / (1.0f - shape));
}
}
return (radius * (root - tip)) + tip;
}
/* curve functions */
static bool ObtainCacheParticleData(
Hair *hair, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background)
{
int curvenum = 0;
int keyno = 0;
if (!(hair && b_mesh && b_ob && CData)) {
return false;
}
const Transform tfm = get_transform(b_ob->matrix_world());
const Transform itfm = transform_inverse(tfm);
for (BL::Modifier &b_mod : b_ob->modifiers) {
if ((b_mod.type() == BL::Modifier::type_PARTICLE_SYSTEM) &&
(background ? b_mod.show_render() : b_mod.show_viewport()))
{
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
if ((b_part.render_type() == BL::ParticleSettings::render_type_PATH) &&
(b_part.type() == BL::ParticleSettings::type_HAIR))
{
const int shader = clamp(b_part.material() - 1, 0, hair->get_used_shaders().size() - 1);
const int display_step = background ? b_part.render_step() : b_part.display_step();
const int totparts = b_psys.particles.length();
const int totchild = background ? b_psys.child_particles.length() :
(int)((float)b_psys.child_particles.length() *
(float)b_part.display_percentage() / 100.0f);
int totcurves = totchild;
if (b_part.child_type() == 0 || totchild == 0) {
totcurves += totparts;
}
if (totcurves == 0) {
continue;
}
int ren_step = (1 << display_step) + 1;
if (b_part.kink() == BL::ParticleSettings::kink_SPIRAL) {
ren_step += b_part.kink_extra_steps();
}
CData->psys_firstcurve.push_back_slow(curvenum);
CData->psys_curvenum.push_back_slow(totcurves);
CData->psys_shader.push_back_slow(shader);
const float radius = b_part.radius_scale() * 0.5f;
CData->psys_rootradius.push_back_slow(radius * b_part.root_radius());
CData->psys_tipradius.push_back_slow(radius * b_part.tip_radius());
CData->psys_shape.push_back_slow(b_part.shape());
CData->psys_closetip.push_back_slow(b_part.use_close_tip());
int pa_no = 0;
if (!(b_part.child_type() == 0) && totchild != 0) {
pa_no = totparts;
}
const int num_add = (totparts + totchild - pa_no);
CData->curve_firstkey.reserve(CData->curve_firstkey.size() + num_add);
CData->curve_keynum.reserve(CData->curve_keynum.size() + num_add);
CData->curve_length.reserve(CData->curve_length.size() + num_add);
CData->curvekey_co.reserve(CData->curvekey_co.size() + num_add * ren_step);
CData->curvekey_time.reserve(CData->curvekey_time.size() + num_add * ren_step);
for (; pa_no < totparts + totchild; pa_no++) {
int keynum = 0;
CData->curve_firstkey.push_back_slow(keyno);
float curve_length = 0.0f;
float3 prev_co_world = zero_float3();
float3 prev_co_object = zero_float3();
for (int step_no = 0; step_no < ren_step; step_no++) {
float3 co_world = prev_co_world;
b_psys.co_hair(*b_ob, pa_no, step_no, &co_world.x);
const float3 co_object = transform_point(&itfm, co_world);
if (step_no > 0) {
const float step_length = len(co_object - prev_co_object);
curve_length += step_length;
}
CData->curvekey_co.push_back_slow(co_object);
CData->curvekey_time.push_back_slow(curve_length);
prev_co_object = co_object;
prev_co_world = co_world;
keynum++;
}
keyno += keynum;
CData->curve_keynum.push_back_slow(keynum);
CData->curve_length.push_back_slow(curve_length);
curvenum++;
}
}
}
}
return true;
}
static bool ObtainCacheParticleUV(Hair *hair,
BL::Mesh *b_mesh,
BL::Object *b_ob,
ParticleCurveData *CData,
bool background,
const int uv_num)
{
if (!(hair && b_mesh && b_ob && CData)) {
return false;
}
CData->curve_uv.clear();
for (BL::Modifier &b_mod : b_ob->modifiers) {
if ((b_mod.type() == BL::Modifier::type_PARTICLE_SYSTEM) &&
(background ? b_mod.show_render() : b_mod.show_viewport()))
{
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
if ((b_part.render_type() == BL::ParticleSettings::render_type_PATH) &&
(b_part.type() == BL::ParticleSettings::type_HAIR))
{
const int totparts = b_psys.particles.length();
const int totchild = background ? b_psys.child_particles.length() :
(int)((float)b_psys.child_particles.length() *
(float)b_part.display_percentage() / 100.0f);
int totcurves = totchild;
if (b_part.child_type() == 0 || totchild == 0) {
totcurves += totparts;
}
if (totcurves == 0) {
continue;
}
int pa_no = 0;
if (!(b_part.child_type() == 0) && totchild != 0) {
pa_no = totparts;
}
const int num_add = (totparts + totchild - pa_no);
CData->curve_uv.reserve(CData->curve_uv.size() + num_add);
BL::ParticleSystem::particles_iterator b_pa;
b_psys.particles.begin(b_pa);
for (; pa_no < totparts + totchild; pa_no++) {
/* Add UVs */
BL::Mesh::uv_layers_iterator l;
b_mesh->uv_layers.begin(l);
float2 uv = zero_float2();
if (!b_mesh->uv_layers.empty()) {
b_psys.uv_on_emitter(psmd, *b_pa, pa_no, uv_num, &uv.x);
}
CData->curve_uv.push_back_slow(uv);
if (pa_no < totparts && b_pa != b_psys.particles.end()) {
++b_pa;
}
}
}
}
}
return true;
}
static bool ObtainCacheParticleVcol(Hair *hair,
BL::Mesh *b_mesh,
BL::Object *b_ob,
ParticleCurveData *CData,
bool background,
const int vcol_num)
{
if (!(hair && b_mesh && b_ob && CData)) {
return false;
}
CData->curve_vcol.clear();
