Calculate a tangent per loop, apply the transformation in multiple
spaces and accumulate the result weighting by the loop-angle.
Note that previously only the tangents Z axis (normal)
was properly accumulated, the X and Y axes only contained the values
from a single loop (the last one written to), meaning only two edges
contributed to the result. Now the transformation from all loops are
taken into account.
In practice the difference between both methods is minimal,
only for more extreme bending it can be noticed which is often when the
previous method didn't work as well.
When moving strip, or it's handle, text with frame number near handle
should be drawn. This feature was broken by 8d53ead69b, because
function `UI_view2d_text_cache_add` sets all fields of `v2s->rect` to 0.
This case was checked in function `UI_view2d_text_cache_draw`, but it
was not quite obvious.
This commit reverts 8d53ead69b, makes condition for 0 size rectangle
more obvious and adds comment for clarity.
function `UI_view2d_text_cache_add` is only used in NLA and VSE, and
this new condition fits existing use-cases. Status of T97500 is not
affected by this change.
This patch adds color_srgb property to FloatColorAttributeValue and
ByteColorAttributeValue, so Python code can do
`layer.data.foreach_get("color_srgb", ...)` to fetch the data
efficiently, if it needs it in sRGB color space.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D15966
Whether faces are hidden and face sets are orthogonal concepts, but
currently sculpt mode stores them together in the face set array.
This means that if anything is hidden, there must be face sets,
and if there are face sets, we have to keep track of what is hidden.
In other words, it adds a bunch of redundant work and state tracking.
On the user level it's nice that face sets and hiding are consistent,
but we don't need to store them together to accomplish that.
This commit uses the `".hide_poly"` attribute from rB2480b55f216c to
read and change hiding in sculpt mode. Face sets don't need to be
negative anymore, and a bunch of "face set <-> hide status" conversion
can be removed. Plus some other benefits:
- We don't need to allocate either array quite as much.
- The hide status can be read from 1/4 the memory as face sets.
- Updates when entering or exiting sculpt mode can be removed.
- More opportunities for early-outs when nothing is hidden.
- Separating concerns makes sculpt code more obvious.
- It will be easier to convert face sets into a generic int attribute.
Differential Revision: https://developer.blender.org/D15950
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.
`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.
Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.
This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.
Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.
**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).
**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.
**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15885
Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15930
Replace incorrect usage of GLYPH_ASCII_TABLE_SIZE with correct
KERNING_CACHE_TABLE_SIZE
See D15815 for more details.
Differential Revision: https://developer.blender.org/D15815
Own Code.
Converting to the SoA format (T95965) immediately when reading meshes
means that none of the changes from versioning would be applied first.
This means important fixes like f14995aba7 aren't properly applied,
so modifications could be done to invalid CustomData. To fix this, move
the SoA changes into versioning code, in a new versioning_400.cc file.
Differential Revision: https://developer.blender.org/D15919
The snake hook and grow/shrink brushes need some arrays for input
to the length paramterization code. These were allocated and freed
for every curve. Instead, use a local buffer for each task execution.
Differential Revision: https://developer.blender.org/D15964
A "lookup_int" callback needs to be provided for RNA collections
that aren't backed by DNA directly. Otherwise they will iterate from
the start of the array for every access.
We now import and apply custom normals using a similar strategy
to the STL importer. We store custom normal data for each loop
as we read each MPoly and then apply it to the mesh after
`BKE_mesh_calc_edges()` is called.
The new behavior is optional and may be disabled in the Collada import
UI. When disabled, we use the old behavior of only using normals
to determine whether or not to smooth shade an MPoly.
----
Patch as requested in {T49814}.
The Collada import UI now has an additional checkbox, similar to the glTF and FBX import UIs:
{F13428264}
Here is a test Collada file with a simple test cube with flipped custom normals:
{F13428260}
{F13428282}
And a sphere where the two halves are disconnected geometry, but has custom normals that make the halves appear to be connected:
{F13436363}
{F13436368}
I've tested it on a number of my own meshes, and the custom normals appear to be imported
correctly. I'm not too sure about how I've plumbed the option down, though, or whether this
is the most proper way to apply custom normals.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D15804
The memory leak happens because `ED_node_link_insert` (called after the
transform operation) overwrites the pre-existing `snode->runtime->iofsd`,
losing the reference without freeing the memory.
So to "move" the reference from `snode->runtime->iofsd` to
`op->customdata`, so that each operator works with its own data.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D15948
When assigning a huge number of materials, like when importing thousands of
objects, the function `BKE_objects_materials_test_all` uses quite a lot of
resources because of the way it loops through all objects to resize the
mat-array.
By counting the amount of processed objects and comparing to the number
of users of the obdata ID, we can exit early and avoid looping through
all objects every time.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15740
Calling operators in background-mode always printed with the
assumption that output should never be hidden.
