2348 Commits

Author SHA1 Message Date
Nika Kutsniashvili
7158e02aed Modeling: Set shape key default value to 1.0
When adding a shape key, set its blend value to 1.0 / 100%.

There is no practical use case where user wants to add shape key but
not work on it. New shape keys at value 0 have no purpose. Adding
shape key should be interpreted by Blender as user wanting to
sculpt/model on it. Also, being at 1.0 initially doesn't change
anything visually, because key isn't edited yet and it doesn't deform
mesh.

The default value of the shape key is also set to 1.0. When using
right-click to reset values, user most often wants to return to 1
(which is "correct" state of deformation without multiplication)
rather than 0 (which is no deformation at all).

Co-authored-by: Sybren A. Stüvel <sybren@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/133399
2025-08-01 15:43:31 +02:00
Ian Yoo
562020e0f0 Tests: Fix keying screen test
This PR adds more markers and re-tracks them correctly on the cube clip
The output should be a gradient color, which was tested with another
setup and should mask the clip if used in conjunction with the keying
node (this PR doesn't include that setup, just the keying screen fix).

Coverage remains the same.

Pull Request: https://projects.blender.org/blender/blender/pulls/142534
2025-08-01 15:27:34 +02:00
Sybren A. Stüvel
3d40246e94 Python: add HTTP file downloader
Add a new package `scripts/modules/_bpy_internal/http`, containing
classes to download files via HTTP.

The code is intentionally put into the `_bpy_internal` package, as I
don't intend it to be the end-all-be-all of downloaders for general
use in add-ons. It's been written to support the Remote Asset Library
project (#134495), where it will be used to download JSON files (to
get the list of assets on the server) as well as the asset files
themselves.

The module consists of several parts. The main ones are:

`class ConditionalDownloader`
: File downloader, which downloads a URL to a file on disk.

  It supports conditional requests via `ETag`/`If-None-Match` and
  `Last-Modified`/`If-Modified-Since` HTTP headers (RFC 7273, section 3.
  Precondition Header Fields). A `304 Not Modified` response is
  treated as a succesful download.

  Metadata of the request (the response length in bytes, and the above
  headers) are stored on disk, in a location that is determined by the
  user of the class. Probably in the future it would be nice to have a
  single sqlite database for this (there's a TODO in the code about
  this).

  The downloader uses the Requests library, and manages its own HTTP
  session object. This way it can handle TCP/IP connection reuse,
  automatically retry failing connections, and in the future
  HTTP-level authentication.

`class BackgroundDownloader`
: Wrapper for a `ConditionalDownloader` that manages a background
  process for the actual downloading.

  It runs the downloader in a background process, while ensuring that
  its reporters (see below) get called on the main process. This way
  it's possible to do background downloading, while still receiving
  progress reports in a modal operator, which in turn can directly
  call Blender's Python API. Care was taken to [not use Python
  threads][1]

`class DownloadReporter`
: Protocol class. Objects adhering to the protocol can be given to a
  `ConditionalDownloader` or `BackgroundDownloader`. The protocol has
  functions like `download_starts(…)`, `download_progress(…)`,
  `download_error(…)`, which will be called by the downloader to
  report on what it's doing.

  I chose to make this a protocol, rather than an abstract superclass,
  because then it's possible to make an Operator a DownloadReporter
  without requiring multi-classing.

[1]: https://docs.blender.org/api/main/info_gotchas_threading.html

Pull Request: https://projects.blender.org/blender/blender/pulls/138327
2025-08-01 12:27:56 +02:00
Habib Gahbiche
d04ae09aff Compositor: remove scene.node_tree from Python API
Since we are removing `scene.use_nodes` in #143578, most developers
will have to update their python script by replacing `scene.node_tree`
by `scene.compositing_node_group` in order to create a new compositing
 node tree anyways. So we remove `scene.node_tree`.

Note: `scene->nodetree` in `scene_blend_write()` is still being written
to the blend file, so forward compatibility is not affected by this PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/143619
2025-08-01 10:30:11 +02:00
Mattias Fredriksson
e191d3d243 IO: OBJ improvements for NURBS curves
* Bezier (NURBS) import, supporting both Blender and external variants.
* Cleaner Bezier export, with better results importing in Rhino.
* Internal support for exporting the new Curves type.
* Tests covering a broad number of related cases.

