Restriction of the nodes api to clearly define never-null function arguments.
Side effects: some assertions and null-check (with early return) were removed.
On the caller side is ensured to never derefer null to pass argument (mainly in RNA).
In addition, one pointer argument now actually a return type.
By-reference return types instead of pointers going to be separate kind of
change since also imply of cleaning up variables created from reference.
Also good future improvement would be to mark a copy-constructor as
explicit for DNA node types.
Pull Request: https://projects.blender.org/blender/blender/pulls/134627
Move `Library.runtime` to be a pointer, move the related
`LibraryRuntime` struct to `BKE_library.hh`. Similar to e.g.
Mesh.runtime, that pointer is expected to always be valid, and is
allocated at readtime or when creating a new Library ID.
Related smaller changes:
* Write code now uses standard ID writing codepath for Library IDs too.
* Runtime pointer is reset to nullptr before writing.
* Looking up a library by its absolute path is now handled through a
dedicated utils, `search_filepath_abs`, instead of using
`BLI_findstring`.
Pull Request: https://projects.blender.org/blender/blender/pulls/134188
Instead of converting to a string immediately, only convert to a string
when necessary, like for trace logging. This reduces the size of the
`USDPrimReader` base class by 24 bytes, makes several Vectors and Maps
smaller at runtime, and reduces some unnecessary string allocations and
conversions in various other places.
The recently added python Hook `get_prim_path` dictionary will now
contain `SdfPath` objects rather than strings; removing the string
conversion cost when calling other USD APIs like `GetPrimAtPath` which
take in `SdfPath` objects to begin with.
This also makes the code a bit more self explanatory since the type
makes it clear what kind of path you are dealing with.
Pull Request: https://projects.blender.org/blender/blender/pulls/133954
Main goals of this refactor:
* Make it more obvious which update function should be used.
* Make it more obvious which parameters are required by using references instead
of pointers.
* Support passing in multiple modified trees instead of just a single one.
No functional changes are expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/132862
The new description for `bNode.type_legacy`:
```
/**
* Legacy integer type for nodes. It does not uniquely identify a node type, only the `idname`
* does that. For example, all custom nodes use #NODE_CUSTOM but do have different idnames.
* This is mainly kept for compatibility reasons.
*
* Currently, this type is also used in many parts of Blender, but that should slowly be phased
* out by either relying on idnames, accessor methods like `node.is_reroute()`.
*
* A main benefit of this integer type over using idnames currently is that integer comparison is
* much cheaper than string comparison, especially if many idnames have the same prefix (e.g.
* "GeometryNode"). Eventually, we could introduce cheap-to-compare runtime identifier for node
* types. That could mean e.g. using `ustring` for idnames (where string comparison is just
* pointer comparison), or using a run-time generated integer that is automatically assigned when
* node types are registered.
*/
```
Pull Request: https://projects.blender.org/blender/blender/pulls/132858
Since the `usd_path_to_mat_name` map seems to always be used in tandem
with `mat_name_to_mat` to get the material, change it from a map of
[string, string] to [string, Material] and store the Material directly.
This removes the need to do a secondary lookup through `mat_name_to_mat`
and less memory will be used at runtime due to the smaller Value size.
Pull Request: https://projects.blender.org/blender/blender/pulls/132647
Supporting a new on_material_import() USDHook callback.
Also added support for import_texture() and export_texture()
utility functions which can be called from on_material_import() and
on_material_export() Python implementations, respectively.
Pull Request: https://projects.blender.org/blender/blender/pulls/131559
Currently each node's position is stored in the coordinate space of
its parent. To find the location of a node on the canvas, we have to
apply the translation of each of its parents. Also, nodes have hidden
"offset" values used while transforming frame nodes. Together,
those made the system much more complicated than necessary,
and they made the Python API ineffective.
This commit removes usage of the offset values and moves nodes
to be stored in the "global" space of the node canvas. It also resolves
some weird behavior when resizing frame nodes, and fixes a few bugs.
The change is forward compatible, so we still write files with nodes in
the old parent-space format. In 5.0 the conversion when writing can be
removed. The existing Python API also stays the same. A new
"location_absolute" property gives node locations in global space,
and changing the old property also moves the child nodes of frames.
