In 5.0, we plan to change the brush size from representing radius to
diameter. This means that for 5.0 files loaded in 4.5, we need to
scale the stored value when reading the relevant brush fields.
Related to #134204
Pull Request: https://projects.blender.org/blender/blender/pulls/139561
Current strategy to deal with operators not supporting custom NURBS
knots is to fall back to calculated knots for curves of the custom mode
but with no `CurvesGeometry::custom_knots` allocated. Such curves are
the result of operators that copy only `Point` and `Curve` domains. This
way the problem is only postponed. It is not possible to add new custom
knot curves to such `CurvesGeometry` as custom knot offsets are
calculated all together and there is no way to distinguish between old
curves with lost knots and new ones. This is more a future problem.
The actual problem in `main` can be shown with an attached blend file
(see PR) by applying `Subdivide` to some points and then adding new
`Bezier` curve to the same object. This particular problem could be
addressed somewhere in `realize_instances.cc` but the actual problem
would persist.
This PR handles custom knots in all places where `BKE_defgroup_copy_list`
is iused, and where `bke::curves::copy_only_curve_domain` is called.
Here the assumption is made that only these places can copy custom knots
modes without copying custom knots. Depending on operator logic knots are
handled most often in one of two ways:
- `bke::curves::nurbs::copy_custom_knots`:
copies custom knots for all curves excluding `selection`. Knot modes
for excluded curves are altered from the custom mode to calculated.
This way only curves modified by the operator will loose custom knots.
- `bke::curves::nurbs::update_custom_knot_modes;`
alters all curves to calculated mode.
In some places (e.g. `reorder.cc`) it is possible to deal with knots
without side effects.
PR also adds `BLI_assert` in `load_curve_knots` function to check if
`CurvesGeometry::custom_knots` exists for custom mode curves. Thus
versioning code is needed addressing the issue in files in case such
already exists.
Pull Request: https://projects.blender.org/blender/blender/pulls/139554
The Movie distortion node crops its data if the movie size differs from
the input size. That's because boundary extensions do not take
calibration size into account. To fix this, we use the same coordinates
range as the distortion grid computation, which computes the distortion
in the space of the calibration size.
Pull Request: https://projects.blender.org/blender/blender/pulls/139822
It would run into using the same frame twice, looking like "freeze
frames"
Apparently we had a similar issue before, see 3f8ec963e3
Just a PoC to show that this looks like a precision/rounding issue when
getting a "working" `UsdTimeCode`.
In the modifier code, we are doing a roundtrip going from frame >> time
(in seconds -- via `BKE_cachefile_time_offset`) and then back to frame
before we store that in `USDMeshReadParams`.
To avoid the precision loss, this PR introduces
`BKE_cachefile_frame_offset` to stay in the "frame" domain and
circumvent going through FPS alltogether.
There might be better ways to let USD handle the "sightly off"
`UsdTimeCode` better though.
Pull Request: https://projects.blender.org/blender/blender/pulls/139793
This adds a new function to query GPUtexture from an
Image datablock without actually creating them.
This allows to keep track of all the texture that
needs to be loaded and defer their loading in
end_sync. The texture are then only used in the
next sync. This is because we do not want to stage
the texture for drawing as it would require a
valid texture.
Multithreading is used to load the texture from disk
as soon as possible in a threaded way. It is still
blocking, but it is much faster (depending on
hardware).
Before (5.7s):
After (2.5s):
On Linux workstation: 2.28x speedup in texture loading
On M1 Backbook pro: 2.72x speedup in texture loading
This includes redraw overhead but it is not super significant.
Having a vector of all the textures to be loaded
will eventually be helpful in making the
texture uploading multi-threaded. Currently, it is
a bit difficult given the need of a valid GPUContext
per thread.
- [x] Bypass deffered loading on animated textures
- [x] Add throttling to only load a few textures per frame
- [x] Do not delay for viewport render
Pull Request: https://projects.blender.org/blender/blender/pulls/139644
`BKE_id_material_used_with_fallback_eval` doesn't account for the case
the evaluated mesh is empty and `SubdivCCG` is used for drawing instead,
which only happens for workbench/EEVEE in sculpt mode. Instead of
further complicating the logic, change the multires modifier to produce
a copy of the input mesh with the SubdivCCG attached, rather than that
mesh being empty. This makes things like detecting the max material
index work "for free."