The current NURBS exporter writes curve data directly, without accounting
for internal padding or how knots are generated from modes. This adjusts the
export behavior to omit data that does not influence the geometry of the
curve. The result is a simplified output that is easier to parse during import,
both for the importer and when importing to other platforms (Rhino).
Visual explanation to the adjustment can be found in #139174.

Importer is also adjusted to support variations in knot patterns. Extending
it to support the data generated by the exporter and by other platforms (Rhino).
This should resolve some issues in relation to #138732.

Integrated tests are added to broadly validate the common cases generated
by the exporter, including variations of different modes and NURBS order.

Regression tests are added to validate that the NURBS generated in Rhino
are imported as expected.

More details in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/139174
2025-08-01 06:37:28 +02:00
Harley Acheson
972c0b9463 UI: BLF Use Custom NotDef Not Last Resort
This PR removes the "Last Resort" font from the stack. Instead uses a
custom "not def" glyph, defined as an SVG file. This glyph is shown
when requesting a character not found for text inputs, text editor, and
for Sequencer text strips.

Pull Request: https://projects.blender.org/blender/blender/pulls/132032
2025-07-31 19:53:29 +02:00
Falk David
cd7b933cb6 Fix #143715: Grease Pencil: Replace uses of legacy BlendData type
There were some more uses of the legacy Grease Pencil type
in `BlendData`.

Pull Request: https://projects.blender.org/blender/blender/pulls/143716
2025-07-31 18:14:44 +02:00
Ray Molenkamp
4a9fced257 Tests: include cattrs and fastjsonschema in bundled modules test
These libs have landed for all platforms, so we can now test for them.

Pull Request: https://projects.blender.org/blender/blender/pulls/143710
2025-07-31 16:28:52 +02:00
Habib Gahbiche
c499adf3b8 Compositor: Remove scene.use_nodes from Python API
Use Nodes were removed in d88d4cc8 from the UI, but marked deprecated
in Python API. Since we decided to remove `world.use_nodes` and
`material.use_nodes` for the shader editor (instead of deprecating
them), we also remove `scene.use_nodes`.

This PR only replaces the deprecated `scene.node_tree` with
`scene.compositing_node_group` where necessary. #143619 will fully
remove `node_tree`

Pull Request: https://projects.blender.org/blender/blender/pulls/143578
2025-07-31 12:28:00 +02:00
Ian Yoo
113df76ad0 Tests: Add mask node tests
This PR adds three tests relating to the mask node, which makes a new
mask data block for `node_mask`, creates an invalid input test,
and covers the `fixed/scene` case.

Coverage:
- Function: 88.89% -> 88.89%
- Line: 91.41% -> 94.53%
- Region: 83.33% -> 88.10%
- Branch: 62.50% -> 81.25%

Pull Request: https://projects.blender.org/blender/blender/pulls/142447
2025-07-30 21:28:36 +02:00
Habib Gahbiche
5783c600dc Fix: wrong user count for compositing node tree
**How to reproduce:**
1. Assign a node tree to the scene compositing node group in Python
2. Notice how the node tree has the wrong user count

Example:
```python
C.scene.compositing_node_group = \
    D.node_groups.new("ntree", "CompositorNodeTree")
print(C.scene.compositing_node_group.users) # returns 0
```

Pull Request: https://projects.blender.org/blender/blender/pulls/143577
2025-07-30 13:18:47 +02:00
Patrick Mours
6487395fa5 Cycles: Add linear curve shape
Add new "Linear 3D Curves" option in the Curves panel in the render
properties. This renders curves as linear segments rather than smooth
curves, for faster render time at the cost of accuracy.

On NVIDIA Blackwell GPUs, this can give a 6x speedup compared to smooth
curves, due to hardware acceleration. On NVIDIA Ada there is still
a 3x speedup, and CPU and other GPU backends will also render this
faster.

A difference with smooth curves is that these have end caps, as this
was simpler to implement and they are usually helpful anyway.

