Commit Graph

110173 Commits

Author SHA1 Message Date
Clément Foucault
90c1d5832e Fix: EEVEE: AO: Only clip occluders based on front sample
This is cheaper but avoid loosing the sample influence when
thickness is large.
2024-06-18 17:53:22 +02:00
Clément Foucault
3112799804 Fix: EEVEE: AO: LOD transition too visible at high sample count
This add dithering to the lod steping allowing for a smoother
transition.
2024-06-18 17:53:22 +02:00
Philipp Oeser
751745b2de Fix #123220: Export GP SVG/PDF crash when active object is not GP
`GpencilIOParams.ob` is set to `CTX_data_active_object` at the beginning
of the export [which is not ensured to be a valid `OB_GPENCIL_LEGACY`
object, non-valid objects are filtered out later in
`create_object_list`]. From this (potential non-greasepencil) object's
data, a "global `bGPdata` is stored in `GpencilIOParams`.

From here, it can only go downwards as `stroke_point_radius_get`,
`export_stroke_to_polyline`, `BKE_gpencil_stroke_perimeter_from_view`
all use this "global" `bGPdata`.

Two possible solutions might exist:
- [1] just cancel the operator if the active object is not a
`OB_GPENCIL_LEGACY` object
- [2] make sure we use corresponding `bGPdata` when iterating over
valid objects to export

This PR chooses [2] since it also seems wrong to always use the
`bGPdata` from the active object for certain calculations when iterating
many objects. For example, the export ignores different values for
`Thickness Scale` on different objects and always takes the value from
the active object, which does not seem to be by design.

NOTE: this changes behavior (see above) but for the better
Pull Request: https://projects.blender.org/blender/blender/pulls/123224
2024-06-18 16:44:08 +02:00
Miguel Pozo
9d5f46b1b8 Cleanup: EEVEE: Remove unused variable 2024-06-18 16:15:26 +02:00
Christoph Lendenfeld
99796991d8 Fix #123245: Inserting keys was lacking depsgraph update
When inserting new keys, the depsgraph needs to be updated.
Since that was missing with the new keying code, the NLA wasn't
working properly when inserting the first key.

Pull Request: https://projects.blender.org/blender/blender/pulls/123360
2024-06-18 16:03:38 +02:00
Christoph Lendenfeld
1070ae46fa Fix #122490: Snapping with free handles doesn't move the handles
When snapping keyframes in the Graph Editor, handles
that were set to free didn't move.

The issue was that the snapping code didn't set the handle position.
Instead it relied on the handle recalculation (`calchandleNurb_intern`) to do the job.
That code doesn't affect free handles though.

The fix is to also offset the handles in the snapping code. The handle recalculation
will still run for all the other handle types so that behavior isn't expected to change.

This does NOT change the behavior of bezier snapping in the 3D viewport.

Pull Request: https://projects.blender.org/blender/blender/pulls/123173
2024-06-18 16:00:37 +02:00
Clément Foucault
979e142965 Fix: EEVEE: Object holdout not working
This implement the holdout flag by switching to
the holdout case in the shader. This has a few benefits:
- Doesn't recompile the shaders.
- Makes the object infos mandatory (already the case in
  practice)
- Handle transparent materials properly, keeping the
  transparency working.

Fix #123284

Pull Request: https://projects.blender.org/blender/blender/pulls/123315
2024-06-18 15:35:04 +02:00
Clément Foucault
0dc5abc9e5 Fix: EEVEE: Infinite loop in shadow update
This happened in the following render test:
`render/light/all_light_types_in_volume.blend`

Unfortunately it seems non-deterministic.
To fix this, we change the heuristic to jump
out of the shadow update loop. Also introduce
a upper bound to the number of iteration.

On top of this, add a flush for every loop
to avoid huge command buffer submission.

Thanks @pragma37 for the fix.
2024-06-18 14:55:41 +02:00
Christoph Lendenfeld
1ab66a6b4f Fix #116138: Hidden bones cannot be active
This PR modifies the check for visibility when selected in the outliner.
With the change the visibility check only affects the selection state, not the active state.
The check has also been swapped with a function call to `ANIM_bone_is_visible_editbone`,
so now correctly works with collection visibility.

This PR also fixes the same issue for `Bone` and `bPoseChannel`

Co-authored-by: Cedric-Hutchings

Pull Request: https://projects.blender.org/blender/blender/pulls/123237
2024-06-18 13:54:36 +02:00
Clément Foucault
e71ca93031 Fix: EEVEE: Missing barrier in light sorting compute shader
At high light count, this missing barriers would
produce invalid, non-unique `prefix_sum` indices.
This then resulted in some slots inside `out_light_buf`
never written to, leaving undefined data inside them.