Pull Request: https://projects.blender.org/blender/blender/pulls/139742
Previously, the armature modifier retrieved the list of available vertex group
names from the original mesh. However, that list may contain different vertex
groups then are actually on the mesh that is being deformed. This patch makes it
so that the vertex group list (`defbase`) is taken directly from the
mesh-to-deform if possible.
Pull Request: https://projects.blender.org/blender/blender/pulls/139734
The path templates feature implemented in #134860 highlights path
properties that have syntax errors in red and provides a list of those
errors in the path's tool tip. However, syntax errors are not the only
kind of error.
For example, if given the render output path `//render/{blend_nam}`,
with a typo in the variable `blend_name`, this error is not indicated
until actually trying to render. This is because the path is
*syntactically* correct, and the error is due to `blend_nam` not being
an available variable.
This PR resolves this: paths with path template support now indicate all
errors in the UI, not just syntax errors, with red highlights and a list
of errors in the tool tip.
The primary mechanisms for this are:
- A new function `BKE_build_template_variables_for_prop()`, which takes
an RNA pointer and produces an appropriate template variable map for the
given property, which can then be used to fully validate a path
property's value in the UI code.
- A new enum `PropertyPathTemplateType` has been added to `PropertyRNA`,
which determines what variables should be made available to a property
and how they should be build. This is used by
`BKE_build_template_variables_for_prop()`.
Additionally, the following changes have been made to help ensure that
`BKE_path_apply_template()` and `BKE_path_validate_template()` produce
identical errors:
- Both functions now call into a third static function `eval_template()`
that does the actual work, optionally modifying the input path or not.
- Previously only `BKE_path_apply_template()` had unit tests, but now
the unit tests have been reorganized to simultaneously test both
`BKE_path_apply_template()` and `BKE_path_validate_template()`.
Pull Request: https://projects.blender.org/blender/blender/pulls/138679
Add ability to randomize color of each stroke for or use perlin noise
randomization during the stroke. Works similarly to grease pencil stroke
color randomization. This feature is available for all mesh color
painting modes (Sculpt Paint brush, Texture Paint and Vertex Paint)
This setting is available both as a per-brush setting and a unified
setting on the scene level. Additionally, the equivalent Grease Pencil
options have been migrated to these more generic flags and values.
Based on this [1] RCS request.
[1]: https://blender.community/c/rightclickselect/mwgbbc/
Pull Request: https://projects.blender.org/blender/blender/pulls/128953
So far this is unused, but it's used in #139165, and that pointed out
some obvious flaws in the code, like the resulting AttributeStorage
being completely ignored, and old CustomData layers not being freed.
Restructure the API a bit to make it simpler to use, and also make it
keep the non-generic layers in CustomData. That's not necessary for
point clouds but it will be necessary for curves (the next step) since
they have vertex groups.
Pull Request: https://projects.blender.org/blender/blender/pulls/139609
It is possible on file load that the `previous_active_brush_reference`
is an invalid old memory location. To prevent this, set the ptr to
nullptr on file load, as it should only be used within a given session.
Pull Request: https://projects.blender.org/blender/blender/pulls/139618
Set fuzzy=1 when softbody modifier is added. As of now, value is 0, this
raises concern of division by zero so bump it to 1.
Updated `softbody_test.blend` to fix the failing test.
Resolves#137849
Pull Request: https://projects.blender.org/blender/blender/pulls/137878
In a prior commit, the Mesh Paint BVH leaf node limit was reduced from
10000 faces to 2500 faces. This commit makes a proportional change
for the Multires paint BVH.
In performance testing of just the brush evaluation, this change
represents a 3x speedup (from 0.6326s to 0.2135s) on a Multires grid
with 25m vertices at multires level 5.
In a simulated brush stroke testing similar to what a user would do,
on a grid of 6m vertices at multires level 5 this change equals a 1.4x
improvement from 41.8 to 58.6 FPS.
See the related PR for the raw data and testing methodology.
Related to #137871
Pull Request: https://projects.blender.org/blender/blender/pulls/139311
e.g. stands for "exempli gratia" in Latin which means "for example".