In the future this functionality will also be used to properly support
the CURVE_TYPE_POLY on the new curves object.

Pull Request: https://projects.blender.org/blender/blender/pulls/139735
2025-07-29 17:05:01 +02:00
Sergey Sharybin
38f867814f Fix #143191: 10/12 bit videos import much too dark
Originally reported for ProRes codec, but it affects multiple
other codecs: any format which is read as >= 10bit had the issue.

A regression since 93be12fde0.

The cause of the issue is that movie clip and image data-blocks
did linearization on their side, which was quite hidden to find.
Now the color management is done on the movie reader level.

Additionally, added regression test to catch such issues early
on in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/143435
2025-07-28 15:14:23 +02:00
Brecht Van Lommel
eb8dc8f535 Fix: Operator, app template and benchmarking script errors after media type
Always set the media type before the file format.

Ref #142955

Pull Request: https://projects.blender.org/blender/blender/pulls/143433
2025-07-28 11:55:11 +02:00
Sergey Sharybin
dcae48d1d3 Cycles: Add Portal Depth light pass information
It allows to implement tricks based on a knowledge whether the path
ever cam through a portal or not, and even something more advanced
based on the number of portals.

The main current objective is for strokes shading: stroke shader
uses Ray Portal BSDF to place ray to the center of the stroke and
point it in the direction of the surface it is generated for. This
gives stroke a single color which matches shading of the original
object. For this usecase to work the ray bounced from the original
surface should ignore the strokes, which is now possible by using
Portal Depth input and mixing with the Transparent BSDF. It also
helps to make shading look better when there are multiple stroke
layers.

A solution of using portal depth is chosen over a single flag due
to various factors:
- Last time we've looked into it it was a bit tricky to implement
	as a flag due to us running out of bits.
- It feels to be more flexible solution, even though it is a bit
	hard to come up with 100% compelling setup for it.
- It needs to be slightly different from the current "Is Foo"
	flags, and be more "Is Portal Descendant" or something.

An extra uint16 is added to the state to count the portal depth,
but it is only allocated for scenes that use Ray Portal BSDF.

Portal BSDF still increments Transparent bounce, as it is required
to have some "limiting" factor so that ray does not get infinitely
move to different place of the scene.

Ref #125213

Pull Request: https://projects.blender.org/blender/blender/pulls/143107
2025-07-25 18:09:38 +02:00
Mohamed Hassan
c1f52b8e91 Compositor: Improve Fog Glow glare realism
This patch improves the realism of the Fog Glow mode of the Glare node
based on the Photopic model described in:

  Physically-Based Glare Effects for Digital Images" by G. Spencer, P.
  Shirley, K. Zimmerman, and D. P. Greenberg.

This is a breaking change that can't be versioned, but it is worth it
for the superior realism of the new model.

Pull Request: https://projects.blender.org/blender/blender/pulls/140646
2025-07-25 10:09:32 +02:00
Aras Pranckevicius
bedf19f1ca Cleanup: No longer require VSE Strip struct memory layout to never change
Previously code that was reading Strip data assumed that seqbasep
and channels members would stay at fixed offsets within a struct,
forever into the future. Fix this by inferring their offsets from
the file SDNA data where needed.

Actual Strip DNA layout is not changed in this commit yet.

Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/142940
2025-07-24 20:37:16 +02:00
Hans Goudey
4f372d64d4 Geometry Nodes: Initial very basic list support
This includes a new list structure type and socket shape, a node
to create lists, a node to retrieve values from lists, and a node to
retrieve the length of lists. It also implements multi-function support
so that function nodes work on lists.

There are three nodes included in this PR.
- **List** Creates a list of elements with a given size. The values
  are computed with a field that can use the index as an input.
- **Get List Item** A field node that retrieves an element from a
  a list at a given index. The index input is dynamic, so if the input
  is a list, the output will be a list too.
- **List Length** Just gives the length of a list.

When a function node is used with multiple list inputs, the shorter
lists are repeated to extend it to the length of the longest.

The list nodes and structure type are hidden behind an experimental
feature until we can be sure they're useful for an actual use case.