for (BL::Modifier &b_mod : b_ob->modifiers) {
if ((b_mod.type() == BL::Modifier::type_PARTICLE_SYSTEM) &&
(background ? b_mod.show_render() : b_mod.show_viewport()))
{
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
if ((b_part.render_type() == BL::ParticleSettings::render_type_PATH) &&
(b_part.type() == BL::ParticleSettings::type_HAIR))
{
const int totparts = b_psys.particles.length();
const int totchild = background ? b_psys.child_particles.length() :
(int)((float)b_psys.child_particles.length() *
(float)b_part.display_percentage() / 100.0f);
int totcurves = totchild;
if (b_part.child_type() == 0 || totchild == 0) {
totcurves += totparts;
}
if (totcurves == 0) {
continue;
}
int pa_no = 0;
if (!(b_part.child_type() == 0) && totchild != 0) {
pa_no = totparts;
}
const int num_add = (totparts + totchild - pa_no);
CData->curve_vcol.reserve(CData->curve_vcol.size() + num_add);
BL::ParticleSystem::particles_iterator b_pa;
b_psys.particles.begin(b_pa);
for (; pa_no < totparts + totchild; pa_no++) {
/* Add vertex colors */
BL::Mesh::vertex_colors_iterator l;
b_mesh->vertex_colors.begin(l);
float4 vcol = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
if (!b_mesh->vertex_colors.empty()) {
b_psys.mcol_on_emitter(psmd, *b_pa, pa_no, vcol_num, &vcol.x);
}
CData->curve_vcol.push_back_slow(vcol);
if (pa_no < totparts && b_pa != b_psys.particles.end()) {
++b_pa;
}
}
}
}
}
return true;
}
static void ExportCurveSegments(Scene *scene, Hair *hair, ParticleCurveData *CData)
{
int num_keys = 0;
int num_curves = 0;
if (hair->num_curves()) {
return;
}
Attribute *attr_normal = nullptr;
Attribute *attr_intercept = nullptr;
Attribute *attr_length = nullptr;
Attribute *attr_random = nullptr;
if (hair->need_attribute(scene, ATTR_STD_VERTEX_NORMAL)) {
Cycles: new Principled Hair BSDF variant with elliptical cross-section support Implements the paper [A Microfacet-based Hair Scattering Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by Weizhen Huang, Matthias B. Hullin and Johannes Hanika. ### Features: - This is a far-field model, as opposed to the previous near-field Principled Hair BSDF model. The hair is expected to be less noisy, but lower roughness values takes longer to render due to numerical integration along the hair width. The hair also appears to be flat when viewed up-close. - The longitudinal width of the scattering lobe differs along the azimuth, providing a higher contrast compared to the evenly spread scattering in the near-field Principled Hair BSDF model. For a more detailed comparison, please refer to the original paper. - Supports elliptical cross-sections, adding more realism as human hairs are usually elliptical. The orientation of the cross-section is aligned with the curve normal, which can be adjusted using geometry nodes. Default is minimal twist. During sampling, light rays that hit outside the hair width will continue propogating as if the material is transparent. - There is non-physical modulation factors for the first three lobes (Reflection, Transmission, Secondary Reflection). ### Missing: - A good default for cross-section orientation. There was an attempt (9039f76928) to default the orientation to align with the curve normal in the mathematical sense, but the stability (when animated) is unclear and it would be a hassle to generalise to all curve types. After the model is in main, we could experiment with the geometry nodes team to see what works the best as a default. Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de> Pull Request: https://projects.blender.org/blender/blender/pulls/105600
2023-08-18 12:46:13 +02:00
attr_normal = hair->attributes.add(ATTR_STD_VERTEX_NORMAL);
}
if (hair->need_attribute(scene, ATTR_STD_CURVE_INTERCEPT)) {
attr_intercept = hair->attributes.add(ATTR_STD_CURVE_INTERCEPT);
}
if (hair->need_attribute(scene, ATTR_STD_CURVE_LENGTH)) {
attr_length = hair->attributes.add(ATTR_STD_CURVE_LENGTH);
}
if (hair->need_attribute(scene, ATTR_STD_CURVE_RANDOM)) {
attr_random = hair->attributes.add(ATTR_STD_CURVE_RANDOM);
}
/* compute and reserve size of arrays */
for (int sys = 0; sys < CData->psys_firstcurve.size(); sys++) {
for (int curve = CData->psys_firstcurve[sys];
curve < CData->psys_firstcurve[sys] + CData->psys_curvenum[sys];
curve++)
{
num_keys += CData->curve_keynum[curve];
num_curves++;
}
}
hair->reserve_curves(hair->num_curves() + num_curves, hair->get_curve_keys().size() + num_keys);
num_keys = 0;
num_curves = 0;
/* actually export */
for (int sys = 0; sys < CData->psys_firstcurve.size(); sys++) {
for (int curve = CData->psys_firstcurve[sys];
curve < CData->psys_firstcurve[sys] + CData->psys_curvenum[sys];
curve++)
{
size_t num_curve_keys = 0;
for (int curvekey = CData->curve_firstkey[curve];
curvekey < CData->curve_firstkey[curve] + CData->curve_keynum[curve];
curvekey++)
{
const float3 ickey_loc = CData->curvekey_co[curvekey];
const float curve_time = CData->curvekey_time[curvekey];
const float curve_length = CData->curve_length[curve];
