Add three new nodes for operations and inputs specific to
node group operators.
- **Selection** Whether elements are selected in the viewport
- **Set Selection** Sets the edit/sculpt selection, on the point,
face, or curve domains
- **3D Cursor** Gives the location and rotation of the 3D cursor,
in the local space of the modified object.
- **Face Set** The face set value from mesh sculpt mode,
and whether the attribute exists.
- **Set Face Set** Set sculpt face set values.
In the add menu and search, the nodes are only visible in the
"Tool" context of the geometry node editor. They also give
errors when executed by a modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/109517
Previously, simulation nodes would output default values when there is no
current simulation state and nothing should be computed. Now, the data is
just passed through which is usually less confusing.
Pull Request: https://projects.blender.org/blender/blender/pulls/110800
Add support in the UI for the edit mode of curves, mesh, and point
cloud objects. It's possible to control for which mode sand object
types the asset is available with a dropdown in the node header.
To make this per-mode filtering possible, the static asset tree
cache is now unique per context mode.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/109526
Show node group inputs in the redo panel, including the
"use attribute" toggle. There are a few limitations that will
be solved separately:
- The redo panel is _always_ drawn, there is no way to show it conditionally yet
- There is no way to add the operator name to the redo panel title yet
- Attribute search is still missing for attribute inputs
Pull Request: https://projects.blender.org/blender/blender/pulls/109975
Remove the "_for_read" suffix from methods to get geometry and geometry
components. That should be considered the default, so the suffix just
adds unnecessary text. This is consistent with the attribute API and
various implicit sharing data access methods.
Use "from_mesh" instead of "create_with_mesh". This is consistent with
the recently used naming for the `IndexMask` API.
Pull Request: https://projects.blender.org/blender/blender/pulls/110738
"Tool" is a more friendly word with mostly the same meaning within
Blender. Eventually it should be possible to create active tools with
node groups anyway, so the distinction isn't even helpful.
See #101778
A few places already calculated vertex normals with better contextual
information to improve performance. To allow changing the storage of
vertex normals more (mostly for improved caching), change some code
from "get normals, set values, clear dirty flag" to "make vertex
normals data, give to mesh". This makes the API less awkward too,
since previously the "get for write" and "clear dirty" calls always
had to be separated.
Pull Request: https://projects.blender.org/blender/blender/pulls/110754
The aim is to replace the `BKE_mesh_faces_flip` functions with
this newer C++ function using the attribute API. But that is must
be called by RNA, so move this to blenkernel to avoid a circular
dependency between the geometry module and RNA.
Historically, the OCIO based color management implementation in Blender
had exceptions to treat specific configurations differently. It was a
compatibility with the legacy "No color management" option.
With time and more development in the area there are better ways of
achieving this goal, if needed.
This commit removes the named-based exception, which also solves confusion
about why certain similar configurations (from OCIO stand point) give
different results. As well as allows to create a cleaner plate for an
upcoming additions in the OCIO configuration such as AgX.
Quite simple and technical change which constant-folds the check for
whether the scene color management enabled or not with "true" value.
Ref #110685
Pull Request: https://projects.blender.org/blender/blender/pulls/110580
The "Distort" socket in the Lens Distortion node should be a noun
instead of a verb, same as "Dispersion" just below. The name was
introduced at the same time as the node itself, in 2a2453d3e2.
Versioning was added to update existing nodes. The Python API
is affected though, if the socket was looked up with the old name.
Pull Request: https://projects.blender.org/blender/blender/pulls/108234
The goal is to reuse the same bake items for simulation and normal baking (#110137).
Previously, the bake data was tied to a simulation state which made it harder to reuse.
Now the code for the following things can be reused easily:
- Convert geometry node socket values into bake items and back.
- Serialize and deserialize bake items.
Pull Request: https://projects.blender.org/blender/blender/pulls/110577
This replaces the Sheen model used in the Principled BSDF with the
model from #108869 that is already used in the Sheen BSDF now.
The three notable differences are:
- At full intensity (Sheen = 1.0), the new model is significantly
stronger than the old one. For existing files, the intensity is
adjusted to keep the overall look similar.
- The Sheen Tint input is now a color input, instead of the
previous blend factor between white and the base color.
- There is now a Sheen roughness control, which can be used to
tweak the look between velvet-like and dust-like.
Pull Request: https://projects.blender.org/blender/blender/pulls/109949
This is mostly boilerplate code to add a new `GeometryComponent` as well as making sure
the new `GeometryComponent::Type` is handled in all the `switch` statements.
Pull Request: https://projects.blender.org/blender/blender/pulls/110457
Implements the rest of #101689, after 5e9ea9243b.
- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`
A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/110432
Utility functions make accessing the next and previous corner of a face
more obvious, and range based for loops make iterating over corners
or vertices in a face simpler too.
