The main goal is to simplify adding support for nested node panels. The patch
makes use of the updated recursive node declarations introduced in
6ffc585fb8.
The main changes are:
* Rewritten node drawing in a way that makes ui design decisions like panel
visibility and margins more explicit. Especially the handling of margins is
much better now imo. Previously, it was very hard to change the margin for
specific cases without accidentally breaking other situations. Now each
possible case has an explicit margin. This needs a few more lines of code but
is much easier to work with.
* Rewritten node drawing in panel (sidebar + material properties) using the new
ways to iterate over the declaration.
* It's possible to add custom layouts at any point in the node declaration now.
This also replaces the need for having a `draw_buttons` callback for panels.
Pull Request: https://projects.blender.org/blender/blender/pulls/128822
Building proxies for images was always saving them as JPG files.
However when input images are floating point (e.g. EXR files), this
loses both range and precision, making the resulting proxies
not really be useful for anything where you'd be using EXR files.
Change this to save float image proxies as EXR instead (FP16 data,
lossy DWAA compression). In my quick tests this does result in about
3x-4x larger proxy file size compared to JPG, however at 50% DWAA
quality that is still 10-30x smaller than original EXRs would be.
Changed proxy image loading to explicitly tell to load metadata. JPGs
were always loading it anyway, but EXRs only load when instructed to
do so.
Pull Request: https://projects.blender.org/blender/blender/pulls/128835
This patch implements the domain realization algorithm for the new CPU
compositor. Only nearest interpolation with no wrapping is implemented
at the moment.
A new sampling method was added to the result class and some relevant
methods were moved into inline functions.
Sequencer preview area drawing, when displaying float (EXR/HDR) final
image using GPU based display transform, was converting input float32
data to float16 data for the GPU texture, and the GPU was displaying
that float16 texture.
However this texture is displayed for just one frame, and the cost of
doing the conversion was pretty high. Just send incoming float32
data to the GPU instead.
Playback of EXR sequence at 2048x858 resolution, on
Ryzen 5950X / RTX 3080Ti: 28fps -> 70fps (time to do just the GL
texture upload: 28ms->3ms)
Pull Request: https://projects.blender.org/blender/blender/pulls/128829
When using OpenGL on Intel ARC the driver reports a max 3d allowed size
of 2048. The volume probe will create a texture that doesn't fit in this
dimension when selecting a probe size of 512 or 1024 MB.
This PR will reshape the volume pool atlas texture until it found a shape
that is optimal and fit on the device. When reshaping selects a different
pool size a warning message will be displayed as it might change the
visual quality.
When reshaping the smallest row size will be selected in order
to improve the occupancy. Reshaping will only happens when a
different setting is set in the `Performance->Memory->Light Probes Volume Pool`.
NOTE: Needs to be backported to 4.2
Pull Request: https://projects.blender.org/blender/blender/pulls/128877
The error message related to shadow updates in `eevee_shadow.cc`
currently contains a typo:
`"Error: Too many shadow updates, some shadow might be incorrect."`
This sentence should use the plural form of "shadows" to correctly
describe the context.
Fixing this typo ensures clarity and correctness in the error message,
providing developers and users with the appropriate feedback when
encountering shadow update issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/128865
Technically a regression in [0] although it matches behavior prior
to v3.3 going back to 2.7x. The fix for #101883 [1] added a check
for the vertex number changing after the number was zeroed,
causing the shape key to be cleared in most cases.
While the handling of shape-keys in OBJECT_OT_convert wasn't well
defined - clearing the shape-key means in the evaluated coordinates
are always used so it is preferable.
Now the operator ensures the old (un-evaluated) shape-key isn't used.
[0]: 0791f53029
[1]: be32882e1c
This commit changes the Clay Strips brush in the following ways:
* Removes hardcoded displacement and scaling of brush matrix
* Applies a falloff to the factor based on the distance to the point in
the brush-local z-axis
This change has the effect of reducing the brush influence on nearby or
other back-facing planes, reducing overall unwanted deformations.
Pull Request: https://projects.blender.org/blender/blender/pulls/128775
The usage of `hide::node_visible_verts` in this function does not work
as intended, as the resulting span is misaligned with the sliced
per-node mask data. To fix this issue, this commit adds a similar helper
function to copy all hidden vert data and applies changes to all of the
node vertices.
Pull Request: https://projects.blender.org/blender/blender/pulls/128828
Object without lightprobe visibility should still
cast shadows during baking. They should only not
bounce indirect lighting.
This is more visible now that shadow linking is supported.
Fix#128812
Tooltips for assets in the asset shelf now don't only display the name,
but also the description saved in the asset's metadata. This is what we
usually do when assets are displayed, for example in the asset browser
or in add menus. Here it was just a small bit of polish that was never
done.
Change the `Action.id_root` RNA definition such that
`Action.bl_rna.properties["id_root"].enum_items` returns all valid
values for that property. This was the Blender 4.2 (and older) behaviour
as well.