const float time = (curve_length > 0.0f) ? curve_time / curve_length : 0.0f;
float radius = shaperadius(
CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], time);
if (CData->psys_closetip[sys] &&
(curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1))
{
radius = 0.0f;
}
hair->add_curve_key(ickey_loc, radius);
if (attr_intercept) {
attr_intercept->add(time);
}
Cycles: new Principled Hair BSDF variant with elliptical cross-section support Implements the paper [A Microfacet-based Hair Scattering Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by Weizhen Huang, Matthias B. Hullin and Johannes Hanika. ### Features: - This is a far-field model, as opposed to the previous near-field Principled Hair BSDF model. The hair is expected to be less noisy, but lower roughness values takes longer to render due to numerical integration along the hair width. The hair also appears to be flat when viewed up-close. - The longitudinal width of the scattering lobe differs along the azimuth, providing a higher contrast compared to the evenly spread scattering in the near-field Principled Hair BSDF model. For a more detailed comparison, please refer to the original paper. - Supports elliptical cross-sections, adding more realism as human hairs are usually elliptical. The orientation of the cross-section is aligned with the curve normal, which can be adjusted using geometry nodes. Default is minimal twist. During sampling, light rays that hit outside the hair width will continue propogating as if the material is transparent. - There is non-physical modulation factors for the first three lobes (Reflection, Transmission, Secondary Reflection). ### Missing: - A good default for cross-section orientation. There was an attempt (9039f76928) to default the orientation to align with the curve normal in the mathematical sense, but the stability (when animated) is unclear and it would be a hassle to generalise to all curve types. After the model is in main, we could experiment with the geometry nodes team to see what works the best as a default. Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de> Pull Request: https://projects.blender.org/blender/blender/pulls/105600
2023-08-18 12:46:13 +02:00
if (attr_normal) {
/* NOTE: the geometry normals are not computed for legacy particle hairs. This hair
* system is expected to be deprecated. */
attr_normal->add(make_float3(0.0f, 0.0f, 0.0f));
Cycles: new Principled Hair BSDF variant with elliptical cross-section support Implements the paper [A Microfacet-based Hair Scattering Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by Weizhen Huang, Matthias B. Hullin and Johannes Hanika. ### Features: - This is a far-field model, as opposed to the previous near-field Principled Hair BSDF model. The hair is expected to be less noisy, but lower roughness values takes longer to render due to numerical integration along the hair width. The hair also appears to be flat when viewed up-close. - The longitudinal width of the scattering lobe differs along the azimuth, providing a higher contrast compared to the evenly spread scattering in the near-field Principled Hair BSDF model. For a more detailed comparison, please refer to the original paper. - Supports elliptical cross-sections, adding more realism as human hairs are usually elliptical. The orientation of the cross-section is aligned with the curve normal, which can be adjusted using geometry nodes. Default is minimal twist. During sampling, light rays that hit outside the hair width will continue propogating as if the material is transparent. - There is non-physical modulation factors for the first three lobes (Reflection, Transmission, Secondary Reflection). ### Missing: - A good default for cross-section orientation. There was an attempt (9039f76928) to default the orientation to align with the curve normal in the mathematical sense, but the stability (when animated) is unclear and it would be a hassle to generalise to all curve types. After the model is in main, we could experiment with the geometry nodes team to see what works the best as a default. Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de> Pull Request: https://projects.blender.org/blender/blender/pulls/105600
2023-08-18 12:46:13 +02:00
}
num_curve_keys++;
}
if (attr_length != nullptr) {
attr_length->add(CData->curve_length[curve]);
}
if (attr_random != nullptr) {
attr_random->add(hash_uint2_to_float(num_curves, 0));
}
hair->add_curve(num_keys, CData->psys_shader[sys]);
num_keys += num_curve_keys;
num_curves++;
}
}
/* check allocation */
if ((hair->get_curve_keys().size() != num_keys) || (hair->num_curves() != num_curves)) {
VLOG_WARNING << "Hair memory allocation failed, clearing data.";
hair->clear(true);
}
}
static float4 CurveSegmentMotionCV(ParticleCurveData *CData,
const int sys,
const int curve,
const int curvekey)
{
const float3 ickey_loc = CData->curvekey_co[curvekey];
const float curve_time = CData->curvekey_time[curvekey];
const float curve_length = CData->curve_length[curve];