If the buffer was cleared to zero, these undefined light
slots would be interpreted as sun lights and the
shadow setup compute pass would critically fail because
of out of bound memory.

Fix #123195
2024-06-18 12:39:27 +02:00
Jeroen Bakker
d13682efa8 Cleanup: Fix spelling in EEVEE
_No response_

Pull Request: https://projects.blender.org/blender/blender/pulls/123355
2024-06-18 10:57:03 +02:00
Jeroen Bakker
c525c0354f EEVEE: Film accumulation workaround for Metal/Intel iGPUs
EEVEE Film accumulation workaround for Metal/Intel iGPUs.

On Metal the Intel iGPUs do not support image read write
on array textures. However this limitation doesn't show
any artifacts when using the compute shader.

This PR is a work around that uses the film_comp shader
to process the film samples, but uses a separate film_copy_frag
shader to read the result and copy them to the frame buffer.

I deliberately didn't include the fix to the film_frag shader
as that would change the read/write resources and could lead
to performance issues for other platforms. Writable resources
are typically slower compared to read only resources.

Some code needed to be duplicated (and not added to `*_lib.glsl`)
as compilers would still raise compilation errors due to imageStore/Load
on incompatible resource access.

The Metal/Intel iGPU is also marked to have limited support as
raytracing and probes still produces big artifacts.

This workaround can be tested on any platform just by setting
`use_compute_ = true` in `Film::sync`

Related to #122361

Pull Request: https://projects.blender.org/blender/blender/pulls/123330
2024-06-18 10:53:53 +02:00
Campbell Barton
b141365fc2 Cleanup: quiet unused variable warning 2024-06-18 12:09:41 +10:00
Campbell Barton
0554ec7ec7 Cleanup: spelling in comments 2024-06-18 12:09:40 +10:00
Miguel Pozo
4093945e9c Cleanup: Use the correct license name
Unlicense is the name of the license, it's not that the code is unlicensed.
2024-06-17 19:37:00 +02:00
Miguel Pozo
50a83d3e0b Fix: BLI_SUBPROCESS_SUPPORT check
Fix compilation on platforms with OpenGL but not BLI_subprocess support.
2024-06-17 19:35:51 +02:00
Clément Foucault
6d375cf7f0 Fix: EEVEE: Wrong thickness for rotated objects
The previous code was using matrix multiplication to
get the local thickness to world thickness.

The correct way is to multiply the local thickness
by the scale of the object (length of each columns
of the object_to_world matrix).
2024-06-17 19:12:24 +02:00
Miguel Pozo
8014b9cbb4 Fix #123183: EEVEE: Optimize velocity geometry buffer
Avoid storing duplicated geometry buffers for instances.

Pull Request: https://projects.blender.org/blender/blender/pulls/123320
2024-06-17 18:55:27 +02:00
Alaska
08cc73a9bb Fix #123249: Orthographic DOF is influenced by near clip
Fix an issue where the DOF distance in orthographic mode is
specified distance + near clip distance, which can lead to
unpredicable results.

Pull Request: https://projects.blender.org/blender/blender/pulls/123267
2024-06-17 17:45:55 +02:00
Alaska
274da96722 Render: Clamp minimum DOF focus distance
Clamp DOF focus distance to a minimum of 1e-5.
This is to primarily stop focus distances of 0 being used
which would lead to issues in future code changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/123310
2024-06-17 17:42:38 +02:00
Brecht Van Lommel
8ce5c2d8cb Fix: Memory leak in Hydra USD delegate 2024-06-17 16:03:41 +02:00
Jeroen Bakker
832918f9d8 Fix #115344: Generated coordinates for hair psys
When using particle system the generated coordinates where not set.
The reason is that a loose resource handle was created for particle
system that didn't contain enough information to calculate orcos.

This PR will create the object info from its parent object.

Pull Request: https://projects.blender.org/blender/blender/pulls/123307
2024-06-17 13:45:23 +02:00
Miguel Pozo
86bbd2d3a5 Fix #123227 : EEVEE : Ghosting on viewport rendering
Pull Request: https://projects.blender.org/blender/blender/pulls/123308
2024-06-17 13:44:16 +02:00
Clément Foucault
9a6a822dd6 EEVEE-Next: Remove artificial bias
This bias was added when the pixel radius estimation
computation was still broken. This resulted in a shadow
bias way too big in general.

Also fix shadow pixel size being clampped to the wrong
LOD level.