Pull Request: https://projects.blender.org/blender/blender/pulls/140679
2025-07-24 16:16:40 +02:00
Habib Gahbiche
25d4ac38b1 Tests: Compositor: add UI test case for undo
Support the compositor in UI tests and add an undo test case involving
a compositing node tree.

Pull Request: https://projects.blender.org/blender/blender/pulls/140595
2025-07-24 11:41:46 +02:00
Jacques Lucke
a57709ca25 Fix #142828: broken socket usage inference for some nodes
The issue was an oversight in f7f18cd0c7.

This patch also adds some unit tests that would have caught this error.

Pull Request: https://projects.blender.org/blender/blender/pulls/143026
2025-07-24 08:13:34 +02:00
Jesse Yurkovich
f154b03cea Tests: add new Curves datablock to IO report
Add the new Curves datablock type to the IO report. This was created
for the new hair system but is more generally used for any type of curve
generated within geometry nodes.

The report itself is mostly just a dump of all available attributes for
the object.

Pull Request: https://projects.blender.org/blender/blender/pulls/142925
2025-07-23 09:08:01 +02:00
Brecht Van Lommel
678ccd4a61 Cycles: Change default material to match Blender and EEVEE
Use Principled BSDF instead of Diffuse BSDF. This is a breaking change but
likely does not affect many scenes significantly. It adds some specularity
when an object does not have a a material assigned.

Fix #142538

Pull Request: https://projects.blender.org/blender/blender/pulls/142703
2025-07-22 15:54:30 +02:00
Bastien Montagne
5ad5527cc3 Cleanup: Unittests: use TestCase own assert system. 2025-07-22 15:52:26 +02:00
Bastien Montagne
65c5f09a59 make format 2025-07-22 14:24:12 +02:00
Bastien Montagne
3ab40912f7 Cleanup: tests: Factorize some common processing in linking tests utils. 2025-07-22 13:49:04 +02:00
Campbell Barton
81e4558ab6 Cleanup: reduce right-shift in Python scripts 2025-07-22 11:59:43 +10:00
Aras Pranckevicius
d89c9c5155 Video: HDR video input/output support
HDR video files are properly read into Blender, and can be rendered out
of Blender.

HDR video reading / decoding:

- Two flavors of HDR are recognized, based on color related video
  metadata: "PQ" (Rec.2100 Perceptual Quantizer, aka SMPTE 2084) and
  "HLG" (Rec.2100 Hybrid-Log-Gamma, aka ARIB STD B67). Both are read
  effectively into floating point images, and their color space
  transformations are done through OpenColorIO.
- The OCIO config shipped in Blender has been extended to contain
  Rec.2100-PQ and Rec.2100-HLG color spaces.
- Note that if you already had a HDR video in sequencer or movie clip,
  it would have looked "incorrect" previously, and it will continue to
  look incorrect, since it already has "wrong" color space assigned to
  it. Either re-add it (which should assign the correct color space),
  or manually change the color space to PQ or HLG one as needed.

HDR video writing / encoding"

- For H.265 and AV1 the video encoding options now display the HDR mode.
  Similar to reading, there are PQ and HLG HDR mode options.
- Reference white is assumed to be 100 nits.
- YUV uses "full" ("PC/jpeg") color range.
- No mastering display metadata is written into the video file, since
  generally that information is not known inside Blender.

More details and screenshots in the PR.

Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/120033
2025-07-21 19:26:07 +02:00
Aras Pranckevicius
e57b73bdf7 Fix #142333: new FBX importer produces broken rotation fcurves in some cases
Need to ensure that interpolation between neighboring quaternions
takes the shortest path. The Python FBX importer was doing this;
due to oversight was missed in the new importer.

Pull Request: https://projects.blender.org/blender/blender/pulls/142659
2025-07-21 10:50:48 +02:00
Jesse Yurkovich
c2cf3783c4 USD: Rename attr_import_mode option to property_import_mode
This rename creates separation between USD primvars/Blender geometry
attributes - which are not controlled with this setting - and the
concept of USD attributes+userProperties/Blender custom object
properties - that this option deals with.