const float time = (curve_length > 0.0f) ? curve_time / curve_length : 0.0f;
float radius = shaperadius(
CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], time);
if (CData->psys_closetip[sys] &&
(curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1))
{
radius = 0.0f;
}
/* curve motion keys store both position and radius in float4 */
float4 mP = make_float4(ickey_loc);
mP.w = radius;
return mP;
}
static float4 LerpCurveSegmentMotionCV(ParticleCurveData *CData,
const int sys,
const int curve,
const float step)
{
assert(step >= 0.0f);
assert(step <= 1.0f);
const int first_curve_key = CData->curve_firstkey[curve];
const float curve_key_f = step * (CData->curve_keynum[curve] - 1);
int curvekey = (int)floorf(curve_key_f);
const float remainder = curve_key_f - curvekey;
if (remainder == 0.0f) {
return CurveSegmentMotionCV(CData, sys, curve, first_curve_key + curvekey);
}
int curvekey2 = curvekey + 1;
if (curvekey2 >= (CData->curve_keynum[curve] - 1)) {
curvekey2 = (CData->curve_keynum[curve] - 1);
curvekey = curvekey2 - 1;
}
const float4 mP = CurveSegmentMotionCV(CData, sys, curve, first_curve_key + curvekey);
const float4 mP2 = CurveSegmentMotionCV(CData, sys, curve, first_curve_key + curvekey2);
return mix(mP, mP2, remainder);
}
static void export_hair_motion_validate_attribute(Hair *hair,
const int motion_step,
const int num_motion_keys,
bool have_motion)
{
Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
const int num_keys = hair->get_curve_keys().size();
if (num_motion_keys != num_keys || !have_motion) {
/* No motion or hair "topology" changed, remove attributes again. */
if (num_motion_keys != num_keys) {
VLOG_WORK << "Hair topology changed, removing motion attribute.";
}
hair->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
}
else if (motion_step > 0) {
/* Motion, fill up previous steps that we might have skipped because
* they had no motion, but we need them anyway now. */
for (int step = 0; step < motion_step; step++) {
float4 *mP = attr_mP->data_float4() + step * num_keys;
for (int key = 0; key < num_keys; key++) {
mP[key] = make_float4(hair->get_curve_keys()[key]);
mP[key].w = hair->get_curve_radius()[key];
}
}
}
}
static void ExportCurveSegmentsMotion(Hair *hair, ParticleCurveData *CData, const int motion_step)
{
/* find attribute */
Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
bool new_attribute = false;
/* add new attribute if it doesn't exist already */
if (!attr_mP) {
attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
new_attribute = true;
}
/* export motion vectors for curve keys */
const size_t numkeys = hair->get_curve_keys().size();
float4 *mP = attr_mP->data_float4() + motion_step * numkeys;
bool have_motion = false;
int i = 0;
int num_curves = 0;
for (int sys = 0; sys < CData->psys_firstcurve.size(); sys++) {
for (int curve = CData->psys_firstcurve[sys];
curve < CData->psys_firstcurve[sys] + CData->psys_curvenum[sys];
curve++)
{
/* Curve lengths may not match! Curves can be clipped. */
const int curve_key_end = (num_curves + 1 < (int)hair->get_curve_first_key().size() ?
hair->get_curve_first_key()[num_curves + 1] :
(int)hair->get_curve_keys().size());
const int num_center_curve_keys = curve_key_end - hair->get_curve_first_key()[num_curves];
const int is_num_keys_different = CData->curve_keynum[curve] - num_center_curve_keys;
if (!is_num_keys_different) {
for (int curvekey = CData->curve_firstkey[curve];
curvekey < CData->curve_firstkey[curve] + CData->curve_keynum[curve];
curvekey++)
{
if (i < hair->get_curve_keys().size()) {
mP[i] = CurveSegmentMotionCV(CData, sys, curve, curvekey);
if (!have_motion) {
/* unlike mesh coordinates, these tend to be slightly different
* between frames due to particle transforms into/out of object
* space, so we use an epsilon to detect actual changes */
float4 curve_key = make_float4(hair->get_curve_keys()[i]);
curve_key.w = hair->get_curve_radius()[i];
if (len_squared(mP[i] - curve_key) > 1e-5f * 1e-5f) {
have_motion = true;
}
}
}
i++;
}
}
else {
2019-04-29 14:14:14 +10:00
/* Number of keys has changed. Generate an interpolated version
* to preserve motion blur. */
const float step_size = num_center_curve_keys > 1 ? 1.0f / (num_center_curve_keys - 1) :
0.0f;
for (int step_index = 0; step_index < num_center_curve_keys; ++step_index) {
const float step = step_index * step_size;
mP[i] = LerpCurveSegmentMotionCV(CData, sys, curve, step);
i++;
}
have_motion = true;
}
num_curves++;
}
}
/* In case of new attribute, we verify if there really was any motion. */
if (new_attribute) {
export_hair_motion_validate_attribute(hair, motion_step, i, have_motion);
}
}
/* Hair Curve Sync */
bool BlenderSync::object_has_particle_hair(BL::Object b_ob)
{
/* Test if the object has a particle modifier with hair. */
for (BL::Modifier &b_mod : b_ob.modifiers) {
if ((b_mod.type() == BL::Modifier::type_PARTICLE_SYSTEM) &&
(preview ? b_mod.show_viewport() : b_mod.show_render()))
{
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