Fix #123295
2024-06-17 12:48:16 +02:00
Miguel Pozo
b029608b97 Fix #123285: EEVEE Next: Ray Visibility > Camera
Add the camera visibility to the MaterialKey.
2024-06-17 12:22:30 +02:00
Bastien Montagne
b143cc1885 I18N: Remove 'edit translation' features from the Blender UI.
This feature was not maintained for a long time already, and would have
required a lot of work to make it sensible and usable after 'recent'
changes (like the move to weblate translation platform).

For details see also
https://devtalk.blender.org/t/ui-translation-tools-remove-edit-translation-feature-from-blender-ui-in-4-2lts-release/34947
2024-06-17 12:17:55 +02:00
Aras Pranckevicius
59d98f3314 Fix #123259: VSE alpha over not working with a Mask modifier
A strip was wrongly deemed to be opaque (and thus strips below it
were skipped from rendering), if the strip content was opaque, but
it gained transparency via presence of a Mask modifier.

While at it, I also noticed that a strip could have been wrongly deemed
opaque when it had a Multiplier < 1.0 with "multiply alpha" option
checked under strip Color settings. So fixed that too.

The whole logic of that factored out into is_opaque_alpha_over function
to make the call site clearer.

Pull Request: https://projects.blender.org/blender/blender/pulls/123303
2024-06-17 11:43:28 +02:00
Aras Pranckevicius
1535ebff61 Fix: VSE waveform preview does not always clip too loud samples
For very low frequency sounds (the ones where waveform drawing goes into
"line mode"), either of min or max can go outside of -1..+1 range.
The code was assuming that only max could be above +1, and only min
could be below -1. Fix that, and also make "line mode" also apply
red "clipped" color when clipping happens.

Pull Request: https://projects.blender.org/blender/blender/pulls/123246
2024-06-17 11:26:50 +02:00
Jeroen Bakker
52d72d9fbb Fix #122847: Show Transparent Render Pass
EEVEE has a transparent render pass that renders materials where
the render mode is set to blended. This was introduced when EEVEE-Next
was still in development, but was never fully backported.

This PR adds the missing pieces.

Pull Request: https://projects.blender.org/blender/blender/pulls/123298
2024-06-17 09:35:03 +02:00
Jeroen Bakker
8e2f51af58 Fix #123269: Shadow jittering when navigating
When navigating the viewport, the shadow jittering wasn't always
updated anymore. Regression introduced by e1ee3ed7df

Pull Request: https://projects.blender.org/blender/blender/pulls/123282
2024-06-17 09:34:25 +02:00
YimingWu
30b3bc8f2b Fix #123226: Sound: Ensure camera switch when baking
In `sound_bake_animation_exec`, the camera needs to be ensured each
frame so that marker camera switch can still give correct stereo/surround
effect during render.

Pull Request: https://projects.blender.org/blender/blender/pulls/123294
2024-06-17 10:24:21 +08:00
John Kiril Swenson
fca4318e3c Fix: Wrong extra half-pixel width of VSE preview
While implementing preview snapping, I noticed an oddity with snapping
videos to view bounds, and found that the preview window's total v2d has
half a pixel of extra padded width.

The bug was introduced in fb5e2f5610, which added `roundf` calls to
numerous areas in the blender code to replace instances of adding `0.5`
and then casting to an integer.

One mistake in the patch was fixed shortly after in d122911d10, but the
other mistake has been unfixed until now. This fixes the glitchy
behavior with preview snapping and is also small enough to add to 4.2
LTS.

Pull Request: https://projects.blender.org/blender/blender/pulls/123279
2024-06-16 07:34:24 +02:00
John Swenson
7b6ae7abbb Fix: VSE glitchy timeline snapping for small mouse movements around valid snap
The issue is that timeline snapping code does not set the transform
`values` to a rounded frame delta, instead, it adds the rounded distance
between current source and target points to the unrounded `values`
float, leaving it unrounded.

Since snapping code is only run on some `transform_modal` calls due to
"time base quirky code" in `transform_snap_mixed_apply`, sometimes
frames briefly show mouse input added to `values` causing the strip to
get transformed away from the snap target before the snap code is run
once again.

To fix this, set transform `values` to the exact rounded snap target
frame diff (like in node snapping) instead of expecting it to get
properly rounded for every call. Do this by changing
`tsnap->snap_source[0]` to the original snap source on `transformInit`,
not the updated snap source.

Pull Request: https://projects.blender.org/blender/blender/pulls/123217
2024-06-16 07:33:35 +02:00
Jacques Lucke
b11d8d2e74 Fix #121559: bad node tree zone visibility with frames
The fix is to support interleaving the drawing of zones and frames.
The draw order is determined by the width of the zones/frames.
Larger areas are drawn before smaller ones. This makes sure that
everything is as visible as possible.