The best way to make sure it makes sense when writing is to just expand
it to "for example". In these cases where the text was "for e.g.", that
leaves us with "for for example" which makes no sense. This commit fixes
all 110 cases, mostly just just replacing the words with "for example",
but also restructuring the text a bit more in a few cases, mostly by
moving "e.g." to the beginning of a list in parentheses.
Pull Request: https://projects.blender.org/blender/blender/pulls/139596
This adds a new Format String node which simplifies constructing strings from
multiple values. The node takes a format string and a dynamic number of
additional parameters as input. The format string determines how the other
inputs are inserted into the string. Only integer, float and string inputs are
supported for now.
It supports two different format syntaxes:
* Python compatible format syntax which also mostly matches the behavior of the
`fmt` C++ library. Most of this is supported, but there are some small
limitations.
* Syntax of the form `###.##` where each `#` stands for a digit. This is the
syntax that was introduced in #134860.
This node greatly simplifies common string operations which would have required
potentially many nodes before to convert numbers to strings and to concatenate
them. It also makes new conversions possible that were not supported before.
This node can also be used to insert e.g. frame numbers into a file path which
was surprisingly complex before.
This node has special behavior for the name of new inputs. For the purpose of
the node, the name of the inputs must be valid identifiers and it's usually
helpful when they are short. New names are therefore initialized to be single
characters. If possible, the first character of the linked input is used. This
works well when connecting e.g. a Separate Vector/Color node. Otherwise, inputs
are named `a` to `z` by default. If that's not possible, the source socket name
is used instead (converted to be a valid identifier). If that still doesn't
work, the name is made unique using the normal `.001` mechanism except that `_`
instead of `.` is used as separator to make the name a valid identifier.
Python Syntax references:
* Python: https://docs.python.org/3/library/string.html#formatspec
* `fmt`: https://fmt.dev/latest/syntax/
More detailed notes about compatibility with the above syntax specifications:
* Conversion using e.g. `!r` like in Python is not supported (maybe the future).
* Sub-attribute access like `{vector.x}` is not supported (maybe the future).
* Using `%` like in Python is not supported (maybe in future).
* Using `#` for an alternate form is not supported. This might help in the
future to make the syntax compatible with #134860.
* Using `L` like in the `fmt` library is not supported because it depends on the
locale which is not good for determinism.
* Grouping with e.g. thousands separators using e.g. `,` or `_` like in Python
is not supported (maybe in future). Need to think about the locale here too.
* Mixing of unnamed (`{}`) and named (`{x} or {0}`) specifiers is allowed.
However, all unnamed specifiers must come before any named specifier.
The implementation uses the `fmt` library for the actual formatting. However,
the inputs are preprocessed to give us more control over the exact supported
syntax and error messages. The code is already somewhat written so that many
strings could be formatted with the same format but that's not actually used yet
because we don't have string fields yet.
Error messages are propagated using a new mechanism that allows a limited form
of error propagation from multi-functions to the node that evaluates them.
Currently, this only works in fairly limited circumstances, e.g. it does not
work during field evaluation. Since this node is never part of field evaluation
yet, that limitation seems ok, but it's something to work on at some point.
Properly supporting that requires some more changes to propagate enough context
information everywhere. Also showing errors of field evaluation on the field
node itself (instead of on the evaluation node) requires even more work because
our current logging system is not setup to support that yet.
This node comes with a few new requirements for the socket items system: names
must be valid identifiers and they are initialized in a non-trivial way.
Overall, this was fairly straight forward to implement but currently it requires
to adding a bunch of new members to all the accessors that don't really need it.
This is something that we should simplify at some point even if I'm not entirely
sure how yet. The same new requirements used in this node would probably also
exist in a potential future expression node.
Pull Request: https://projects.blender.org/blender/blender/pulls/138860
In most cases this is a simple switch for `reinterpret_cast` or
`static_cast`, but for `BKE_paint_brush` and `BKE_paint_eraser_brush`
code is duplicated to avoid a `const_cast`.
Pull Request: https://projects.blender.org/blender/blender/pulls/139119
Unit tests veryfying expectation for curves::nurbs::calculate_knots.
While useful to avoid regressions, they might be more valuable as
reference of the output from the knot vector generator for different
options.
Pull Request: https://projects.blender.org/blender/blender/pulls/139508
Implementation of #127106.
