Commit Graph

8 Commits

Author SHA1 Message Date
Jesse Yurkovich
e93c6e5f74 USD: Eliminate some unintentional VtArray copies
The `pxr::VtArray<T>` type is based on a copy-on-write scheme that is
very easy to trigger unnecessarily because of how the C++ type system
works[1].

Here we bypass unneeded copies by ensuring we always call the `const`
version of various accessor functions. The offending call-sites were
found by using the `VT_LOG_STACK_ON_ARRAY_DETACH_COPY` env variable.

This yields a very small 2-3% performance benefit when loading in a
typical, mixed-use, asset like e.g. the "4004 Moore Lane" scene.

[1] https://github.com/PixarAnimationStudios/OpenUSD/blob/dev/pxr/base/vt/array.h#L139

Pull Request: https://projects.blender.org/blender/blender/pulls/136014
2025-03-17 17:59:17 +01:00
Jesse Yurkovich
cdc7526aed Fix: Use correct set_attribute overload for USD writing
Own mistake in 49ae7ffc9c found through inspection shortly after commit.

Add a static_assert to prevent the hard to notice problem in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/133169
2025-01-17 03:27:49 +01:00
Jesse Yurkovich
f92bfe0f0b USD: Write sparse values for Camera, Light, and Skeleton attribute data
Make use of our sparse value writer in more places. Namely, when using
animated Camera or Light properties, this will prevent a needless stream
of unchanging values being written into the USD file [1]. Skeletons and
armatures benefit too but less so as typically the primary benefit only
applies to the comparatively small `scale` transform attribute, which
typically remains unchanged from frame to frame.

The newly added `set_attribute` common code can, and eventually will, be
used to reduce boilerplate elsewhere where we do the same sparse writing
dance.

Ref #130759

Pull Request: https://projects.blender.org/blender/blender/pulls/131333
2024-12-07 00:15:08 +01:00
Jesse Yurkovich
2cdbe7b5f3 Fix: USD: Support color attributes on all relevant domains
Color primvars/attributes were historically treated as a special case
for both import and export. This was mostly done to align with how
painting and viewport display works in Blender. Export would generally
ignore color attributes except when they were found on a Mesh's Point or
FaceCorner domains. And import went out of its way to map incoming color
primvars to the FaceCorner domain in more situations than necessary.

To facilitate better roundtripping in Blender<=>USD workflows, and to
reduce code duplication, this PR teaches the common attribute utilities
how to handle color types. The color attributes will now work on all
relevant Mesh and Curve domains.

There were tests in place for this already but they were set to verify
the inverse state, i.e. the technically broken state, until this could
be fixed.

There remains one special case: "displayColor" primvars and attributes.
The "displayColor" is a special primvar in USD and is the de-facto way
to set a simple viewport color in that ecosystem. It must also be a
color3f type. In order to not regress import, if a "displayColor"
primvar is found on the Face domain we will map it to FaceCorner instead
so it can be displayed in the viewport; which has been the case for the
past several releases. We can drop this special-case if/when Blender can
display Face colors through the Viewport Shading "Attribute" color type.
Additionally, Blender will export this, and only this, color attribute
as a color3f.

Note: As was the case prior to this PR, the following 2 discrepancies
still prevent "perfect" round-trips:
- USD does not have an equivalent to Blender's byte colors; they are
  treated as float during IO
- Blender does not have an equivalent to USD's color3 types; they are
  treated as color4 during IO

Pull Request: https://projects.blender.org/blender/blender/pulls/127784
2024-09-24 19:05:55 +02:00
Jesse Yurkovich
3c394d39f2 Fix: USD: Write sparse attribute data correctly
The common code which writes out attribute data was seemingly not
performing the right sequence of calls for the UsdUtilsSparseValueWriter
to actually write sparse data.

See PR for a test file and .usda files produced with 4.1 and now with
this change applied.

Pull Request: https://projects.blender.org/blender/blender/pulls/126113
2024-08-09 19:48:52 +02:00
Jesse Yurkovich
892bdf3134 USD: support color4f types in addition to color3f
Support the USD `color4f` (and related) types during import and use this
type when writing out Blender's color attributes.

This roundtrips Blender data correctly and will properly load data from
many more USD files as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/125839
2024-08-04 04:34:15 +02:00
Jesse Yurkovich
9182d449d1 Fix #122513: Add CD_PROP_QUATERNION in copy_primvar_to_blender_attribute
Missed the CD_PROP_QUATERNION case.

Also discovered that both USD and Blender's Quaternions are ordered as
W, x, y, z (instead of W last).

Pull Request: https://projects.blender.org/blender/blender/pulls/122529
2024-05-31 19:24:21 +02:00
Jesse Yurkovich
3b31d73c62 USD: Add common Blender attribute to USD primvar utilities
This factors out the current set of attribute-to-primvar functions
inside the USD mesh reader/writer so we can use them elsewhere.

These new functions will be used for PointCloud attribute reading and
Curve attribute reading and writing in follow up changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/121145
2024-05-15 05:44:26 +02:00