Ref #134012

Pull Request: https://projects.blender.org/blender/blender/pulls/142301
2025-07-18 20:58:48 +02:00
Jesse Yurkovich
fe54725113 USD: Rename import_subdiv option to import_subdivision
This aligns with the option used for USD export (export_subdivision) and
the option used for FBX import (import_subdivision).

Ref #134012

Pull Request: https://projects.blender.org/blender/blender/pulls/142278
2025-07-18 20:56:01 +02:00
Pratik Borhade
ef89c75382 Fix: Grease Pencil: Wrong layer attributes after reorder
Reordering layer nodes by drag-drop, move up/down, add new etc. swaps
layer attributes with wrong layers. This is due to mistake in map
`new_by_old_map`. Values of this map is used as indices in src array.
And keys are indices of dst array. Expected behavior is to copy attribute from
old position (`layer_i_old`) of src array to new position (`layer_i_new`) of
dst array. See: `array_utils::gather`.

Noticed during !141772.

Pull Request: https://projects.blender.org/blender/blender/pulls/141935
2025-07-18 16:30:41 +02:00
Christoph Lendenfeld
0191848671 Fix #141909: Creating a pose assets captures unkeyed custom properties
This was an oversight caused by 358a0479e8

Before this, only keyed custom properties were capture into the pose asset.
This behavior is now restored.

Pull Request: https://projects.blender.org/blender/blender/pulls/141937
2025-07-17 11:05:31 +02:00
Alaska
736559f320 Fix #139718: Always treat OSL cameras as inside a volume
Cycles automatically tries to decide if the camera ray should be a
surface or a volume + surface camera ray by checking to see if the
scene contains a volumetric material, and if it does, is it near
where the camera rays are expected to spawn. This step is done
during scene intialization.

With the OSL camera, it is impratical to predict where the
camera rays will spawn during scene intialization, which makes it
impratical to predict if the OSL camera ray will spawn near a
volumetric object. So this commit marks all OSL cameras as
"inside a volume", leading to the spawning of volume + surface camera
rays for OSL cameras while the scene contains a volumetric material.

This leads to increased render times ranging between 1% - 5% in scenes
that use a OSL camera, has a volumetric object in it, and the
volumetric object is far away from the camera. Every other scene should
see no performance impact.

Testing was done on a AMD Ryzen 9 5950X and a NVIDIA GeForce RTX 4090.

Pull Request: https://projects.blender.org/blender/blender/pulls/142036
2025-07-16 16:25:38 +02:00
Jacques Lucke
655afbb235 Fix: Geometry Nodes: output fields from closures
This fixes the anonymous attribute lifetime inferencing for the closure zone and
the evaluate closure node. It also adds new regression tests for cases where a
closure outputs a field.

Pull Request: https://projects.blender.org/blender/blender/pulls/141925
2025-07-15 06:48:24 +02:00
Sean Kim
e6b3c2b026 Tests: Add UI test for selecting brush via brush popover
This commit adds a test to ensure that the asset shelf popup works as
expected inside Sculpt Mode.

Related to #141235

Pull Request: https://projects.blender.org/blender/blender/pulls/141250
2025-07-15 02:09:48 +02:00
Jesse Yurkovich
cbb6cdf8d7 Fix #141633: Various subdivision problems during Alembic import
This fixes 4 bugs all conspiring to make the referenced SubD scenario
quite broken:

- When manually creating a MeshSequenceCache, the reading of edge and
  vertex crease data was skipped. Fixed by reading crease data inside
  the common `read_mesh` method.
- When importing an Alembic with animated edge or vertex crease data, a
  MeshSequenceCache modifier was not being added to the object. This was
  due to not checking the relevant crease properties and required adding
  a specialized `has_animations` function.
- When importing animated vertex crease data, a duplicate `vertex_crease`
  attribute would be created, breaking the animation. Fixed by using the
  attribute API rather than custom data.
- The MeshSequenceCache scenario would call into the Alembic Mesh reader
  which ended up referencing deallocated stack memory for the
  ImportSettings. In release builds this would cause sporadic failures
  because the value of `blender_archive_version_prior_44` would be
  random. There was already a very old TODO for this and we finally
  really needed to address it.

