The `GeoTreeLog::ensure_evaluated_gizmo_nodes()` reran the iteration
over the tree loggers to add the node ids for the evaluated gizmo.
This wasn't an issue because `GeoTreeLog::evaluated_gizmo_nodes` is
a set, so nothing changed when trying to re-add the same ids.
This sets `reduced_evaluated_gizmo_nodes_` to `true` (probably an
oversight when this got added) so that the function returns early when
called again.
The `Group ID` input on every node is a hidden value except for the
Accumulate Field node. This patch just hides that value to bring it
inline with the other nodes, as different single values are meaningless.
Pull Request: https://projects.blender.org/blender/blender/pulls/137160
The nodes from #134640 were initially built off the Accumulate Field node.
During review for those nodes, certain changes to the code were suggested.
This patch applies the same changes to Accumulate Field node.
These changes namely being:
- Use `std::move` for field inputs
- Use `std::nullopt` as default for `node_type_from_other_socket`
Pull Request: https://projects.blender.org/blender/blender/pulls/137209
The main goal here is to add `GeoTreeLogger.tree_orig_session_uid`. Previously,
it was always possible to derive this information in `ensure_node_warnings`.
However, with closures that's not possible in general anymore, because the
Evaluate Closure node does not know statically which node tree the closure zone
is from that it evaluates. Therefore, this information has to be logged as well.
This patch initializes `tree_orig_session_uid` the same way it initializes
`parent_node_id`, by scanning the compute context when creating the tree logger.
To make this work properly, some extra contextual data had to be stored in some
compute contexts.
This is just a refactor with no expected functional changes. Node warnings for
closures are still not properly logged, because that requires storing
source-location data in closures, which will be implemented separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/137208
`BLI_assert(b[i] != T(0));` assert in `VecBase operator/(const VecBase &a, const VecBase &b)`. Not an issue in release mode because the result of `math::length(x/0)` evaluates to zero.
Pull Request: https://projects.blender.org/blender/blender/pulls/137203
The original motivation for this was to prepare the API to support having more
than one tree log for each zone. Currently, there is always a well defined tree
log for each zone (when the inspection index is taken into account). However,
for closures that is less true and there may be more than one equaly valid tree
log. While we might still want to show only one value per socket initially, it
would probably be nice in the future to support accessing information from
multiple evaluations at the same time (also for loops).
None of this is implemented here though, it's just a refactor with no expected
functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/137166
Adds field versions of the operations from Attribute Statistic, can
support grouping via Group IDs. These operations are added as separate
nodes: `Field Average`, `Field Min & Max`, & `Field Variance` which
group the different statistic operations according to their use.
Supported Data Types:
- Field Average - (Float, Vector)
- Field Min & Max - (Float, Integer, Vector)
- Field Variance - (Float, Vector)
Pull Request: https://projects.blender.org/blender/blender/pulls/134640
Adds a new node to set the Grease Pencil depth ordering.
Here are the options:
* 2D Layers: Uses the Layer order + Stroke order to calculate the depth ordering.
* 3D Location: Uses the 3D position of the points as the depth.
This reflects the same setting that is available in the Grease Pencil
object-data properties.
The node is added to the `Grease Pencil` > `Write` menu.
Resolves#129458.
Pull Request: https://projects.blender.org/blender/blender/pulls/135914
Adds a new `Set Grease Pencil Color` node.
It was already possible to write to the color and opacity attributes using the
`Store Named Attribute` node, but this required the user to know the names
of the "built in" attributes.
Similar to how we can set other built-in attributes (e.g. the curve radius) this
adds a node to write to the following Grease Pencil attributes:
* `vertex_color` (point domain): The color of a point (the alpha value is used
as a mix factor with the base material color).
* `opacity` (point domain): The opacity of a point.
* `fill_color` (curve domain): The fill color of a stroke (the alpha value is used
as a mix factor with the base material color).
* `fill_opacity` (curve domain): The fill opacity of a stroke.
For consistency with other nodes, there is a mode to switch between writing
to the points (`Stroke` mode) and the fills (`Fill` mode).
Pull Request: https://projects.blender.org/blender/blender/pulls/136260
Add a "dumb vector" storage option for custom normals, with the
"custom_normal" attribute. Adjust the mesh normals caching to
provide this attribute if it's available, and add a geometry node to
store custom normals.
## Free Normals
They're called "free" in the sense that they're just direction vectors
in the object's local space, rather than the existing "smooth corner
fan space" storage. They're also "free" in that they make further
normals calculation very inexpensive, since we just use the custom
normals instead. That's a big improvement from the existing custom
normals storage, which usually significantly decreases
viewport performance. For example, in a simple test file just storing
the vertex normals on a UV sphere, using free normals gives 25 times
better playback performance and 10% lower memory usage.