if ((b_part.render_type() == BL::ParticleSettings::render_type_PATH) &&
(b_part.type() == BL::ParticleSettings::type_HAIR))
{
return true;
}
}
}
return false;
}
/* Old particle hair. */
void BlenderSync::sync_particle_hair(
Hair *hair, BL::Mesh &b_mesh, BObjectInfo &b_ob_info, bool motion, const int motion_step)
{
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
if (!b_ob_info.is_real_object_data()) {
return;
}
BL::Object b_ob = b_ob_info.real_object;
/* obtain general settings */
if (b_ob.mode() == BL::Object::mode_PARTICLE_EDIT || b_ob.mode() == BL::Object::mode_EDIT) {
return;
}
/* Extract particle hair data - should be combined with connecting to mesh later. */
ParticleCurveData CData;
ObtainCacheParticleData(hair, &b_mesh, &b_ob, &CData, !preview);
/* add hair geometry */
if (motion) {
ExportCurveSegmentsMotion(hair, &CData, motion_step);
}
else {
ExportCurveSegments(scene, hair, &CData);
}
/* generated coordinates from first key. we should ideally get this from
* blender to handle deforming objects */
if (!motion) {
if (hair->need_attribute(scene, ATTR_STD_GENERATED)) {
float3 loc;
float3 size;
mesh_texture_space(*static_cast<const ::Mesh *>(b_mesh.ptr.data), loc, size);
Attribute *attr_generated = hair->attributes.add(ATTR_STD_GENERATED);
float3 *generated = attr_generated->data_float3();
for (size_t i = 0; i < hair->num_curves(); i++) {
const float3 co = hair->get_curve_keys()[hair->get_curve(i).first_key];
generated[i] = co * size - loc;
}
}
}
/* create vertex color attributes */
if (!motion) {
BL::Mesh::vertex_colors_iterator l;
int vcol_num = 0;
for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l, vcol_num++) {
if (!hair->need_attribute(scene, ustring(l->name().c_str()))) {
continue;
}
ObtainCacheParticleVcol(hair, &b_mesh, &b_ob, &CData, !preview, vcol_num);
Attribute *attr_vcol = hair->attributes.add(
ustring(l->name().c_str()), TypeRGBA, ATTR_ELEMENT_CURVE);
float4 *fdata = attr_vcol->data_float4();
if (fdata) {
size_t i = 0;
/* Encode vertex color using the sRGB curve. */
for (size_t curve = 0; curve < CData.curve_vcol.size(); curve++) {
fdata[i++] = color_srgb_to_linear_v4(CData.curve_vcol[curve]);
}
}
}
}
/* create UV attributes */
if (!motion) {
BL::Mesh::uv_layers_iterator l;
int uv_num = 0;
for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, uv_num++) {
const bool active_render = l->active_render();
const AttributeStandard std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
const ustring name = ustring(l->name().c_str());
/* UV map */
if (hair->need_attribute(scene, name) || hair->need_attribute(scene, std)) {
Attribute *attr_uv;
ObtainCacheParticleUV(hair, &b_mesh, &b_ob, &CData, !preview, uv_num);
if (active_render) {
attr_uv = hair->attributes.add(std, name);
}
else {
attr_uv = hair->attributes.add(name, TypeFloat2, ATTR_ELEMENT_CURVE);
}
float2 *uv = attr_uv->data_float2();
if (uv) {
size_t i = 0;
for (size_t curve = 0; curve < CData.curve_uv.size(); curve++) {
uv[i++] = CData.curve_uv[curve];
}
}
}
}
}
}
template<typename TypeInCycles, typename GetValueAtIndex>
static void fill_generic_attribute(const int num_curves,
const int num_points,
TypeInCycles *data,
const AttributeElement element,
const GetValueAtIndex &get_value_at_index)
{
switch (element) {
case ATTR_ELEMENT_CURVE_KEY: {
for (int i = 0; i < num_points; i++) {
data[i] = get_value_at_index(i);
}
break;
}
case ATTR_ELEMENT_CURVE: {
for (int i = 0; i < num_curves; i++) {
data[i] = get_value_at_index(i);
}
break;
}
default: {
assert(false);
break;
}
}
}
static void attr_create_motion_from_velocity(Hair *hair,
const blender::Span<blender::float3> src,
const float motion_scale)
{
const int num_curve_keys = hair->get_curve_keys().size();
/* Override motion steps to fixed number. */
hair->set_motion_steps(3);
/* Find or add attribute */
float3 *P = hair->get_curve_keys().data();
Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (!attr_mP) {
attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
}
/* Only export previous and next frame, we don't have any in between data. */
const float motion_times[2] = {-1.0f, 1.0f};
for (int step = 0; step < 2; step++) {
const float relative_time = motion_times[step] * 0.5f * motion_scale;
float3 *mP = attr_mP->data_float3() + step * num_curve_keys;
for (int i = 0; i < num_curve_keys; i++) {
mP[i] = P[i] + make_float3(src[i][0], src[i][1], src[i][2]) * relative_time;
}
}
}
static void attr_create_generic(Scene *scene,
Hair *hair,
const blender::bke::CurvesGeometry &b_curves,
const bool need_motion,
const float motion_scale)
{
const blender::bke::AttributeAccessor b_attributes = b_curves.attributes();
AttributeSet &attributes = hair->attributes;
static const ustring u_velocity("velocity");
const bool need_uv = hair->need_attribute(scene, ATTR_STD_UV);
bool have_uv = false;
b_attributes.foreach_attribute([&](const blender::bke::AttributeIter &iter) {
const ustring name{std::string_view(iter.name)};
const blender::bke::AttrDomain b_domain = iter.domain;
