Resolve ownership ambiguity with shared physics pointers.
Previously, LIB_ID_CREATE_NO_MAIN allowed pointer sharing with
the source ID so physics caches can be shared between original and
evaluated data: (Object.soft.shared & Object.rigidbody_object.shared).
This only worked properly for LIB_TAG_COPIED_ON_WRITE ID's,
as LIB_TAG_NO_MAIN can be used in situations where the original ID's
lifetime limited by it's original data.
This commit adds `LIB_ID_COPY_SET_COPIED_ON_WRITE` so ID's only share
memory with original data for ID's evaluated in the depsgraph.
For all other uses, a full copy of physics data is made.
Ref D11228#287094
lookups
We use the schema so that we can access top level attributes as well.
This is already done for polygon meshes and curves, so this only
modifies the behavior for subdivision objects.
Expand is not expected to update the visibility state of the PBVH, only
the Face Sets IDs. If visibility updates are made accidentally, PBVH
rendering breaks.
In order for this to work properly, the following fixes are needed:
- Expand should always check for active component before attempting to
modify a Face Set ID
- Expand should always check the visibility state on original_face_sets, as
it is the array that contains the visiblilty state that corresponds with the
current state used for PBVH rendering. This implies that after any modification
done by Expand, the visibility state of ss->face_sets and
expand_cache->original_face_sets should match (like in any other tool that
does not modify visibility).
- Expand should never modify the Face Set ID of a poly that is hidden in
expand_cache->original_face_sets.
- When deleting an ID, hidden Face Sets should be skipped when picking IDs for
content filling. This avoids introducing hidden IDs back into the visible
geometry even after updating its visibility state.
Reviewed By: JulienKaspar, JacquesLucke
Maniphest Tasks: T88230
Differential Revision: https://developer.blender.org/D11243
Treat a missing <diffuse> the same as a black diffuse color.
The easiest way to see this bug is with a Collada shader like
```
<constant>
<emission>
<color sid="emission">1 0 0 1</color>
</emission>
</constant>
```
The Collada spec says this should be just
```
color = <emission>
```
ie. red everywhere. The importer slots the red into the Principled Emission socket, but since it leaves the Base Color as the default off-white, this is added to red, and the material looks white-pink in the light and red only in the shadows.
Putting black in the Base Color makes it look red everywhere.
D10939 will also eliminate the much-less-noticeable specular term for this case.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10941
Collada shaders with black <specular> should import with Specular=0.
(A missing <specular> is the same as black.)
The general specular conversion is hard, but this case is common and easy.
Fixes the specular for all <constant>/<lambert> shaders, and <blinn>/<phong>
shaders with black/omitted <specular>. Before this they all looked too "shiny".
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10939
This is giving too bright pixel values, as the sample scaling and random number
sample are wrong. The proper fix for this is complicated. It will be solved in
Cycles X, for now we disable this combination.
Contributed by Intel. On some scenes like classroom with particular integrated
GPUs this speeds up rendering 1.97x. With other benchmarks and GPUs it's
between 0.99-1.14x.
Combining location, rotation and scale channels into a matrix is
a standard task, so while it is easily accomplished by constructing
and multiplying 3 matrices, having a standard utility allows for
more clear code.
The new constructor builds a 4x4 matrix from separate location,
rotation and scale values. Rotation can be represented as a 3x3
Matrix, Quaternion or Euler value, while the other two inputs
are vectors. Unneeded inputs can be replaced with None.
Differential Revision: https://developer.blender.org/D11264
No real functional changes.
When `i` is zero, `filelist_cache_previews_push` was called twice with
the same icon.
This caused the preview to be computed twice when only once is needed.
Before, the camera parameters were calculated only for first frame.
If the camera is animated, these values need to be recalculated in order to get the new camera view position and export the strokes as expected.
Also fixed the export of PDF when the view is not in camera view. PDF export, needs to be done in camera view.
This patch introduces non linear sliders. That means, that the movement
of the mouse doesn't map linearly to the value of the slider.
The following changes have been made.
- Free logarithmic sliders with maximum range of (`0 <= x < inf`)
- Logarithmic sliders with correct value indication bar.
- Free cubic sliders with maximum range of (`-inf < x < inf`)
- Cubic sliders with correct value indication bar.
Cubic mapping has been added as well, because it's used for brush sizes
in other applications (Krita for e.g.).
To make a slider have a different scale type use following line in RNA:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_LOGARITHMIC);`
or:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_CUBIC);`
Test the precision, step size and soft-min if you change the scale type
of a property as it will feel very different and may need tweaking.
Ref D9074
Since spline data is stored separately for each spline, the data often
needs to be flattened into a separate array. It's helpful to have the
necessarily-sequential part of that split off into a separate method.
I've found myself using functions like these in quite a few places.
Adds internal API for creating and managing OpenXR actions at the
GHOST and WM layers. Does not bring about any changes for users since
XR action functionality is not yet exposed in the Python API (will be
added in a subsequent patch).
OpenXR actions are a means to communicate with XR input devices and
can be used to retrieve button/pose states or apply haptic feedback.
Actions are bound to device inputs via a semantic path binding
(https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles),
which serves as an XR version of keymaps.
Main features:
- Abstraction of OpenXR action management functions to GHOST-XR,
WM-XR APIs.
- New "xr_session_start_pre" callback for creating actions at
appropriate point in the XR session.
- Creation of name-identifiable action sets/actions.
- Binding of actions to controller inputs.
- Acquisition of controller button states.
- Acquisition of controller poses.
- Application of controller haptic feedback.
- Carefully designed error handling and useful error reporting
(e.g. action set/action name included in error message).
Reviewed By: Julian Eisel
Differential Revision: http://developer.blender.org/D10942
This was a bug uncovered by rB50782df42586.
Previously, the lightcache was always discarded between redraw and forced
to be updated again.
Now we check for update inside the render loop making it compatible with
accumulation motion blur and long exposure.
This was caused by the slight focus gather not being wide enough
for small radii. Now the cast to int will properly round the radius to
the nearest integer.
This is related to T86244 Black Artefacts in EEVEE on Transparent BSDF
This was caused by the bokeh LUT being sampled outside the valid range.
But `texelFetch` is only valid if the sample actually exists. This lead to
undefined behavior.
The fix is to increase `DOF_MAX_SLIGHT_FOCUS_RADIUS` (which just offsets the
LUT along the X=Y axis) to avoid any sample outside the defined range.