A new test was added which exports animated creases on two meshes and
re-imports them back in. It verifies that each mesh gets a
MeshSequenceCache modifier added and also ensures the values of the
creases are correct for all frames.

Pull Request: https://projects.blender.org/blender/blender/pulls/141646
2025-07-14 21:49:23 +02:00
илья _
aa147d5323 Tests: Geometry Nodes: Offset Corner in Face node invalid inputs
Mainly cover issue reported in #140234.

Pull Request: https://projects.blender.org/blender/blender/pulls/141855
2025-07-14 17:24:02 +02:00
Ian Yoo
0c9aaaf25a Tests: Add extended boundary blur tests
These two tests cover the extended boundary option for the blur node.
One with single value input and another with variable input.
They mirror the non-extended gaussian tests.

Coverage:

- Function: 86.36% -> 90.91%
- Line: 91.95% -> 96.90%
- Region: 83.51% -> 96.63%
- Branch: 84.00% -> 95.65%

Pull Request: https://projects.blender.org/blender/blender/pulls/141528
2025-07-11 12:23:42 +02:00
Campbell Barton
7323ebf192 Cleanup: wrap long lines in operator tests 2025-07-11 17:13:50 +10:00
Campbell Barton
808cc599f8 Cleanup: reduce right shift, wrap long lines 2025-07-11 16:48:15 +10:00
sake
ba51cebbdd Fix: #141639: Renaming Boolean Operation Solver From Fast to Float
Some parts of the UI (e.g., the boolean node) had renamed the 'fast'
solver to be the 'float' solver, since with the advent of the manifold
solver, it is no longer really right to characterize the float one
as the (sole) fast one.  This commit finishes the job.
It does have the effect of changing the string needed within the
Python API to select the float solver, so this is a (minor)
API-breaking change.
2025-07-10 10:44:44 -04:00
Hans Goudey
325ceabb09 Fix #141721: Adding curve attributes doesn't invalidate caches
In this report, adding the "resolution" attribute didn't clear the
evaluated positions cache. In some cases capturing an attribute on
the mesh might just add the mesh rather than using an attribute
writer.
2025-07-10 10:02:25 -04:00
Lukas Stockner
eaa5f63ba2 Cycles: Replace thin-film basis function approximation with accurate LUTs
Previously, we used precomputed Gaussian fits to the XYZ CMFs, performed
the spectral integration in that space, and then converted the result
to the RGB working space.

That worked because we're only supporting dielectric base layers for
the thin film code, so the inputs to the spectral integration
(reflectivity and phase) are both constant w.r.t. wavelength.

However, this will no longer work for conductive base layers.
We could handle reflectivity by converting to XYZ, but that won't work
for phase since its effect on the output is nonlinear.

Therefore, it's time to do this properly by performing the spectral
integration directly in the RGB primaries. To do this, we need to:
- Compute the RGB CMFs from the XYZ CMFs and XYZ-to-RGB matrix
- Resample the RGB CMFs to be parametrized by frequency instead of wavelength
- Compute the FFT of the CMFs
- Store it as a LUT to be used by the kernel code

However, there's two optimizations we can make:
- Both the resampling and the FFT are linear operations, as is the
  XYZ-to-RGB conversion. Therefore, we can resample and Fourier-transform
  the XYZ CMFs once, store the result in a precomputed table, and then just
  multiply the entries by the XYZ-to-RGB matrix at runtime.
  - I've included the Python script used to compute the table under
    `intern/cycles/doc/precompute`.
- The reference implementation by the paper authors [1] simply stores the
  real and imaginary parts in the LUT, and then computes
  `cos(shift)*real + sin(shift)*imag`. However, the real and imaginary parts
  are oscillating, so the LUT with linear interpolation is not particularly
  good at representing them. Instead, we can convert the table to
  Magnitude/Phase representation, which is much smoother, and do
  `mag * cos(phase - shift)` in the kernel.
  - Phase needs to be unwrapped to handle the interpolation decently,
    but that's easy.
  - This requires an extra trig operation in the kernel in the dielectric case,
    but for the conductive case we'll actually save three.

Rendered output is mostly the same, just slightly different because we're
no longer using the Gaussian approximation.

