Implement invalid sample points filling. Improves invalid regions
but introduce light leak.
Grid sample points are considered invalid if they have a ratio of
front-face ray hit under the given threshold. This is a post-processing
pass on the baked lighting that fills dark regions produced by
invalid sample location (e.g.: inside walls) with valid neighbor
samples data.
Two new parameters are added:
- Dilation Threshold: Validity threshold under which grid samples are
considered invalid. Invalid samples will gather valid lighting data
from valid neighbors inside the dilation radius.
- Dilation Radius: Radius of the dilation process. Expressed in grid
sample distance.
The validity of each point is progressively refined just like the
lighting data during the baking process.
The dilation process is implemented as a post-processing pass during
the loading of the grid data into the irradiance atlas. This allows
live tweaking the dilation parameters.
Pull Request: https://projects.blender.org/blender/blender/pulls/110386
This is a full rewrite of the raytracing denoise pipeline. It uses the
same principle as before but now uses compute shaders for every stages
and a tile base approach. More aggressive filtering is needed since we
are moving towards having no prefiltered screen radiance buffer. Thus
we introduce a temporal denoise and a bilateral denoise stage to the
denoising. These are optionnal and can be disabled.
Note that this patch does not include any tracing part and only samples
the reflection probes. It is focused on denoising only. Tracing will
come in another PR.
The motivation for this is that having hardware raytracing support
means we can't prefilter the radiance in screen space so we have to
have better denoising. Also this means we can have better surface
appearance with support for other BxDF model than GGX. Also GGX support
is improved.
Technically, the new denoising fixes some implementation mistake the
old pipeline did. It separates all 3 stages (spatial, temporal,
bilateral) and use random sampling for all stages hoping to create
a noisy enough (but still stable) output so that the TAA soaks the
remaining noise. However that's not always the case. Depending on the
nature of the scene, the input can be very high frequency and might
create lots of flickering. That why another solution needs to be found
for the higher roughness material as denoising them becomes expensive
and low quality.
Pull Request: https://projects.blender.org/blender/blender/pulls/110117
Support configurations where there is no dedicated None display
and try to use Raw view of the default display.
This allows to preserve compatibility with old files and the new
upcoming AgX configuration.
Ref #110685
Pull Request: https://projects.blender.org/blender/blender/pulls/110581
Commit `c9be925f7d` fixed files for studio, that were saved in incorrect
state. This also attempted to fix unaffected files.
In affected files `seq->startofs` did overflow. Sound strips are not
expected to have negative `startofs` and therefore fix in `c9be925f7d`
can be limited to broken files by checking `startofs` value.
The "Distort" socket in the Lens Distortion node should be a noun
instead of a verb, same as "Dispersion" just below. The name was
introduced at the same time as the node itself, in 2a2453d3e2.
Versioning was added to update existing nodes. The Python API
is affected though, if the socket was looked up with the old name.
Pull Request: https://projects.blender.org/blender/blender/pulls/108234
No user visible changes expected.
This is needed for the asset shelf (#104831), so that the user can
resize the asset shelf region, but it's ensured to always be snapped to
a multiple of the row height (which can change over redraws).
Before this, `RGN_FLAG_DYNAMIC_SIZE` would have to be set so that
regions can control their own size in the `ARegionType::layout()`
callback. But this would also disable resizing the region by the user.
Tagging regions as being dynamically sized and disabling user resizing
are now two separate options/flags.
Included changes:
- Rename `RGN_FLAG_PREFSIZE_OR_HIDDEN` to `RGN_FLAG_NO_USER_RESIZE` and
make that generally disable user resizing like `RGN_FLAG_DYNAMIC_SIZE`
used to, so that it can be used for more than just the properties
editor tabs region.
- Ensure regions that relied on the previous `RGN_FLAG_DYNAMIC_SIZE`
behavior that disallowed user resizing have the
`RGN_FLAG_NO_USER_RESIZE` flag set too now.
- Versioning to ensure the previous point for old files.
- Update comments.
This implements the main aspects of changes to blendfile compatibility
as designed in #109151:
* Blender files which file minversion is newer than current Blender
executable won't be loaded at all.
* Blender files which file version is newer than current Blender will
triger systematic warning to user:
* In the status info bar (lower right corner in default UI).
* When attempting to save (overwrite) them.
This means that the file minversion becomes a hard limit, and not a
soft, warning-only as it used to be. Further more, forward compatibility
warning is now systematic (instead of depending on file minversion),
and more visible for users.
See also https://wiki.blender.org/wiki/Process/Compatibility_Handling
for details over the new policy.
Technically:
* Opening any file with a minversion newer than current Blender file one
now triggers an early abort, with an error message reported to the user.
This is handled by a new utils called from `blo_decode_and_check`.
* Any file newer than current Blender version sets a new
`has_forward_compatibility_issues` flag in Main struct at read time.
* Status bar info area is turned into a template, which uses this flag
to display special warning UI and tooltip when set.
* A new confirmation popup appears when user tries to save (overwrite)
such a 'newer' blendfile, stating potential loos of data, and
proposing by default to 'save as' instead.
* The 'quit unsaved' popup has also been updated to 'save as' instead of
'save' when the edited file is has potential forward compitibility
issues.
Part of #109151 (PR !110109).
This replaces the Sheen model used in the Principled BSDF with the
model from #108869 that is already used in the Sheen BSDF now.
The three notable differences are:
- At full intensity (Sheen = 1.0), the new model is significantly
stronger than the old one. For existing files, the intensity is
adjusted to keep the overall look similar.
- The Sheen Tint input is now a color input, instead of the
previous blend factor between white and the base color.