const eCustomDataType b_data_type = iter.data_type;
if (need_motion && name == u_velocity) {
const blender::VArraySpan b_attr = *iter.get<blender::float3>(
blender::bke::AttrDomain::Point);
attr_create_motion_from_velocity(hair, b_attr, motion_scale);
return;
}
/* Weak, use first float2 attribute as standard UV. */
if (need_uv && !have_uv && b_data_type == CD_PROP_FLOAT2 &&
b_domain == blender::bke::AttrDomain::Curve)
{
Attribute *attr = attributes.add(ATTR_STD_UV, name);
const blender::VArraySpan b_attr = *iter.get<blender::float2>();
static_assert(sizeof(blender::float2) == sizeof(float2));
const blender::Span src = b_attr.cast<float2>();
std::copy(src.begin(), src.end(), attr->data_float2());
have_uv = true;
return;
}
if (!hair->need_attribute(scene, name)) {
return;
}
if (attributes.find(name)) {
return;
}
const blender::bke::GAttributeReader b_attr = iter.get();
AttributeElement element = ATTR_ELEMENT_NONE;
switch (b_attr.domain) {
case blender::bke::AttrDomain::Point:
element = ATTR_ELEMENT_CURVE_KEY;
break;
case blender::bke::AttrDomain::Curve:
element = ATTR_ELEMENT_CURVE;
break;
default:
return;
}
blender::bke::attribute_math::convert_to_static_type(b_attr.varray.type(), [&](auto dummy) {
using BlenderT = decltype(dummy);
using Converter = typename ccl::AttributeConverter<BlenderT>;
using CyclesT = typename Converter::CyclesT;
if constexpr (!std::is_void_v<CyclesT>) {
Attribute *attr = attributes.add(name, Converter::type_desc, element);
CyclesT *data = reinterpret_cast<CyclesT *>(attr->data());
const blender::VArraySpan src = b_attr.varray.typed<BlenderT>();
for (const int i : src.index_range()) {
data[i] = Converter::convert(src[i]);
}
}
});
});
}
static float4 curve_point_as_float4(const blender::Span<blender::float3> b_positions,
const blender::Span<float> b_radius,
const int index)
{
float4 mP = make_float4(
b_positions[index][0], b_positions[index][1], b_positions[index][2], 0.0f);
mP.w = b_radius.is_empty() ? 0.005f : b_radius[index];
return mP;
}
static float4 interpolate_curve_points(const blender::Span<blender::float3> b_positions,
const blender::Span<float> b_radius,
const int first_point_index,
const int num_points,
const float step)
{
const float curve_t = step * (num_points - 1);
const int point_a = clamp((int)curve_t, 0, num_points - 1);
const int point_b = min(point_a + 1, num_points - 1);
const float t = curve_t - (float)point_a;
return mix(curve_point_as_float4(b_positions, b_radius, first_point_index + point_a),
curve_point_as_float4(b_positions, b_radius, first_point_index + point_b),
t);
}
static void export_hair_curves(Scene *scene,
Hair *hair,
const blender::bke::CurvesGeometry &b_curves,
const bool need_motion,
const float motion_scale)
{
const blender::Span<blender::float3> positions = b_curves.positions();
const blender::OffsetIndices points_by_curve = b_curves.points_by_curve();
hair->resize_curves(points_by_curve.size(), positions.size());
float3 *curve_keys = hair->get_curve_keys().data();
float *curve_radius = hair->get_curve_radius().data();
int *curve_first_key = hair->get_curve_first_key().data();
int *curve_shader = hair->get_curve_shader().data();
/* Add requested attributes. */
float *attr_intercept = nullptr;
float *attr_length = nullptr;
Cycles: new Principled Hair BSDF variant with elliptical cross-section support Implements the paper [A Microfacet-based Hair Scattering Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by Weizhen Huang, Matthias B. Hullin and Johannes Hanika. ### Features: - This is a far-field model, as opposed to the previous near-field Principled Hair BSDF model. The hair is expected to be less noisy, but lower roughness values takes longer to render due to numerical integration along the hair width. The hair also appears to be flat when viewed up-close. - The longitudinal width of the scattering lobe differs along the azimuth, providing a higher contrast compared to the evenly spread scattering in the near-field Principled Hair BSDF model. For a more detailed comparison, please refer to the original paper. - Supports elliptical cross-sections, adding more realism as human hairs are usually elliptical. The orientation of the cross-section is aligned with the curve normal, which can be adjusted using geometry nodes. Default is minimal twist. During sampling, light rays that hit outside the hair width will continue propogating as if the material is transparent. - There is non-physical modulation factors for the first three lobes (Reflection, Transmission, Secondary Reflection). ### Missing: - A good default for cross-section orientation. There was an attempt (9039f76928) to default the orientation to align with the curve normal in the mathematical sense, but the stability (when animated) is unclear and it would be a hassle to generalise to all curve types. After the model is in main, we could experiment with the geometry nodes team to see what works the best as a default. Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de> Pull Request: https://projects.blender.org/blender/blender/pulls/105600