Resolves#92458, #72904.
Pull Request: https://projects.blender.org/blender/blender/pulls/131335
When EEVEE next removed the Alpha Threshold option a node graph setup
was used instead. Based on a USD test asset[1] the original code was
designed around only using the Image A channel during import to wire
up the nodes. However, the other channels (R, G, or B) are just as
valid.
We now handle this by wiring up the Separate RGB node, that is already
inserted for the scenario in general, to the shader nodes handling the
threshold calculation. Also adds additional test coverage for both
export and import as well.
The Round and LessThan+OneMinus networks remain the only shapes that
will be recognized for the processing.
[1] https://github.com/usd-wg/assets/tree/main/test_assets/AlphaBlendModeTest
Pull Request: https://projects.blender.org/blender/blender/pulls/130346
When reading UsdPreviewSurface materials from USD files, duplicate links
between nodes would often result. This typically occurs between the
Image node and its upstream UV Mapping node, or between the Image node
and a downstream Separate RGB node. As processing progresses, we
de-duplicate the nodes themselves as each new input/output socket is
discovered. However, we would unconditionally add a link between the
nodes even if we've already added one.
Cycles will complain about this situation and it's obviously incorrect:
`Cycles shader graph connect: input already connected.`
As most UsdPreviewSurface material networks are all fairly small
(<10 links total) I'm not worried about the cost of counting the links
at this point.
Pull Request: https://projects.blender.org/blender/blender/pulls/130356
NOTE: This also required some changes to Cycles code itself, who is now
directly including `BKE_image.hh` instead of declaring a few prototypes
of these functions in its `blender/utils.h` header (due to C++ functions
names mangling, this was not working anymore).
Pull Request: https://projects.blender.org/blender/blender/pulls/130174
This enables material displacement for UsdPreviewSurface import and
export. Scenarios are limited by what's supported by the preview surface
itself. Namely only Object Space displacement can be used (no vector
displacement)[1] and the Midlevel and Scale parameters are maintained by
adjusting the scale-bias on the image texture controlling the Height
(this means that Midlevel and Scale must be constants).
Hydra/MaterialX support is more complicated. First, there is a bug which
prevents scalar displacment from working correctly and that needs USD
2408+ for the fix[2]. Second, is that there's an open question about
which coordinate system to use for MaterialX's vector displacement maps.
Lastly, Hydra GL does not render displacement, making verification using
only Blender impossible[3]. As a result, this PR only makes MaterialX
"ready" for support, but stops short of actually connecting the final
piece of the node graph until more of the above can be sorted out.
Tests are added which cover:
- Variations of Midlevel and Scale values
- A constant Height setup
- Negative scenarios checking that only Object space is supported
and that midlevel and scale need to be constants
[1] https://openusd.org/release/spec_usdpreviewsurface.html
[2] https://github.com/PixarAnimationStudios/OpenUSD/issues/3325
[3] https://forum.aousd.org/t/materialx-displacement-hydra-storm/1098/2
Pull Request: https://projects.blender.org/blender/blender/pulls/128909
Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).
Pull Request: https://projects.blender.org/blender/blender/pulls/126416
Apply `const` to variables, arguments, and methods. Also includes a few
variable shadowing changes that were noticed along the way.
All changes should have no user visible effects.
Pull Request: https://projects.blender.org/blender/blender/pulls/125873
This patch uses the USD AssetResolver to deal with texture paths.
Functionally, adding this patch should make no functional differences in
the way textures are written.
If textures are specified as assets instead of file paths, at current
the file will error on load and the textures will not be assigned. These
should now be processed correctly.
See PR for example file and testing scenarios.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Jesse Yurkovich <jesse.y@gmail.com>
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/122747
Make use of USD's new UTF-8 support to allow our import/export code to
accept and generate appropriate USD files. This has been a long standing
shortcoming since USD's introduction, with incomplete and complicated
DCC-specific workarounds often attempted.
Summary of changes
- Export gets a new "Allow Unicode" option defaulting to "false". The
new Unicode USD files are not backward compatible. DCCs using older
versions of USD (before 24.03) will not be able to load such files so
we want to provide this as an opt-in option for now.