Free normals are adjusted when applying a transformation to the entire
mesh or when realizing instances, but in general they're not updated for
vertex deformations.
## Set Mesh Normal Node
The new geometry node allows storing free custom normals as well as
the existing corner fan space normals. When free normals are chosen,
free normals can be stored on vertices, faces, or face corners. Using
the face corner domain is necessary to bake existing mixed sharp and
smooth edges into the custom normal vectors.
The node also has a mode for storing edge and mesh sharpness, meant
as a "soft" replacement to the "Set Shade Smooth" node that's a bit
more convenient.
## Normal Input Node
The normal node outputs free custom normals mixed to whatever domain is
requested. A "true normal" output that ignores custom normals and
sharpness is added as well.
Across Blender, custom normals are generally accessed via face and
vertex normals, when "true normals" are not requested explicitly.
In many cases that means they are mixed from the face corner domain.
## Future Work
1. There are many places where propagation of free normals could be
improved. They should probably be normalized after mixing, and it
may be useful to not just use 0 vectors for new elements. To keep
the scope of this change smaller, that sort of thing generally isn't
handled here. Searching `CD_NORMAL` gives a hint of where better
propagation could be useful.
2. Free normals are displayed properly in edit mode, but the existing
custom normal editing operators don't work with free normals yet.
This will hopefully be fairly straightforward since custom normals
are usually converted to `float3` for editing anyway. Edit mode
changes aren't included here because they're unnecessary for the
procedural custom normals use cases.
3. Most importers can probably switch to using free normals instead,
or at least provide an option for it. That will give a significant
import performance improvement, and an improvement of Blender's
FPS for imported scenes too.
Pull Request: https://projects.blender.org/blender/blender/pulls/132583
Some nodes like the Math and Mix Color node are duplicated when looking
at the link add search menu. That's because all nodes are considered in
that operation, even ones that are not listed in the menu. To fix this,
just disable the functionality for those legacy nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/136979
This patch supports GPU OIDN denoising in the compositor. A new
compositor performance option was added to allow choosing between CPU,
GPU, and Auto device selection. Auto will use whatever the compositor is
using for execution.
The code is two folds, first, denoising code was adapted to use buffers
as opposed to passing in pointers to filters directly, this is needed to
support GPU devices. Second, device creation is now a bit more involved,
it tries to choose the device is being used by the compositor for
execution.
Matching GPU devices is done by choosing the OIDN device that matches
the UUID or LUID of the active GPU platform. We need both UUID and LUID
because not all platforms support both. UUID is supported on all
platforms except MacOS Metal, while LUID is only supported on Window and
MacOS metal.
If there is no active GPU device or matching is unsuccessful, we let
OIDN choose the best device, which is typically the fastest.
To support this case, UUID and LUID identifiers were added to the
GPUPlatformGlobal and are initialized by the GPU backend if supported.
OpenGL now requires GL_EXT_memory_object and GL_EXT_memory_object_win32
to support this use case, but it should function without it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136660
In several nodes such as the capture attribute, bake, simulation, repeat,
and For Each nodes, we already use alignment of input and output sockets
to show when they correspond, make better use of space, and simplify
the UI. This PR extends that change to many more nodes. Sockets are
aligned when they have the same name and data propagates between
them. For now the various "sampling" nodes like Raycast and Sample
Nearest Surface are left out since their interface is a bit more complex.
Backward and forward compatibility aren't affected by this change;
it's just visual.
Pull Request: https://projects.blender.org/blender/blender/pulls/135876
This patch adds a new interpolation option to the Scale node to control
how pixels are sampled during scaling. For constant sizes, this stores
the interpolation for later realization, while for variable sizes, the
interpolation takes effect immediately.
Pull Request: https://projects.blender.org/blender/blender/pulls/135989
This implements bundles and closures which are described in more detail in this
blog post: https://code.blender.org/2024/11/geometry-nodes-workshop-october-2024/
tl;dr:
* Bundles are containers that allow storing multiple socket values in a single
value. Each value in the bundle is identified by a name. Bundles can be
nested.
* Closures are functions that are created with the Closure Zone and can be
evaluated with the Evaluate Closure node.
To use the patch, the `Bundle and Closure Nodes` experimental feature has to be
enabled. This is necessary, because these features are not fully done yet and
still need iterations to improve the workflow before they can be officially
released. These iterations are easier to do in `main` than in a separate branch
though. That's because this patch is quite large and somewhat prone to merge
conflicts. Also other work we want to do, depends on this.
This adds the following new nodes:
* Combine Bundle: can pack multiple values into one.
* Separate Bundle: extracts values from a bundle.
* Closure Zone: outputs a closure zone for use in the `Evaluate Closure` node.
* Evaluate Closure: evaluates the passed in closure.