The cleanup of blenkernel last weeks , caused the house of cards to
collapse on top of bf_gpu's shader_builder, which is off by default
but used on a daily basis by the rendering team.
Given the fixes forward in #110394 ran into a ODR violation in OSL that
was hiding there for years, I don't see another way forward without
impeding the rendering teams productivity for "quite a while" as there
is no guarantee the OSL issue would be the end of it.
the only way forward appears to be back.
this reverts :
19422044eda670b53abe0f541db97cbe516e8c813e88a2f44c4e64b772f59547e7a31707fe6c5a57
The problematic commit was 07fe6c5a57
as blenkernel links most of blender, it's a bit of a link order issue
magnet. Given all these commits stack, it's near impossible to revert
just that one without spending a significant amount of time resolving
merge conflicts. 99% of that work was automated, so easier to just
revert all of them, and re-do the work, than it is to deal with the
merge conflicts.
Pull Request: https://projects.blender.org/blender/blender/pulls/110438
Implements part of #101689.
The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.
To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/109819
- "Rename Channels": only one channel can be renamed at a time, use
singular.
- "Copy Markers to Scene": rephrase erroneous operator description.
- "Axis tag names with": grammar.
- "Close or open the selected stroke adding an edge from last to first
point": "segment" is preferred to "edge" elsewhere in the context of
curves or Grease Pencil.
- "Number of subdivisions [points] by edge[s]": replace "by edge" with
"per segment" for the same reason.
- "Compatibility mode for SL, OpenSim...": expand to explain that SL
and OpenSim are respectively Second Life and OpenSimulator.
- "W/m^2" -> "W/m²". This symbol is widely supported and should be
preferred for exponentiation outside of code.
- "Effect on tracks which are tracked less than specified amount of frames",
"Effect on tracks which have a larger reprojection error":
Use "Affect" and "number" instead of "amount".
- "Hull curve" -> "Envelope". This is a calque from German Hüllkurve
meaning envelope.
- "Frquency Cutoff" -> "Frequency Cutoff" (typo)
- "Check if Select Left or Right": rephrase to "Based on Mouse
Position" as it better explains the action of the operator.
- "Make cut event if strip is not selected ..." -> even (typo)
- "Shear selected items along the horizontal screen axis":
Rephrase as this transform operator can act in many different axes.
- Tonemapping compositing node: the two algorithms "R/D Photoreceptor"
and "Rh Simple" only had names, but no description. Add ones
explaining at least the basic principle and where the names come
from.
- In the "Matte dilate/erode side" description for the Keying node's
Dilate/Erode socket, "side" was likely a typo for "size".
Reformulate the description to make it clearer, inspired by similar
ones.
- "Width of the blur edge" -> "Width of the blur for the transition";
"Edge angle" -> "Angle of the transition";
"Wipe direction" -> "Whether to fade in or out":
Better explains the sequencer wipe transition (inspired by the manual).
- OSL shaders now supported on some GPU backends.
- "Add a new repeat input and output nodes " -> "Add new" (typo).
Pull Request: https://projects.blender.org/blender/blender/pulls/110321
This was caused by 89218b66c2
The removal of the transmission roughness socket messed
with the hardcoded socket indices used to for auto socket
values and optimization detection.
Use defines inbetween sockets declarations to make it more
obvious that it they needs to be updated on socket changes.
This also makes the code a bit more meaningful.
This was already unsupported in combination with Multiscattering GGX,
prevented the Principled BSDF from using microfaced-based Fresnel for
Glass materials, and would have made future improvements even trickier.
Pull Request: https://projects.blender.org/blender/blender/pulls/109950
This patch implements the Classic Kuwahara node for the Realtime Compositor.
A naive O(radius^2) implementation is used for radii up to 5 pixels, and a
constant O(1) implementation based on summed area tables is used for higher
radii at the cost of building and storing the tables.
This is different from the CPU implementation in that it computes the variance
as the average of the variance of each of the individual channels. This is done
to avoid computing yet another SAT table for luminance. The CPU implementation
will be adapted to match this in a future commit.
The SAT implementation is based on the algorithm described in:
Nehab, Diego, et al. "GPU-efficient recursive filtering and summed-area tables."
Additionally, the Result class now allows full precision texture allocation, which
was necessary for storing the SAT tables.
Pull Request: https://projects.blender.org/blender/blender/pulls/109292
The Switch View node crashes on editing the compositor node tree with
the GPU compositor enabled.
That's because interactive edits are are in contexts that are not
multi-view, which is indicated by an empty view name.
To fix this, we fallback to the first input for non multi-view contexts.
Previously the normal strength linearly interpolated and extrapolated
the normal in world space. Instead do it in tangent space, in a way
that ensure the normal remains above the surface and valid.
Pull Request: https://projects.blender.org/blender/blender/pulls/109763