The only difference now is that v4.3 adds a new `UNSPECIFIED` enum item,
which is not a valid ID type, but is a valid value for `Action.id_root`.
Some more context:
In Blender 4.2 the `Action.id_root` property was a hard-coded list of
all ID types. To add the `UNSPECIFIED` item in v4.3, this was replaced
by an 'items' callback. The way Blender deals with this by default is
such that querying `Action.bl_rna.properties["id_root"].enum_items`
returns its hard-coded default list, and not the result of that 'items'
callback function.
For Action Slots (which will be released in v4.4 but are already in the
sources as experimental feature), there is a similar property that is
implemented in a way such that its `.enum_items` always returns the
proper list. This commit updates the `Action.id_root` RNA property
definition so that it shares code with `ActionSlot.id_root`, fixing the
reported issue.
Note that the `ActionSlot` type is not exposed to RNA in Blender 4.3,
it's just some internal code that is now shared.
Pull Request: https://projects.blender.org/blender/blender/pulls/128834
Fixes:
1. Mixed use of `sample_reflection` and `sample_refraction`.
`sample_reflection` is intended for when only reflection is required.
For refraction, `sample_vndf` or `sample_refraction` should be used.
2. Wrong weight when accumulating the contribution. Previously
`brdf * NV / (fresnel * pdf)` always evaluates to `GL`, but with the new
technique of bounded VNDF sampling this is not true anymore. Fixed by
adding a field `weight` in the struct `BsdfEval`.
3. Schlick's approximation of the fresnel factor is
`F + (1 - F) * (1 - cos(theta))^5`, but BSDF LUT was using
`cos^2(theta)`, which was incorrect.
The armature modifier calls `BKE_armature_deform_coords_with_mesh` (and
thus `BKE_id_defgroup_list_get`) for legacy curves as well, these are
only "riggable" via envelope weights though (this situation could be
made a bit clearer when parenting -- which is for another commit
though).
So to avoid the (rightful) assert in `BKE_id_defgroup_list_get`, only
call it in case vertex groups are supported (and possibly used later on
-- which is never the case for legacy curves).
Note: this was reported in chat by @LazyDodo because the CurveArmature
test was failing in debug
Pull Request: https://projects.blender.org/blender/blender/pulls/128792
The RNA function doc string / generated bpy documentation for the
`WM_cursor_modal_set` function was being overridden by the documentation
of `WM_cursor_modal_restore` due to a missing `func =`assignment.
Making the `cursor_modal_set` use the documentation of `cursor_modal_restore`,
and leaving `cursor_modal_restore` with no documentation.
Pull Request: https://projects.blender.org/blender/blender/pulls/126227
When using vertex displacement EEVEE didn't compile the generated
functions into the vertex shader. This could result in errors when
compiling materials.
**Notes**
- Should be back-ported to Blender 4.2
Pull Request: https://projects.blender.org/blender/blender/pulls/128525
When using OpenGL on Intel ARC the driver reports a max 3d allowed size
of 2048. The volume probe will create a texture that doesn't fit in this
dimension when selecting a probe size of 512 or 1024 MB.
This PR will reshape the volume pool atlas texture until it found a shape
that is optimal and fit on the device. When reshaping selects a different
pool size a warning message will be displayed as it might change the
visual quality.
When reshaping the smallest row size will be selected in order
to improve the occupancy. Reshaping will only happens when a
different setting is set in the `Performance->Memory->Light Probes Volume Pool`.
Pull Request: https://projects.blender.org/blender/blender/pulls/128518
In C++, in most cases empty braces (aka value initilization) are
the best way to initialize to 0/null (or the default values if
specified in the class/struct declaration).
This probably should always have been the value used, really.
Now, instead of reporting `Qualcomm Technologies Inc`, it reports the more informative `Snapdragon(R) X Elite - X1E78100 - Qualcomm(R) Oryon(TM) CPU` on a Thinkpad T14s Gen6 device.
Pull Request: https://projects.blender.org/blender/blender/pulls/128808
Replace 3x arguments and a return value with a structure
that stores the neighboring edges & loops.
Also call add_without_duplicates from a loop instead of inlining.
A new parameter, topology influence, is added that causes the
join_triangles operator to prioritize edge joins that create quads with
sensible geometry relative to existing quads, instead of selecting the
'flattest' and 'squarest' next pair and then leaving leftover triangles
with no partners to merge with.
This produces its best results with the face and shape thresholds set to
180 degrees (no hard limits as a restriction against merging) and
topology influence somewhere between 100-130%, depending on the mesh.
Too low and many parallelograms and triangles are left, too high and the
algorithm tries too hard and starts making errors.
Note that both quads already present in the selection, as well as the
quads that are generated during the operator, will influence the
topology around them. This allows the modeler to manually merge a few
quads in key areas of the mesh, as a hint to the algorithm, indicating
what result they way they want to see, and the algorithm will then take
those quads into account and try to build around them according to the
modeler's guidance.
A new checkbox to leave only the remaining triangles selected has also
been added. This helps users visualize what remains to be fixed.
Ref !128610