2023-08-18 12:46:13 +02:00
if (hair->need_attribute(scene, ATTR_STD_VERTEX_NORMAL)) {
/* Get geometry normals. */
float3 *attr_normal = hair->attributes.add(ATTR_STD_VERTEX_NORMAL)->data_float3();
vector<blender::float3> point_normals(positions.size());
blender::bke::curves_normals_point_domain_calc(
b_curves, {point_normals.data(), int64_t(point_normals.size())});
for (const int i : positions.index_range()) {
attr_normal[i] = make_float3(point_normals[i][0], point_normals[i][1], point_normals[i][2]);
Cycles: new Principled Hair BSDF variant with elliptical cross-section support Implements the paper [A Microfacet-based Hair Scattering Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by Weizhen Huang, Matthias B. Hullin and Johannes Hanika. ### Features: - This is a far-field model, as opposed to the previous near-field Principled Hair BSDF model. The hair is expected to be less noisy, but lower roughness values takes longer to render due to numerical integration along the hair width. The hair also appears to be flat when viewed up-close. - The longitudinal width of the scattering lobe differs along the azimuth, providing a higher contrast compared to the evenly spread scattering in the near-field Principled Hair BSDF model. For a more detailed comparison, please refer to the original paper. - Supports elliptical cross-sections, adding more realism as human hairs are usually elliptical. The orientation of the cross-section is aligned with the curve normal, which can be adjusted using geometry nodes. Default is minimal twist. During sampling, light rays that hit outside the hair width will continue propogating as if the material is transparent. - There is non-physical modulation factors for the first three lobes (Reflection, Transmission, Secondary Reflection). ### Missing: - A good default for cross-section orientation. There was an attempt (9039f76928) to default the orientation to align with the curve normal in the mathematical sense, but the stability (when animated) is unclear and it would be a hassle to generalise to all curve types. After the model is in main, we could experiment with the geometry nodes team to see what works the best as a default. Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de> Pull Request: https://projects.blender.org/blender/blender/pulls/105600
2023-08-18 12:46:13 +02:00
}
}
if (hair->need_attribute(scene, ATTR_STD_CURVE_INTERCEPT)) {
attr_intercept = hair->attributes.add(ATTR_STD_CURVE_INTERCEPT)->data_float();
}
2021-09-24 10:45:36 +02:00
if (hair->need_attribute(scene, ATTR_STD_CURVE_LENGTH)) {
attr_length = hair->attributes.add(ATTR_STD_CURVE_LENGTH)->data_float();
}
if (hair->need_attribute(scene, ATTR_STD_CURVE_RANDOM)) {
float *attr_random = hair->attributes.add(ATTR_STD_CURVE_RANDOM)->data_float();
for (const int i : points_by_curve.index_range()) {
attr_random[i] = hash_uint2_to_float(i, 0);
}
}
const blender::VArraySpan b_radius = *b_curves.attributes().lookup<float>(
"radius", blender::bke::AttrDomain::Point);
std::copy(points_by_curve.data().data(),
points_by_curve.data().data() + points_by_curve.size(),
curve_first_key);
std::fill(curve_shader, curve_shader + points_by_curve.size(), 0);
if (!b_radius.is_empty()) {
std::copy(b_radius.data(), b_radius.data() + positions.size(), curve_radius);
}
else {
std::fill(curve_radius, curve_radius + positions.size(), 0.005f);
}
/* Export curves and points. */
for (const int curve : points_by_curve.index_range()) {
const blender::IndexRange points = points_by_curve[curve];
float3 prev_co = zero_float3();
float length = 0.0f;
/* Position and radius. */
for (const int point : points) {
const float3 co = make_float3(positions[point][0], positions[point][1], positions[point][2]);
curve_keys[point] = co;
if (attr_length || attr_intercept) {
if (point != points.first()) {
length += len(co - prev_co);
}
prev_co = co;
if (attr_intercept) {
attr_intercept[point] = length;
}
}
}
/* Normalized 0..1 attribute along curve. */
if (attr_intercept && length > 0.0f) {
for (const int point : points.drop_front(1)) {
attr_intercept[point] /= length;
}
}
/* Curve length. */
2021-09-24 10:45:36 +02:00
if (attr_length) {
attr_length[curve] = length;
}
}
attr_create_generic(scene, hair, b_curves, need_motion, motion_scale);
}
static void export_hair_curves_motion(Hair *hair,
const blender::bke::CurvesGeometry &b_curves,
const int motion_step)
{
/* Find or add attribute. */
Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
bool new_attribute = false;
if (!attr_mP) {
attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
new_attribute = true;
}
/* Export motion keys. */
const size_t num_keys = hair->num_keys();
const size_t num_curves = hair->num_curves();
float4 *mP = attr_mP->data_float4() + motion_step * num_keys;
bool have_motion = false;
int num_motion_keys = 0;
int curve_index = 0;
