Ensure all Closures are filled with correct values,
like the principled bsdf node already does.
The main reason is that the new AgX color transform doesn't play well
with negative values (see #113220), but it's probably best to ensure we
use sanitized values in the rendering code as a whole.
Pull Request: https://projects.blender.org/blender/blender/pulls/115059
This add the displacement option to EEVEE materials.
This unifies the option for Cycles and EEVEE.
The displacement only option is not matching cycles
and not particularly useful. So we decided to not
support it and revert to displacement + bump.
Pull Request: https://projects.blender.org/blender/blender/pulls/113979
Expose the ID type identifier as defined by the `rna_enum_id_type_items`
enum items as `ID.id_type` in RNA.
Add some test to `id_management` ensuring that all ID types exposed in
`bpy.data` have a valid `id_type` value, i.e. that they have a matching
entry in `rna_enum_id_type_items`.
This will hopefully prevent future cases like #115151 .
Especially on windows, direct output to `cout` via `<<` is very expensive.
Instead, use fmtlib to do all formatting into a no-alloc `fmt::memory_buffer`,
and output that with one call to `cout`.
timeit utilities are not used much by default, but during development or
profiling one often uncomments macros like `DEBUG_TIME` that then enable
`SCOPED_TIMER` or `SCOPED_TIMER_AVERAGED`.
Having one `SCOPED_TIMER_AVERAGED` inside sequencer `draw_channels`, with
empty timeline and all default channels; the overhead in % of `draw_channels`
duration of said scoped timer before and after this change:
- Windows: 29% -> 5%
- Mac: 5.0% -> 4.4%
Pull Request: https://projects.blender.org/blender/blender/pulls/115233
This uses the principles outlined in
Screen Space Indirect Lighting with Visibility Bitmask
to compute local and distant diffuse lighting.
This implements it inside the ray-tracing module as a fallback when the
surface is too rough. The threshold for blending between technique is
available to the user.
The implementation first setup a radiance buffer and a view normal
buffer. These buffer are tracing resolution as the lighting quality is
less important for rough surfaces. These buffers are necessary to avoid
re-projection on a per sample basis, and finding and rotating the
surface normal.
The processing phase scans the whole screen in 2 directions and outputs
local incomming lighting from neighbor pixels and the remaining
occlusion for everything that is outside the view.
The final steps filters the result of the previous phase while applying
the occlusion on the probe radiance to have an energy conserving mix.
Related #112979
Pull Request: https://projects.blender.org/blender/blender/pulls/114259
Before #112901, subsurface scattering was skipped if its radius was
less than 1 pixel.
Aside from an optimization, this also avoided divisions by zero in
`burley_eval`.
This just brings back the early return when `pixel_footprint < 1.0`.
Pull Request: https://projects.blender.org/blender/blender/pulls/114928
When animators want to key something in the viewport,
the code needs to know *which properties* should be keyed of that selected thing.
So far that was done with keying sets, and a pop-up that let's
you choose the keying set to use. You can get rid of the popup by
choosing a keying set ahead of time. But that is also not always desirable.
That pop-up is quite confusing and gives way too many options.
To simplify this process this PR adds a User Preference option to choose one or more of:
* Location
* Rotation
* Scale
* Rotation Mode
* Custom Properties
Now whenever the `I` key is pressed in the viewport,
and no keying set is enabled, it reads the preferences for which channels to insert.
# User Facing changes
* The popup will not be shown when pressing the hotkey,
but you can still explicitly use keying sets by going to the menu
* Which channels are keyed is defined by a User Preference setting under animation
* when a keying set is used explicitly, the User Preference settings are ignored
Part of #113278
Pull Request: https://projects.blender.org/blender/blender/pulls/113504
This PR adds the material locking functionality from the current grease pencil.
Material locking allows the user to lock strokes with that specific material. Locked strokes cannot be edited.
Pull Request: https://projects.blender.org/blender/blender/pulls/114580
Warnings created during evaluation of the node group are passed as
warnings to the operator. This is done using the existing logging
system, which we could also use to get socket inspection working
in the future.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/115237
`GroupNodeComputeContext` is the more correct name because it's
specifically about a group node that invokes another node tree.
The old name makes it sound like it should be used because a node group
is invoked but does not tell anything about what invoked it.
For example, the current context in a node group can also be a
`ModifierComputeContext` if that's what invoked it.
This commit adds a new operator that allows to view an FCurve in the Graph Editor from the animated property.
# Features
* Frame a single property or a whole array property by right-clicking an animated property
* Works on a property anywhere in blender
* Framed FCurves are selected and set to visible
* Works on the selection. If an object/bone doesn't have a property it is ignored.
* Works with NLA offset and normalization
* Isolate curves. This is a property on the operator
# Caveats
* Frames on the first Graph Editor it finds
* Since it works on the selection but the n-panel works on the active object,
you can create a situation where nothing happens because you can have
an active object without it being selected.
* Assigning a shortcut doesn't work through right clicking the menu entry.
You have to go to the keymap and create a new entry manually (e.g. in the user interface category)
Pull Request: https://projects.blender.org/blender/blender/pulls/114407
While drawing, the line beeing drawn would seemingly only update once
in a while. This was because there was a bug in the interpolation
function that would write the value being interpolated from
directly to the destination as the first value.
In our case, we only wanted to write new values (so
we need to exclude the first one).
Making sure the interpolation always excludes the value
interpolated from, fixes the drawing stutter issue.
HiZ dirty flag was previously not cleared upon update
resulting in duplicate updates in several places, without
source depth input having changed.
Authored by Apple: Michael Parkin-White
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/115235
Scene strips had scene volume property in side panel, but this meant,
that it is shared across all strips using particular scene.
Add `volume` RNA property for scene strips and use this in side panel.
Co-authored-by: 20kdc <asdd2808@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/112597
For a 16 million vertex mesh, when there are no loose vertices or edges,
copying that information to new original mesh saves 100ms after applying
a modifier on a Ryzen 7950X.
This was only used in one place. Adding the name lookup to
`SCULPT_vertex_mask_get` is not good long term, but the use
of that function can be removed too.
Store paint masks as generic float attributes, with the name
`".sculpt_mask"`. This is similar to 060a534141, which made
the same change for face sets. The benefits are general
consistency, nicer code, and more support in newer areas
that deal with attributes like geometry nodes.
The RNA API is replaced with one created in Python. The new
API only presents a single layer as an attribute class, so it
should be simpler to use in general:
- Before: `object.data.vertex_paint_masks[0].data[0].value`
- After: `object.data.vertex_paint_mask.data[0].value`
Pull Request: https://projects.blender.org/blender/blender/pulls/115119