- There is now a Sheen roughness control, which can be used to
tweak the look between velvet-like and dust-like.
Pull Request: https://projects.blender.org/blender/blender/pulls/109949
Implements the rest of #101689, after 5e9ea9243b.
- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`
A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/110432
Implements part of #101689.
The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.
To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/109819
This was already unsupported in combination with Multiscattering GGX,
prevented the Principled BSDF from using microfaced-based Fresnel for
Glass materials, and would have made future improvements even trickier.
Pull Request: https://projects.blender.org/blender/blender/pulls/109950
This replaces the trilinear interpolation with manually
placed samples to avoid most light leak.
Add two new parameters to bias the sampling position:
- Normal bias
- View bias
Move the irradiance smoothing parameter per grid.
Pull Request: https://projects.blender.org/blender/blender/pulls/110312
Adds the UI for layer opacity in the layer panel.
Currently layer blending rendering is not implemented, so the last layer's opacity will affect all of the layers.
Pull Request: https://projects.blender.org/blender/blender/pulls/110177
The maximum OpenGL versions supported on mac
doesn't meet the minimum required version (>=4.3) anymore.
This removes all the OpenGL paths in GHOST
Cocoa backend and from the drop down menu in
the user preferences.
Pull Request: https://projects.blender.org/blender/blender/pulls/110185
To move this file on C++, a lot of changes have to be done.
To avoid adding a lot of long cast operator in loops, and make too
much changes, this usually replaced by using macros.
This is a non-trivial change and done as a separate cleanup.
See: #103343.
Pull Request: https://projects.blender.org/blender/blender/pulls/109801
The old Sculpt initialization code did double duty
as versioning code. This commit implements proper
versioning logic in versioning_400.cc; the existence
of the default fields are checked in DNA and if they
don't exist they're initialized. This is similar to
how the old code checked if the fields were zero.
Update VertexWeighEdit modifier Group Add / Remove threshold to be inclusive.
Additionally, add 3.6 backwards compatibility (4.0 versioning) to slightly offset Group Add / Remove threshold property value to make exclusive.
Pull Request: https://projects.blender.org/blender/blender/pulls/108286
Move the node previews to the overlay region, atop each node.
It allows nodes to keep the same size when the preview is toggled,
which is more convenient for large nodes and large nodetrees.
The preview has to be drawn from `node_draw_extra_info_panel`
because there could be overlapping between info text and the preview.
When the node is out of the view, it also has to make sure that the
preview is also out of the view before exiting the draw function.
Pull Request: https://projects.blender.org/blender/blender/pulls/108001
This formats code that is disabled using `#if 0`. Formatting was achieved
by temporarily changing `#if 0` to `#if 1 /*something*/`, then formatting,
and then changing it back to `#if 0`.
This adds support for running a set of nodes repeatedly. The number
of iterations can be controlled dynamically as an input of the repeat
zone. The repeat zone can be added in via the search or from the
Add > Utilities menu.
The main use case is to replace long repetitive node chains with a more
flexible alternative. Technically, repeat zones can also be used for
many other use cases. However, due to their serial nature, performance
is very sub-optimal when they are used to solve problems that could
be processed in parallel. Better solutions for such use cases will
be worked on separately.
Repeat zones are similar to simulation zones. The major difference is
that they have no concept of time and are always evaluated entirely in
the current frame, while in simulations only a single iteration is
evaluated per frame.
Stopping the repetition early using a dynamic condition is not yet
supported. "Break" functionality can be implemented manually using
Switch nodes in the loop for now. It's likely that this functionality
will be built into the repeat zone in the future.
For now, things are kept more simple.
Remaining Todos after this first version:
* Improve socket inspection and viewer node support. Currently, only
the first iteration is taken into account for socket inspection
and the viewer.
* Make loop evaluation more lazy. Currently, the evaluation is eager,
meaning that it evaluates some nodes even though their output may not
be required.
Pull Request: https://projects.blender.org/blender/blender/pulls/109164
This data-block was originally added in eb4e3bbe68.
However, that original plan wasn't fully implemented, with simulations
now integrated with geometry nodes and modifiers instead of a separate
data-block. We kept the data-block around anyway since we have the
loose plan of using a similar data-block to make global simulations
connected between multiple objects. But it may be a while before we
implement that, and in the meantime having this just causes confusion.
Selecting a rigid body world collection is supposed to set up rigid
bodies for all of its mesh members (if they are not rigid bodies
already), expected result would be just the same as if `Object` > `Rigid
Body` > `Add ...` was used.
Doing it via just the world collection had the following issues though:
- calculating mass would crash on such a freshly created rigid body
objects (be1b32e4e4 falsely assumed `ob->rigidbody_object` is always
present on evaluated objects -- without tagging for depsgraph updates
this is not the case though)
- rigid body simulation would not work even on these freshly created
rigid body objects
Now tag bmain relations and object transforms for update to make both of
these work (following code in `BKE_rigidbody_add_object` that is used
when adding these through `Object` > `Rigid Body` > `Add ...`)
Pull Request: https://projects.blender.org/blender/blender/pulls/109961
Clay strips was using it's own brush local matrix,
which wasn't quite compatible with texture matrices.
This could lead to brush textures not lining up with
the stroke dabs.
There was also a bug where the stroke was starting
20 pixels into the stroke, which is much higher than
necassary to derive the initial rake angle.
Notes:
* The clay strips brush now uses SCULPT_cube_tip_init
to calculate the local brush matrix.
* SCULPT_cube_tip_init now accepts custom brush location
and radius arguments.
* The mouse sample preroll used to calculate initial brush
rotation angle is now smaller than the update interval.
* Clay strips now supports tip_scale_x, which has also
been added to DNA defaults.