This is just a visual representation of the field/single/grid
status of sockets to make the workflow more intuitive. With
a visual representation for volume grid sockets, volume features
should be unblocked for further development. The structure type
will also be used to distinguish list sockets in the interface.
Group input nodes now have a "Structure Type" option instead of
the existing "Single Value Only". Usually the auto option should be
enough, but in some cases where the inferencing cannot (yet) make
a clear determination, it can be helpful to choose a specific type.
The new visualization and the group input structure type option
are hidden behind a new experimental option for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/134811
Not really critical in current main, since such 'copying in library'
behavior is fairly rare, but once it start being applied to e.g.
geometry IDs owning shape keys, it would make Blender unhappy because
unlinkable IDs (the shape keys) would be tagged as directly linked.
This is similar to how Value/Vector/Integer/... nodes are automatically
initialized when they are created using link-drag-search.
Strings require some special case handling here but that seems fine. The
`node_socket_move_default_value` function is already fairly specific for the
different value nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/139478
This patch turns the Blur node options to inputs.
Size is now a 2D vector and replaces the Size X and Y option. Bokeh was
renamed to Separable to reflect its actual function. Relative was
removed in favor of the newly added Relative To Pixel node workflow.
There is a slight difference in variable size blurring due to float vs
integer computations, so two tests were updated.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/139329
This patch adds support for 2D and 4D vector sockets. The default value
structure for vectors was extended to include a new dimensions input,
which can be 2, 3, or 4. The default value was also extended to be a
float4, but only some of its components might be used depending on the
dimensions members.
Each vector subtype now has three variants ending with 2D or 4D as a
prefix depending on its dimensions, and the 2D/4D prefix was taken into
account for the socket type RNA enum functions.
All node systems currently always treat the vectors as 3D, but support
for it in the compositor will shortly follow in another patch.
Depends on #138805.
Pull Request: https://projects.blender.org/blender/blender/pulls/138824
Nowadays, Geometry Nodes is not only evaluated by a modifier, but also by an
operator and in the future potentially by brushes. Therefore, the old name was
misleading because it sounded like it was specific to the modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/139378
This is used as base class for the compute contexts for group and evaluate
closure nodes. Furthermore, in the future this can be used for the compute
context that is passed into field evaluation.
Pull Request: https://projects.blender.org/blender/blender/pulls/139377
This patch turns the options of the Color Balance node into inputs.
In the process, each of the wheels were split into two inputs, a base
float and a color. For instance, Gain is controlled using both a Base
Gain and Color Gain, the former controls the gain for all channels while
the latter controls it per channel.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/138610
- Add a custom Iterator, so it can be iterated as a 1D list.
- Add missing functions like `first`, `is_empty`, `clear`, and
subscript operator.
- Add a `size_` member variable for faster `size` calls.
- Add compile-time asserts to ensure the Capacity sizes are valid.
- Add unit tests.
See #138947 for the motivation behind this.
Pull Request: https://projects.blender.org/blender/blender/pulls/139102
The main goal of this patch is that the column widths and ordering is not reset
every time one switches between different contexts.
It does that by keeping track of multiple `SpreadsheetTable`. There is one for
each table that is viewed (so e.g. the point and edge domain of the same mesh
are two different tables). Each table has an identifier and an array of columns.
There is some garbage collection in place so that the number of stored tables
does not increase unbounded.
This also comes with an updated Python API:
```python
import bpy
spreadsheet = bpy.context.screen.areas[...].spaces.active
active_table = spreadsheet.tables.active
print(active_table.id.type)
print(active_table.id.attribute_domain)
print(active_table.columns[0].id.name)
```
In the future, we might add some smarter logic to keep tables with different
identifiers more in sync. We don't have a great heuristic for that yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/139205
Use a similar convention for struct member identifiers,
(the identifiers without surrounding spaces). This allows the values
to be scanned and validated.
When enabled, this normalize the strength by the light area, to keep
the total output the same regardless of shape or size. This is the
existing behavior.
This is supported in Cycles, EEVEE, Hydra, USD, COLLADA.
For add-ons, an API function to compute the area is added for conversion,
in case there is no native support for normalization.
area = light.area(matrix_world=ob.matrix_world)
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/136958