[1] "A Practical Extension to Microfacet Theory for the Modeling of
    Varying Iridescence" by Laurent Belcour and Pascal Barla,
    https://belcour.github.io/blog/research/publication/2017/05/01/brdf-thin-film.html

Pull Request: https://projects.blender.org/blender/blender/pulls/140944
2025-07-09 22:10:28 +02:00
Sean Kim
8f7ad48f7b Tests: Update Sculpt render test reference images
Previously, the tests produced inaccurate results when in batched mode
and on Mac. This commit updates them now that the results are consistent
again.

Related to #136688

Pull Request: https://projects.blender.org/blender/blender/pulls/141416
2025-07-09 21:09:42 +02:00
Brecht Van Lommel
13ab5067ce Cycles: Detect volume attribute nodes that can use stochastic sampling
Detect which volume attributes nodes have a linear mapping to their usage
as density / color / temperature in volume shader nodes, and use stochastic
sampling for them.

Pull Request: https://projects.blender.org/blender/blender/pulls/132908
2025-07-09 21:04:38 +02:00
Brecht Van Lommel
646dc7fe4d Cycles: Use stochastic sampling to speed up tricubic volume filter
Stochastically turn a tricubic filter into a trilinear one. This
reduces the number of taps from 64 to 8. It combines ideas from
the "Stochastic Texture Filtering" paper and our previous GPU
sampling of 3D textures.

This is currently only used in a few places where we know stochastic
interpolation is valid or close enough in practice.
* Principled volume density, color and temperature
* Motion blur velocity

On an Macbook Pro M3 with the openvdb_smoke.blend regression test
and cubic sampling, this gives a ~2x speedup for CPU and ~4x speedup
for GPU. However it also increases noise, usually only a little. Equal
time renders for this scene show a clear reduction in noise for both
CPU and GPU.

Note we can probably get a bigger speedup with acceptable noise trade-off
using full stochastic sampling, but will investigate that separately.

Pull Request: https://projects.blender.org/blender/blender/pulls/132908
2025-07-09 21:04:38 +02:00
Brecht Van Lommel
7978799e6f Cycles: Always render volume as NanoVDB
All GPU backends now support NanoVDB, using our own kernel side code
that is easily portable. This simplifies kernel and device code.

Volume bounds are now built from the NanoVDB grid instead of OpenVDB,
to avoid having to keep around the OpenVDB grid after loading.

While this reduces memory usage, it does have a performance impact,
particularly for the Cubic filter. That will be addressed by
another commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/132908
2025-07-09 21:04:38 +02:00
Miguel Pozo
6d9ad29c2a Merge branch 'blender-v4.5-release' 2025-07-09 15:16:46 +02:00
Alaska
d1d22ca484 Fix: Vulkan compositor tests do not run
This commit fixes a issue where GPU compositor tests would always run
with the default GPU backend, Metal for macOS, and OpenGL
for other operating systems.

Now tests correctly run on the defined GPU backend, allowing Vulkan
GPU compositor tests to correctly run with the Vulkan GPU backend.

Pull Request: https://projects.blender.org/blender/blender/pulls/141447
2025-07-09 14:30:50 +02:00
Lukas Tönne
bb293e5677 Regression test for armature deformation on lattice
This is a basic armature deformation test for #141535  using Lattices instead of
Mesh as the target object type. Lattice deformation was briefly broken, which is
caught by this test.

The test adds the general-purpose `unit_test_compare` function to lattice object
data. It only compares lattice point counts and positions for now, more data can
be added later if necessary.

The `MeshTest` class did not support lattice object types yet, so needed some
changes. The Curves case was already supported, but only by full conversion to
mesh data, without actually using the `unit_test_compare` function specific for
curves geometry. This is unchanged, because applying constructive modifiers on
curves does not work. If it were not for this limitation the test could do
actual curves comparisons now.

For lattice support the `MeshTest` class comparison function has been
generalized to all supported object data types. It runs the appropriate
`unit_test_compare` api function and validation where supported (only meshes at
this point).

Pull Request: https://projects.blender.org/blender/blender/pulls/141546
2025-07-09 09:53:00 +02:00