However operators called from `bpy.ops` were also printing reports to
the `stdout` (needed for the Python console and generally useful).
Resolve by adding a flag to signal that the owner of the ReportList
is responsible for printing to the `stdout`.
Some files have 2 different framerates stored in metadata. Use function
`av_guess_frame_rate` to get media FPS, because it provides more
consistent / correct values across multiple files.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D15839
`MPoly` is used and copied in many places. To avoid the need to use a
special function for copying MPoly, or the need to add a copy
constructor, just rename the `mat_nr` field to include "legacy" in the
name. This keeps the original purpose of notifying developers that
the field shouldn't be used without any further complexity.
Apply the same fix to `bweight`.
Differential Revision: https://developer.blender.org/D15841
The trim functionality is implemented in the geometry module, and
generalized a bit to be potentially useful for bisecting in the future.
The implementation is based on a helper type called `IndexRangeCyclic`
which allows iteration over all control points between two points on a
curve.
Catmull Rom curves are now supported-- trimmed without resampling first.
However, maintaining the exact shape is not possible. NURBS splines are
still converted to polylines using the evaluated curve concept.
Performance is equivalent or faster then a 3.1 build with regards to
node timings. Compared to 3.3 and 3.2, it's easy to observe test cases
where the node is at least 3 or 4 times faster.
Differential Revision: https://developer.blender.org/D14481
The internal state tracking is not fully suited for such kind
of optimization yet.
It is probably not that much work to make them work, but the
issue caused by the changes is serious enough for the studio
so it feels better to revert changes for now and have a closer
look into remaining issues without pressure.
Caused by b5f7af31d6, which exposed the fact that the PBVH wasn't
retrieving the updated hide status attributes if they were allocated in
sculpt mode. Previously the attributes were always allocated when
entering sculpt mode.
Removes the "Edited Action" tab for selected Action strips in the NLA
editor. It is still available in the Action editor, where it is actually
suitable/usable. Having it in the NLA got in the way of the actual NLA
strip properties.
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D14964
On NVIDIA volumetric resolve failed for large production scenes.
The result would remove most color from the final render. The cause
seems to be a faulty driver.
This change ported the fragment shader to a compute shader which
would select a different compiler branch and didn't show the error.
Animators were not able to set channel interpolation or easing type for
channels visible in the dopesheet but hidden in the graph editor.
Bug seemed to be due to typo.
No official report, but there was a RCS on this
https://blender.community/c/rightclickselect/yWgbbc/
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D10228
Implement import & export support for "PBR extensions" in .mtl files
(T101029, also fixes T86736).
Newly supported parameters:
- Roughness (Pr, map_Pr)
- Metallic (Pm, map_Pm)
- Sheen (Ps, map_Ps)
- Clearcoat thickness (Pc) and roughness (Pcr)
- Anisotropy (aniso) and rotation (anisor)
- Transmittance (Tf / Kt)
Exporter has an option to enable these additional PBR parameters
export; defaults to off since not all software understands that.
Exporter UI tweaked and all material-related options were put into
their own separate box.
Added/extended test files in Subversion repository for test coverage.
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.
{F13482749}
A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.
During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.
NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.
Reviewed By: fclem
Maniphest Tasks: T99390
Differential Revision: https://developer.blender.org/D15753
A regression since ac20970bc2
The issue was caused by depsgraph clearing all id->recalc flags
wrongly assuming that all IDs are fully evaluated.
This change makes it so the depsgraph becomes aware of possibly
incompletely evaluated IDs.
Differential Revision: https://developer.blender.org/D15946
This refactors the geometry nodes evaluation system. No changes for the
user are expected. At a high level the goals are:
* Support using geometry nodes outside of the geometry nodes modifier.
* Support using the evaluator infrastructure for other purposes like field evaluation.
* Support more nodes, especially when many of them are disabled behind switch nodes.
* Support doing preprocessing on node groups.
For more details see T98492.
There are fairly detailed comments in the code, but here is a high level overview
for how it works now:
* There is a new "lazy-function" system. It is similar in spirit to the multi-function
system but with different goals. Instead of optimizing throughput for highly
parallelizable work, this system is designed to compute only the data that is actually
necessary. What data is necessary can be determined dynamically during evaluation.
Many lazy-functions can be composed in a graph to form a new lazy-function, which can
again be used in a graph etc.
* Each geometry node group is converted into a lazy-function graph prior to evaluation.
To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are
no longer inlined into their parents.
Next steps for the evaluation system is to reduce the use of threads in some situations
to avoid overhead. Many small node groups don't benefit from multi-threading at all.
This is much easier to do now because not everything has to be inlined in one huge
node tree anymore.
Differential Revision: https://developer.blender.org/D15914