The goal here is to remove the assumption that multi-inputs will always
have a corresponding node that packs all individual values into a `Vector`
(which is what `LazyFunctionForMultiInput` is doing).
Disambiguate
- "Thickness": use "Material" for EEVEE's thickness material setting.
- "Generated": use "Texture" for texture coordinates, "Image" for
image source, keep default context for animation keyframe types.
Translate
- Split "Online access required to (check for|install) updates..."
into 2x2 messages individually translatable.
- "Geometry" input in bake node.
- "New" for the Palette ID: extract it as part of the
BLT_I18N_MSGID_MULTI_CTXT for "New".
Some issues reported by Gabriel Gazzán and Satoshi Yamasaki.
Pull Request: https://projects.blender.org/blender/blender/pulls/123404
Calling `MEM_freeN` on data allocated with `MEM_new` is bad, since it
will not call a destructor matching the one invoked as part of
`MEM_new`.
While in practice cases fixed below were 'not a problem' currently, as
they are trivial Cpp types (and therefore their destructor is doing
nothing), `MEM_freeN` has no way to ensure it is dealing with such a
trivial data type, so allowing such mismatch is dirty and dangerous.
Note that almost all fixed cases look more like unintentional mistakes
(mis-usages of `MEM_new` instead of `MEM_cnew`).
NOTE: There is one more (known!) case in the asset code, which fix is
slightly less trivial, and will go through a separate PR.
NOTE: This is a by-product of some work to detect such invalid usages of
`MEM_freeN` on memory chunks allocated with `MEM_new`.
Pull Request: https://projects.blender.org/blender/blender/pulls/123691
With the new closure approach, the code can be simplified and cleaned up quite
a bit.
This also removes four parameters, which is helpful for future additions (!123616)
since the parameter limit appears to be reached.
Pull Request: https://projects.blender.org/blender/blender/pulls/123643
Reference identifiers instead of "above" in code comments as these
tends to become outdated. Even when declarations are removed it's at
least clear that the reference no longer exists instead of referring to
whatever is currently above the declaration.
It's also straightforward to search history for a removed identifier.
Corrected 4 cases of references to things that were no longer above
the doc-strings. Noticed other references which look to be incorrect
but need further investigation.
Previously, the node checked for all possible missing evaluations first.
However, some of the outputs may still work even if using another one
could cause a dependency cycle.
While the evaluated result is not well defined, we expect Blender to not crash
when there are dependency cycles.
The evaluation of one object often takes the evaluated geometry of another
object into account. This works fine if the other object is already fully
evaluated. However, if there is a dependency cycle, the other object may not be
evaluated already. Currently, we have no way to check for this and were mostly
just relying on luck that the other objects geometry is in some valid state
(even if it's not the fully evaluated geometry).
This patch adds the ability to explicitly check if an objects geometry is fully
evaluated already, so that it can be accessed by other objects. If there are not
dependency cycles, this should always be true. If not, it may be false
sometimes, and in this case the other objects geometry should be ignored. The
same also applies to the object transforms and the geometry of a collection.
For that, new functions are added in `DEG_depsgraph_query.hh`. Those should be
used whenever accessing another objects or collections object during depsgraph
evaluation. More similar functions may be added in the future.
```
bool DEG_object_geometry_is_evaluated(const Object &object);
bool DEG_object_transform_is_evaluated(const Object &object);
bool DEG_collection_geometry_is_evaluated(const Collection &collection);
```
To determine if the these components are fully evaluated, a reference to the
corresponding depsgraph is needed. A possible solution to that is to pass the
depsgraph through the call stack to these functions. While possible, there are a
couple of annoyances. For one, the parameter would need to be added in many new
places. I don't have an exact number, but it's like 50 or so. Another
complication is that under some circumstances, multiple depsgraphs may have to
be passed around, for example when evaluating node tools (also see
`GeoNodesOperatorDepsgraphs`).
To simplify the patch and other code in the future, a different route is taken
where the depsgraph pointer is added to `ID_Runtime`, making it readily
accessible similar to the `ID.orig_id`. The depsgraph pointer is set in the same
place where the `orig_id` is set.
As a nice side benefit, this also improves the situation in simple cases like
having two cubes with a boolean modifier and they union each other.
Pull Request: https://projects.blender.org/blender/blender/pulls/123444
This was previously attempted in #109518 and reverted in #112234. Now do
both the changes in the mesh and material export, and make it an option
in USD export. Hydra always renamed to "st" and continues to do it.