const blender::Span<blender::float3> b_positions = b_curves.positions();
const blender::OffsetIndices points_by_curve = b_curves.points_by_curve();
const blender::VArraySpan b_radius = *b_curves.attributes().lookup<float>(
"radius", blender::bke::AttrDomain::Point);
for (const int i : points_by_curve.index_range()) {
const blender::IndexRange points = points_by_curve[i];
if (curve_index >= num_curves) {
break;
}
const Hair::Curve curve = hair->get_curve(curve_index);
curve_index++;
if (points.size() == curve.num_keys) {
/* Number of keys matches. */
for (const int i : points.index_range()) {
const int point = points[i];
if (point < num_keys) {
mP[num_motion_keys] = curve_point_as_float4(b_positions, b_radius, point);
num_motion_keys++;
if (!have_motion) {
/* TODO: use epsilon for comparison? Was needed for particles due to
* transform, but ideally should not happen anymore. */
float4 curve_key = make_float4(hair->get_curve_keys()[i]);
curve_key.w = hair->get_curve_radius()[i];
have_motion = !(mP[i] == curve_key);
}
}
}
}
else {
/* Number of keys has changed. Generate an interpolated version
* to preserve motion blur. */
const float step_size = curve.num_keys > 1 ? 1.0f / (curve.num_keys - 1) : 0.0f;
for (int i = 0; i < curve.num_keys; i++) {
const float step = i * step_size;
mP[num_motion_keys] = interpolate_curve_points(
b_positions, b_radius, points.start(), points.size(), step);
num_motion_keys++;
}
have_motion = true;
}
}
/* In case of new attribute, we verify if there really was any motion. */
if (new_attribute) {
export_hair_motion_validate_attribute(hair, motion_step, num_motion_keys, have_motion);
}
}
/* Hair object. */
void BlenderSync::sync_hair(Hair *hair, BObjectInfo &b_ob_info, bool motion, const int motion_step)
{
/* Motion blur attribute is relative to seconds, we need it relative to frames. */
const bool need_motion = object_need_motion_attribute(b_ob_info, scene);
const float motion_scale = (need_motion) ?
scene->motion_shutter_time() /
(b_scene.render().fps() / b_scene.render().fps_base()) :
0.0f;
/* Convert Blender hair to Cycles curves. */
const blender::bke::CurvesGeometry &b_curves(
static_cast<const ::Curves *>(b_ob_info.object_data.ptr.data)->geometry.wrap());
if (motion) {
export_hair_curves_motion(hair, b_curves, motion_step);
}
else {
export_hair_curves(scene, hair, b_curves, need_motion, motion_scale);
}
}
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
void BlenderSync::sync_hair(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Hair *hair)
{
/* make a copy of the shaders as the caller in the main thread still need them for syncing the
* attributes */
array<Node *> used_shaders = hair->get_used_shaders();
Hair new_hair;
new_hair.set_used_shaders(used_shaders);
if (view_layer.use_hair) {
if (b_ob_info.object_data.is_a(&RNA_Curves)) {
/* Hair object. */
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
sync_hair(&new_hair, b_ob_info, false);
}
else {
/* Particle hair. */
const bool need_undeformed = new_hair.need_attribute(scene, ATTR_STD_GENERATED);
BL::Mesh b_mesh = object_to_mesh(
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
b_data, b_ob_info, b_depsgraph, need_undeformed, Mesh::SUBDIVISION_NONE);
if (b_mesh) {
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
sync_particle_hair(&new_hair, b_mesh, b_ob_info, false);
free_object_to_mesh(b_data, b_ob_info, b_mesh);
}
}
}
/* update original sockets */
for (const SocketType &socket : new_hair.type->inputs) {
/* Those sockets are updated in sync_object, so do not modify them. */
if (socket.name == "use_motion_blur" || socket.name == "used_shaders") {
continue;
}
hair->set_value(socket, new_hair, socket);
}
hair->attributes.update(std::move(new_hair.attributes));
/* tag update */
/* Compares curve_keys rather than strands in order to handle quick hair
* adjustments in dynamic BVH - other methods could probably do this better. */
const bool rebuild = (hair->curve_keys_is_modified() || hair->curve_radius_is_modified());
hair->tag_update(scene, rebuild);
}
void BlenderSync::sync_hair_motion(BL::Depsgraph b_depsgraph,
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
BObjectInfo &b_ob_info,
Hair *hair,
const int motion_step)
{
/* Skip if nothing exported. */
if (hair->num_keys() == 0) {
return;
}
/* Export deformed coordinates. */
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
if (ccl::BKE_object_is_deform_modified(b_ob_info, b_scene, preview)) {
if (b_ob_info.object_data.is_a(&RNA_Curves)) {
/* Hair object. */
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
sync_hair(hair, b_ob_info, true, motion_step);
return;
}
/* Particle hair. */
BL::Mesh b_mesh = object_to_mesh(
b_data, b_ob_info, b_depsgraph, false, Mesh::SUBDIVISION_NONE);
if (b_mesh) {
sync_particle_hair(hair, b_mesh, b_ob_info, true, motion_step);
free_object_to_mesh(b_data, b_ob_info, b_mesh);
return;
}
}
/* No deformation on this frame, copy coordinates if other frames did have it. */
hair->copy_center_to_motion_step(motion_step);
}
CCL_NAMESPACE_END