Using scene frame 1 is not reliable in cases when there is a
frame offset is involved. Using frame 1 seems more reliable,
although might still fail under certain circumstances.
More reliable fix would require a deeper change in the data
structure and the logic about frame loading and size detection.
The issue was caused by frame start/offset change triggering clip
reload, which was happening with a hardcoded scene frame index of 1,
which could be outside of the actual clip frames.
Solved by removing source change tag from the frame start/offset
update. The source doesn't really change: the resolution will stay
the same, as well as media type, its duration. So the tag was not
needed.
This precomputes vertex normals in the procedural and caches them in case none
are found in the archive. This only applies to polygon meshes, as subdivision
meshes are yet to be subdivided, so it is useless to do this computation.
The goal here is to speed up data updates between frames, as computing normals
shows up in profiles even for large objects. This saves around 16% of update time
for a production file.
This splits the data reading logic from the AlembicObject class and moves it to
separate files to better enforce a separation of concern. The goal was to simplify
and improve the logic to read data from an Alembic archive.
Since the procedural loads data for the entire animation, this requires looping
over the frame range and looking up data for each frame. Previously those loops
would be duplicated over the entire code causing divergences in how we might
skip or deduplicate data across frames (if only some data change over time and
not other on the same object, e.g. vertices and triangles might not have the
same animation times), and therefore, bugs.
Now, we only use a single function with callback to loop over the geometry data
for each requested frame, and another one to loop over attributes. Given how
attributes are accessed it is a bit tricky to simplify further and only use a
ingle function, however, this is left as a further improvement as it is not
impossible.
To read the data, we now use a set of structures to hold which data to read.
Those structures might seem redundant with the Alembic schemas as they are
somewhat a copy of the schemas' structures, however they will allow us in the
long run to treat the data of one object type as the data of another object
type (e.g. to ignore subdivision, or only loading the vertices as point clouds).
For attributes, this new system allows us to read arbitrary attributes, although
with some limitations still:
* only subdivision and polygon meshes are supported due to lack of examples for
curve data;
* some data types might be missing: we support float, float2, float3, booleans,
normals, uvs, rgb, and rbga at the moment, other types can be trivially added
* some attribute scopes (or domains) are not handled, again, due to lack of example
files
* color types are always interpreted as vertex colors
Workaround for crash when accessing FaceMaps / PaintMask data in
editmode, just disallow access in editmode as is done with UVs.
Same fix as in {rB3e2619b3e72a}.
Maniphest Tasks: T87969
Differential Revision: https://developer.blender.org/D11146
Initial report was mentioning the Classroom demo scene, but this is
probably because the scene was pre-configured to be used with OpenCL.
Would expect any OpenCL compositing to be failing prior to this fix.
The reason why crash was happening is due to OpenCL queue being
released from OpenCLDevice destructor. Is not that obvious, but
when Vector (including std::vector) is holding elements by value
a destructor will be called on "old" memory when vector capacitance
changes.
Solved by making forbidding copy semantic for compositor devices and
forcing move semantic to be used.
Also use emplace semantic in the devices vector initialization.
This commit significantly speeds up many of the attribute nodes when
multiple threads are available in linear situations when parallelism
cannot be achieved elsewhere.
See the differential for a table of timing comparisons tested on a
Ryzen 3700x. For an attribute with 4 million elements, the nodes were
about 3 to 9 times faster.
The changes are not exhaustive, other nodes could still be parallelized
in the future. Also, it would be possible to further optimize the grain
size in `parallel_for`, but I'd rather make sure it isn't too small.
I tested some different values, but also relied on intuition--
increasing grain size for less complex operations and vice versa.
Differential Revision: https://developer.blender.org/D11139
Currently overriding properties within material node trees is not
supported. However there is a workaround that allows feeding values
through drivers via an intermediate custom property, as described
in T82404. The workaround relies on the behavior of the ID copying
code that always patches datablock self-references even without any
overrides.
Unfortunately, this broke during development of 2.93. This happened
because a call RNA_struct_override_matches added in rB2281db72b0157
detects that no override exists, and 'restores' the self-reference
to point to the original datablock.
To avoid this, mark the Material.node_tree property with the
PROPOVERRIDE_IGNORE flag to stop RNA_struct_override_matches
from recursing into the currently unsupported node tree sub-block.
This flag should be removed when this is properly supported.
This was confirmed to fix the workaround and discussed with @mont29.
Shaders are only compiled if they are used by some other Node (Geometry, Light, etc.).
This usage detection is done before updating the Scene, however it fails at detecting
Shaders used by Procedurals not known to Cycles (e.g. ones defined by third party
applications), as Procedurals are only updated after the shaders are compiled.
To remedy this, we now use the Node reference counting mechanism to detect whether a
Shader is used and therefore should be compiled.
This removes `ShaderManager::update_shaders_used` as it is not needed anymore, however,
since it would also update the Shader ids, this is now performed in
`ShaderManager::device_update`, and a new virtual `device_update_specific` method was
added to handle device updates for SVM and OSL.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10965
This adds a reference count to Nodes which is incremented or decremented
whenever they are added to or removed from a socket, which will help us
track used Nodes throughout the scene graph generically without having to
add an explicit count or flag on specific Node types. This is especially
useful to track Nodes defined through Procedurals out of Cycles' control.
This also modifies the order in which nodes are deleted to ensure that
upon deletion, a Node does not attempt to decrement the reference
count of another Node which was already freed or deleted.
This is not currently used, but will be in the next commit.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10965
There was a quadratic algorithm extracting triangles from a coplanar
cluster. This is now linear.
Also found and fixed a bug in the same area related to the triangulator
added recently: it didn't get the right correspondence between new
edges and original edges.
Previously the option in the camera's //Object Data Properties > Viewport Display
> Sensor// would not display the sensor in camera view. This seemed to be caused
by the theme color `TH_VIEW_OVERLAY` having zero set for the alpha channel and
alpha blending being active, resulting in no visible output. Hence
`immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);` is replaced with
`immUniformThemeColorShadeAlpha(TH_VIEW_OVERLAY, 100, 255);`.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11075
Object orientation for thumbnail creation changed to be slightly
oblique (tilted to one side and from above) to better show shape,
especially when axis-aligned. Camera lens changed to 85 to avoid
distortion of close objects like human heads.
see D9940 for details and examples.
Differential Revision: https://developer.blender.org/D9940
Reviewed by Julian Eisel
When saving a file in Edit mode with Multiframe enabled, the render did not include the modifiers.
Now the multiframe is not enabled if it's doing a render.
Resolves occasional glitch/flicker drawing dark buttons in the UI.
Regression in 405a5d3bd7
which removed shader unbinding when the batch is drawn.
GPU_shader_bind could run with the sRGB uniform in an unexpected state.
Reviewed By: fclem
Ref D11124
Multi-overrides of a same linked ID in a same override hierarchy are
currently not supported and can cause all kind of issues.
In some cases they could lead to infinite loop trying to resync the same
ID over and over, this is now prevented.
Found in some Blender studio production files.
Keep track of clog_refs so we can null the pointers when calling
CLG_exit. Otherwise we will run into issues where the code will try to
access freed data.
While it was technically safe to call Map.remove while iterating over
a map, it wasn't really designed to work. Also it wasn't very efficient,
because to remove the element, the map would have to search it
again. Now it is possible to remove an element given an iterator
into the map. It is safe to remove the element while iterating over
the map. Obviously, the removed element must not be accessed
anymore after it has been removed.