Fix#122800: Missing textures with MaterialX materials
Pull Request: https://projects.blender.org/blender/blender/pulls/123326
This patch implements a new Gabor noise node based on [1] but with the
improvements from [2] and the phasor formulation from [3].
We compare with the most popular existing implementation, that of OSL,
from the user's point of view:
- This implementation produces C1 continuous noise as opposed to the
non continuous OSL implementation, so it can be used for bump
mapping and is generally smother. This is achieved by windowing the
Gabor kernel using a Hann window.
- The Bandwidth input of OSL was hard-coded to 1 and was replaced with
a frequency input, which OSL hard codes to 2, since frequency is
more natural to control. This is even more true now that that Gabor
kernel is windowed as opposed to truncated, which means increasing
the bandwidth will just turn the Gaussian component of the Gabor
into a Hann window. While decreasing the bandwidth will eliminate
the harmonic from the Gabor kernel, which is the point of Gabor
noise.
- OSL had three discrete modes of operation for orienting the kernel.
Anisotropic, Isotropic, and a hybrid mode. While this implementation
provides a continuous Anisotropy parameter which users are already
familiar with from the Glossy BSDF node.
- This implementation provides not just the Gabor noise value, but
also its phase and intensity components. The Gabor noise value is
basically sin(phase) * intensity, but the phase is arguably more
useful since it does not suffer from the low contrast issues that
Gabor suffers from. While the intensity is useful to hide the
singularities in the phase.
- This implementation converges faster that OSL's relative to the
impulse count, so we fix the impulses count to 8 for simplicitly.
- This implementation does not implement anisotropic filtering.
Future improvements to the node includes implementing surface noise and
filtering. As well as extending the spectral control of the noise,
either by providing specialized kernels as was done in #110802, or by
providing some more procedural control over the frequencies of the
Gabor.
References:
[1]: Lagae, Ares, et al. "Procedural noise using sparse Gabor
convolution." ACM Transactions on Graphics (TOG) 28.3 (2009): 1-10.
[2]: Tavernier, Vincent, et al. "Making gabor noise fast and
normalized." Eurographics 2019-40th Annual Conference of the European
Association for Computer Graphics. 2019.
[3]: Tricard, Thibault, et al. "Procedural phasor noise." ACM
Transactions on Graphics (TOG) 38.4 (2019): 1-13.
Pull Request: https://projects.blender.org/blender/blender/pulls/121820
The current temperature unit adjusts to Celsius or Fahrenheit based on
unit system, but specifically for color temperatures the convention is
to display them in Kelvin, and it'd be strange to e.g. see 11240°F when
opening the white balance panel.
Therefore, this adds a dedicated Color Temperature unit, and uses it
for the two existing blackbody temperature inputs in shader nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/123337
Avoid warning the user that there is a geometry, if it does not have any points/data.
Such geometry components shouldn't just be removed generally. because they
still contain information (such as the set of existing attributes).
Conceptually, these are the same as IDProps used for regular dynamic RNA
data (should have been done that way from the beginning). At least make
them statically typed, to avoid all kind of issues when the IDProp type
change and does not match expectations from the geometry nodes anymore.
Ref. #122743.
Pull Request: https://projects.blender.org/blender/blender/pulls/122891
Extract
- Cycles denoiser enum.
- Extensions user preferences UI.
- Node operator poll message from new node function.
Improve
- Split "(Enabled|Disabled) on startup, overriding the preference."
into two messages.
Disambiguate
- "Add" when describing the action of adding something should use the
Operator context.
- "Dimensions", in noise textures.
- "Transform" as a noun, the matrix transform type of Geometry Nodes,
as opposed to the verb to move things in space.
- "Parent" as a noun or verb (the parent of an object, to parent an
object to another).
Some issues reported by Satoshi Yamasaki, deathblood, and Gabriel Gazzán.
Pull Request: https://projects.blender.org/blender/blender/pulls/122969
CTX_data_ensure_evaluated_depsgraph should not be used in drawing code.
This triggered a depsgraph updated which in turn called
DRW_notify_view_update. This would bind the GPU context a second time
and hang due to recursive mutex calls.
`GVolumeGrid` and `VolumeGrid<T>` are basically pointer wrappers.
Assigning a nullptr is possible and allowed by code, but node socket
code doesn't currently check if a grid pointer is null before accessing
it.
Disallow null grid pointers in socket values. Asserts are added for this
purpose. The Points-to-SDF node checks the grid value before writing to
output.
Pull Request: https://projects.blender.org/blender/blender/pulls/122996