Things that will be added soon after this lands:
* Fields in bundles and closures. The way this is done changes with #134811, so
I rather implement this once both are in `main`.
* UI features for keeping sockets in sync (right now there are warnings only).
One bigger issue is the limited support for lazyness. For example, all inputs of
a Combine Bundle node will be evaluated, even if they are not all needed. The
same is true for all captured values of a closure. This is a deeper limitation
that needs to be resolved at some point. This will likely be done after an
initial version of this patch is done.
Pull Request: https://projects.blender.org/blender/blender/pulls/128340
Under some circumstances the `value_task` run by node tree updates
needs access to a node group topology cache. Unlike the `usage_task`
it was not ensuring the cache for the node group, so a stale cache
could be used (triggers assert).
Pull Request: https://projects.blender.org/blender/blender/pulls/136878
Part of incoming refactors in interface layout c++ code, this enables
forward declaring this enum type. Enum is renamed as `EmbossType` and
moved to `blender::ui` namespace. No user visible changes expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/136725
This adds a new Camera Info node to Geometry Nodes. It provides information
about the passed in camera like its projection matrix and focus distance.
This can be used for camera culling which was must more complex before.
It also allows building other view-dependent effects.
Pull Request: https://projects.blender.org/blender/blender/pulls/135311
The issue is caused by the fact that when both compositors are used,
`fftwf_plan_dft_r2c_2d` can end up being called in parallel, which is
only thread-safe if `fftwf_make_planner_thread_safe` is called before.
This is done by `fftw::initialize_float`, but only if the FFTW threading
support library is available. Said library was not detected correctly on
Windows because of a typo, which this change addresses. This should also
make the fog glow faster on Windows because it'll now use multithreaded
FFT as intended.
This change also moves the call to `initialize_float` to the main
function because the FFTW functions it calls are not thread-safe and
because FFTW is also used by Audaspace, which cannot call it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136557
The Glare node currently has a Maximum Highlights input, which has a
special value of 0.0, where the maximum is implicitly set to infinity,
that is, no suppression of highlights happen at that special value. Such
special values are hard to discover and make sliders non-continuous.
To fix this, we introduce a new panel toggle input called Suppress
Highlights, which the user can enable then control the maximum value.
This also have the advantage that the Maximum value is more clear, since
it is now under a panel more clearly named.
This is now possible since the introduction of boolean sockets and node
panel toggle inputs.
Pull Request: https://projects.blender.org/blender/blender/pulls/136309
This patch makes it such that the compositor fallback to using the
order of the inputs to infer the domain priority if no domain priority
is specified. This is more robust since some nodes do not declare their
domain priorities and indirectly rely on the order of insertions in some
containers and thus might fail in the future.
We opt for this as opposed to requiting all nodes to declare their
priorities for code brevity.
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.
For bump from the displacement socket, filter width remains fixed at 0.1.
Ref #133991, #135841
Pull Request: https://projects.blender.org/blender/blender/pulls/136465
Resolves#136183
To avoid quadratic worst case runtime when gathering values from
the modifier properties, build a temporary VectorSet of the modifier's
IDProperties. In the file from #136183, this change improves playback
performance by 1.4x for me, from 50 to 70ms.
Ideally IDProperty groups would have constant time lookup on their
own, but that's a much larger change, and this smaller change for just
Geometry Nodes is not so invasive.
Pull Request: https://projects.blender.org/blender/blender/pulls/136463
Usually we prefer to propogate attributes based on name, even for
conversion between geometry types. Builtin attributes are a common
exception though. The Curve to Points node and the Curve to Mesh node
didn't correctly handle the "custom_normal" attribute, which shouldn't
be propagated. This has only been a problem since custom normals were
converted to a generic attribute on meshes in f9b627d29c.
Pull Request: https://projects.blender.org/blender/blender/pulls/136452
The Cryptomatte node fails for image sequences in some cases. This is
due to a use after free error which might even crash in some cases. This
is because the loop that computes the image Cryptomatte layers calls the
cached images container to get the passes, which might free the render
layers structure that is used while looping.
To fix this, gather the render pass names first then retrieve all the
images at once.
If a panel has a toggle, then it's a best practice that everything inside it is
grayed out of the toggle is off. It's not something we can enforce for node
groups, but should enforce it for built-in nodes. Right now, we don't have
built-in nodes with panels, but that may change e.g. with #135990.
This patch makes it so that the socket usage inferencing takes panel toggles
into account when determining if an input socket in a built-in node in a panel
is used.
Pull Request: https://projects.blender.org/blender/blender/pulls/135993
The newly added Mix node causes the compositor to assert and misbehave.
That's because its has unavailable sockets, and the compositor code base
was not designed to handle unavailable sockets. To this patch fixes that
by handing unavailable sockets everywhere that matters.