- Every location which used to call either `USDHierarchyIterator::make_valid_name`
or `pxr::TfMakeValidIdentifier` will now go through a new `make_safe_name`
API instead
- Export code is responsible for passing in the `allow_unicode` option
- Import code will always pass in `true` meaning Blender will happily
accept both existing and new Unicode USD files
Strangely, USD does not provide a convenient way of making valid UTF-8
identifiers and they left their old API unchanged. We had to roll our
own per their advice: https://forum.aousd.org/t/how-to-make-a-unicode-identifier-valid/1435
Pull Request: https://projects.blender.org/blender/blender/pulls/122471
This commit adds logic to convert between USD dome lights and Blender
world materials.
The USD dome light rotation is represented in a mapping node input to the
environment texture. If the dome light has a color specified in addition to
the texture map, the color will be converted to a vector multiply on the
the environment texture output.
I the imported USD has multiple dome lights, only the first dome light will
be converted to a world material.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121800
EEVEE-next has removed the MA_BM_CLIP / alpha_threshold material
properties in favor of using nodes for equivalent functionality. This
changes USD to build and traverse node graphs during import and export
accordingly. Indirectly this allows Cycles to correctly render such
materials now too.
A complicating factor is that the UsdPreviewSurface defines its opacity
threshold using greater-than-equals[1], which Blender does not support
(and for which was technically already incorrect as EEVEE-legacy only
used greater-than for its shaders). Due to this we actually need to use
2 nodes: A less-than, followed by a one-minus invert, to arrive at the
proper value. We'll translate UsdPreviewSurface to this form on Import.
For Export we will look for either this 2-node pattern or a Round
node plugged into Alpha. Looking for Round is a result of the glTF
documentation which recommended the use of this node for thresholds of
0.5[2]. It's a tiny addition that seems reasonable to accommodate.
[1] https://openusd.org/release/spec_usdpreviewsurface.html (search for "opacityThreshold")
[2] https://docs.blender.org/manual/en/4.2/addons/import_export/scene_gltf2.html#alpha-modes
See PR for example images
Pull Request: https://projects.blender.org/blender/blender/pulls/122025
Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.
Pull Request: https://projects.blender.org/blender/blender/pulls/121637
Adding support for converting between Blender custom properties and
USD user-defined custom attributes. Custom attributes on Xforms, many
data types, and materials are all supported for round-tripping.
Please see the USD attributes documentation for more information on
custom attributes.
Properties are exported with a userProperties: namespace for simple
filtering in external apps. This namespace is stripped on import,
but other namespace are allowed to persist.
An "Import Attributes" parameter has been added with options "None" (do
not import attributes), "User" (import attributes in the 'userProperties'
namespace only), "All custom" (import all USD custom attributes, the
default).
An "Export Custom Properties" export option has been added.
The property conversion code handles float, double, string and bool
types, as well as tuples of size 2, 3 and 4. Note that USD quaternions
and arrays of arbitrary length are not yet supported.
There is currently no attempt to set the Blender property subtype based
on the USD type "role" (e.g., specifying Color or XYZ vector subtypes).
This can be addressed in future work.
In addition to exporting custom properties, the original Blender object
and data names are now saved as USD custom string attributes
"userProperties:blender:object_name" and "userProperties:blender:data_name",
respectively, on the corresponding USD prims. This feature is enabled
with the "Author Blender Name" export option.
If a Blender custom string property is named "displayName", it's handled
in a special way on export in that its value is used to set the USD
prim's "displayName" metadata.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Co-authored-by: Charles Wardlaw <kattkieru@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/118938
Reduce dependence on Blender headers as much as possible and move closer
to an include-what-you-use setup.
- Removes unnecessary includes
- Replaces some includes with more appropriate, narrower, substitutes
- Removes unnecessary forward declarations
Pull Request: https://projects.blender.org/blender/blender/pulls/118308
Fixed duplicate nodes when converting texture scale/bias and
channel names on material import. This required extending
the node caching to handle cases where a USD shader is converted
to multiple Blender nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/118002
This adds the processing required to import and export simple material graphs utilizing the UsdUVTexture outputs channels.
