Reloading preferences didn't update Python's `sys.path` to account
for the modified `script_directory`.
This meant the operator to load settings from a previous version
required a restart to initialize Python when this directory was set.
Updates the descriptions and labels for outliner sync in the properties
editor popover to be more clear.
Differential Revision: https://developer.blender.org/D10010
Blender would crash when selecting multiple keyframes while multiframe edit was
active. This was due to the active frame being NULL in some instances.
The fix checks if the active frame is not NULL.
Reviewed By: antoniov
Maniphest Tasks: T85587
Differential Revision: https://developer.blender.org/D10421
This required using a fork of Embree, newer LLVM version, unreleased ISPC
version and sse2neon directly from Git. Hopefully over time all the required
changes end up in official releases. For now we deviate from other platforms.
Based on contributions by Apple and Stefan Werner.
Ref D9527, D8237, T78710
A fix for T83187 (rBf83aa830) assumed in the overlay code of the uv editor that the object was a mesh
when it did not have to be - causing a crash.
The fix makes sure that the object is a mesh.
Reviewed By: jbakker, campbellbarton
Maniphest Tasks: T85499, T85495
Differential Revision: https://developer.blender.org/D10369
Adds `NODE_OT_add_group` operator to add a node group from a given name, and
uses that to register a node editor drop-box.
When dropping a node-group asset, the ID will be appended. This is what we do
for other ID assets too.
Should the node group insertion fail (e.g. the group is not compatible with the
current tree, as checked by the poll), the appended data-block is removed.
Differential Revision: https://developer.blender.org/D10405
Reviewed by: Jacques Lucke
This is because the node editor added a "real user" to the node group
that it displays. It was mainly added as a hack to solve issues with custom
tree types (T36024). Since we can store id references in custom properties
now, this "real user" is not really necessary anymore.
Given that we are close to a release, I'll only disable line for geometry nodes,
for which the bug has been reported.
Discussed this solution with Hans Goudey.
This reverts a part of rBd3960164163c910d5031a8f076c41b39e0a5503d.
It is not a `std::shared_ptr` but a `boost::shared_ptr`.
This could probably be fixed differently, but `NOLINT` is fine now.
Following code from D8627 this patch corrects multi threaded processing
of proxies, where a 60 sec proxy generation drops to 35 sec.
Differential Revision: https://developer.blender.org/D8659
Allow use all system threads for frame encoding/decoding. This is very
straightforward: the value of zero basically disables threading.
Change threading policy to slice when decoding frames. The reason for
this is because decoding happens frame-by-frame, so inter-frame threading
policy will not bring any speedup.
The change for threading policy to slice is less obvious and is based on
benchmark of the demo files from T78986. This gives best performance so
far.
Rendering the following file went down from 190sec down to 160sec.
https://storage.googleapis.com/institute-storage/vse_simplified_example.zip
This change makes both reading and writing faster. The animation render
is just easiest to get actual time metrics.
Differential Revision: https://developer.blender.org/D8627
Previously `mesh.attributes.new(...)` would return a generic attribute that
one could not do much with. Now it returns refined attributes like `FloatAttribute`.
Add a boundary check, avoiding access past actual data.
Ideally would need to report error to the user somehow,
but it doesn't seem to be easy to do.
This is a minimal safe patch. The proper complete fix is
being worked on by Jesse.
Differential Revision: https://developer.blender.org/D10357
The inset operator would display the inset thickness and depth as
Blender units during transform. This meant that when the scene units
were set to something different than meters, the display value would
give different results than entering the same number using the value
input. (Similar to D10325)
The fix makes sure that the numbers are always displayed in the correct
scene units.
Reviewed By: campbellbarton
Maniphest Tasks: T85488
Differential Revision: https://developer.blender.org/D10366
Getting an "ouput" attribute is equivalent to creating an attribute and
then getting a write attribute. Replace the latter with the former for
consistency with other code, and to decrease the used surface area
of the attribute API to hopefully facilitate future cleanup.
Corrects approximately 36 spelling errors in source variable names.
Differential Revision: https://developer.blender.org/D10347
Reviewed by Hans Goudey
This changes the roughness mapping to better utilize the mip chain resolution.
This improves glossy reflections with small roughness.
Lightcache version bumped because old data does not have the same roughness
mapping and cannot be used.
This modifies the principled BSDF and the Glass BSDF which now
have better fit to multiscatter GGX.
Code to generate the LUT have been updated and can run at runtime.
The refraction LUT has been changed to have the critical angle always
centered around one pixel so that interpolation can be mitigated.
Offline LUT data will be updated in another commit
This simplify the BTDF retreival removing the manual clean cut at
low roughness. This maximize the precision of the LUT by scalling
the sides by the critical angle.
I also touched the ior > 1.0 approximation to be smoother.
Also incluse some cleanup of bsdf_sampling.glsl
This refactor was needed for some reasons:
- closure_lit_lib.glsl was unreadable and could not be easily extended to use new features.
- It was generating ~5K LOC for any shader. Slowing down compilation.
- Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks.
What this refactor does:
- Add some macros to define the light object loops / eval.
- Clear separation between each closures which now have separate files. Each closure implements the eval functions.
- Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque).
- The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before).
- Make light iteration last to avoid carrying more data than needed.
- Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals).
- Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers.
- Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks.
- Separate transmission roughness is now working on Principled BSDF.
- Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`.
- SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated.
- SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way).
- Principle fully black specular tint now returns black instead of white.
- This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables).
- This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch.
- Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot.
Render tests needs to be updated after this.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10390
# Conflicts:
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/intern/shaders/common_math_lib.glsl