The zone border outlines are still drawn on top of all frames.
Solving that is technically more challenging, because we don't want
to use transparency for zone backgrounds because that results in
many possible mixed colors which we want to avoid. Fortunately,
drawing the outlines on top seems to be quite useful anyway.
2024-06-15 19:51:15 +02:00
Jacques Lucke
a6628fc299 Fix #123255: flickering background in node tree zones 2024-06-15 19:08:16 +02:00
Miguel Pozo
a11d3c6c01 EEVEE: Add Ray Visibility > Camera support
FIx #122980.

Pull Request: https://projects.blender.org/blender/blender/pulls/123248
2024-06-15 08:54:20 +02:00
Hans Goudey
9266fbab02 Fix: Complete recent fix to array_utils boolean mix utility
1d53025868 missed the fix to the VArray case.
2024-06-14 18:44:03 -04:00
Jacques Lucke
6edeae5c90 Fix #122601: unexpected scaling in Curve to Mesh node with custom curve normals
The issue was that we used `from_orthonormal_axes` which obviously expects that
the axes are orthonormal. However, with custom curve normals this is not always the
case. Math wise, an additional normalization is necessary because the cross product
is not automatically normalized anymore.

This change also means that `point_matrix` may have a shearing component. But I
think that's fine here because the matrix is only immediately applied on vertex positions.
This shouldn't affect any case where the normal and tangent are orthonormal.

Pull Request: https://projects.blender.org/blender/blender/pulls/123238
2024-06-14 20:42:50 +02:00
Jacques Lucke
1beca12b2a Fix #121750: drawing from python can disable smoothing for node zone borders 2024-06-14 20:39:00 +02:00
Clément Foucault
3b4422a94b Fix: EEVEE-Next: Improve lookdev float precision
Do this by:
- Removing depth and depth test.
- Scale the sphere to the covered pixels size.
- Use infinite orthographic matrix

We can still improve this by scaling the sphere
bigger depending on the accuracy at its position.

Fix #123165
2024-06-14 20:25:55 +02:00
Clément Foucault
8a778dac25 EEVEE-Next: Shadow: Make screen_pixel_radius not use View
This allow to reuse the function in other area.
2024-06-14 20:25:54 +02:00
Jacques Lucke
1d53025868 Fix #121806: smooth shading not updating correctly
`booleans_mix_calc` was incorrect. While it computed the correct result in
many common cases, under some specific circumstances, at was wrong.
Whether it was wrong also depended on how the range was split up for
multi-threading which is not deterministic.

The function was used in `Mesh::normals_domain` which then also returned
the wrong domain in some cases.
2024-06-14 20:12:03 +02:00
Miguel Pozo
a22a4810c7 GPU: Use size_t for GPU buffer sizes
Update all GPU buffer size-related functions to use `size_t` for
consistency.

Pull Request: https://projects.blender.org/blender/blender/pulls/123240
2024-06-14 19:27:33 +02:00
Jacques Lucke
59b13fb364 Fix #121978: use identity quaternion as default value
Generally, we don't want quaternions that are all zeros, because a proper
rotation has to be a normalized quaternion.
2024-06-14 19:25:07 +02:00
Jacques Lucke
811c75e8b7 Fix #122121: index switch does not work in some cases
Looks like a copy paste error from the normal Switch node.
2024-06-14 19:04:43 +02:00
Jacques Lucke
1bd97b8310 Fix #122164: wrong warning in geometry nodes
Avoid warning the user that there is a geometry, if it does not have any points/data.
Such geometry components shouldn't just be removed generally. because they
still contain information (such as the set of existing attributes).
2024-06-14 18:57:26 +02:00
Clément Foucault
c5ba48427e Fix: EEVEE-Next: Lights with large radius do not work
The threshold is way too high as the light power gets very small.
It still make sense to include the power here because
some lights might be disabled for some BSDF types, and
skipping the LTC eval code can be beneficial.
So reducing the threshold to very low value near FLT_MIN
to fix the issue.

Fix #123193
2024-06-14 18:09:20 +02:00
Jacques Lucke
f168ae73a8 Fix #122356: don't show link drag search for deprecated texture socket 2024-06-14 17:37:20 +02:00
Clément Foucault
e23e5443e7 Fix: EEVEE-Next: Missing mandatory combined pass
Cycles and EEVEE-Next disregard `use_pass_combined` option.
Avoid changing the behavior.

Fix #122188
2024-06-14 16:26:23 +02:00
Brecht Van Lommel
bda53799d5 Cleanup: make format 2024-06-14 15:47:49 +02:00