If only r, g or b are specified as output, we hook up a `Separate Color` node and connect the appropriate channel from there.
(if a is specified as output, the Alpha output of an image texture node was used already)
On the export side, we traverse from the socket to the image texture node, and if a `Separate Color` on the way, we are using the channel from there to put on the output.
https://openusd.org/release/spec_usdpreviewsurface.html#texture-reader
Pull Request: https://projects.blender.org/blender/blender/pulls/117901
This adds the processing required to import and export, simple, material
graphs utilizing the UsdUVTexture Scale and Bias inputs.
Since Blender does not have equivalent inputs on its Image node, a
Multiply-Add node is used instead. This matches the calculation as per
the UsdPreviewSurface spec[1]
A complicating factor here is when these two inputs are used for normal
map textures. The Scale and Bias inputs are authored in such a way to
take the [0, 1] image data and expand into the [-1, 1] tangent space
range as per the spec. However, the Blender Normal Map node expects to
do this transformation itself. The processing in this patch needs to
account for this. For the case of normal maps it will:
- Apply the Scale-Bias calculation directly as authored
- Apply an additional transform to move from [-1, 1] back into [0, 1]
- Feeds this into the Normal Map node
This processing extends to Export as well. During material graph
traversal we need to "skip" the middle adjustment transform and only
export the "real" Scale-Bias data. Traversing the graph like this can be
error prone but is probably the best we can do without having a native
Scale-Bias concept on Blender's Image node.
[1] https://openusd.org/release/spec_usdpreviewsurface.html#texture-reader
Pull Request: https://projects.blender.org/blender/blender/pulls/115224
Straightforward change from usage of iostream to CLOG.
Using CLOG unifies info/warning/error logging under a common
infrastructure that provides facilities for standardized filtering,
categorization, and printing. It also removes direct dependencies on
`<iostream>` which can be detrimental to compile times.
Pull Request: https://projects.blender.org/blender/blender/pulls/117429
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
- "Frame Step" -> "Number of frames to skip forward while baking each
frame": expand description which was just copying the prop name.
- "b-bone" -> "B-Bone": title case.
- "Volumes Lighting" -> "Volume Lighting": typo.
- "Volumes Shadows" -> "Volume Shadows": typo.
- "Insert Blank Keyframe (All Layer)" -> "(All Layers)": typo.
- "the an" -> "an", typo.
- "Inverse" -> "Invert": use verb instead of noun for an action.
- "Desination" -> "Destination": typo.
- "Hides all other F-Curves other than the ones being framed": remove
extra "other".
- "Remove Bone from Bone collections" -> "Collection", singular because
the operator is only applied to the active collection. Also title
case on "Collection".
- "Change Stroke material with selected material" -> "Assign the
active material slot to the selected strokes": rephrase by reusing
the message from the non-Grease Pencil materials.
- "VisAction", "VisArea" -> "Visibility Action", "Visibility Area":
expand abbreviation. This is not exposed in the UI right now but
will show up in the API docs.
- "Stop Mode Right / Global Down" -> "Stop Move" (typo).
- "... for node input %s": remove extra space.
- "Move along their normal" -> "Move shadows along their normal":
rephrase unclear sentence.
- "Stat Vis" -> "Mesh Analysis": stands for "Statistical
visualization"? Unclear and not shown anywhere. Reuse the label
specified in the UI code instead.
- " Output data...": remove leading space.
- "Attribute domain for the selection and group id inputs": title case
on "Selection" and "Group ID" as that is how they appear in the UI.
- "Ior" -> "IOR": uppercase acronym, for consistency.
Pull Request: https://projects.blender.org/blender/blender/pulls/115964
Many assets with UsdPreviewSurface materials exist in which the textures
do not have authored color space settings. Because of this, assets with
normal maps and other non-color data look incorrect on import because
these textures are marked as being sRGB instead of Non-Color.
This patch fixes the color space choices for these textures based on
connections to the PBR shader; if no color space is specified, non-Albedo
maps get an automatic Non-Color assignment.
Co-authored-by: Charles Wardlaw <kattkieru@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113374