Commit Graph

3610 Commits

Author SHA1 Message Date
Erik Abrahamsson
4b30b5c57f Nodes: SDF Volume nodes milestone 1
Geometry Nodes: SDF Volume nodes milestone 1

Adds initial support for SDF volume creation and manipulation.
`SDF volume` is Blender's name of an OpenVDB grid of type Level Set.
See the discussion about naming in #91668.

The new nodes are:
- Mesh to SDF Volume: Converts a mesh to an SDF Volume
- Points to SDF Volume: Converts points to an SDF Volume
- Mean Filter SDF Volume: Applies a Mean Filter to an SDF
- Offset SDF Volume: Applies an offset to an SDF
- SDF Volume Sphere: Creates an SDF Volume in the shape of a sphere

For now an experimental option `New Volume Nodes` needs to be
enabled in Blender preferences for the nodes to be visible.

See the current work plan for Volume Nodes in #103248.

Pull Request: https://projects.blender.org/blender/blender/pulls/105090
2023-03-19 11:21:08 +01:00
Richard Antalik
b6caf5980e Merge branch 'blender-v3.5-release' 2023-03-16 04:47:15 +01:00
Damien Picard
d7a68a9de8 Fix: Correct several messages in the UI
- Show/hide mask layers: the tooltip was confusing from a user's
  perspective, because they should not be expected to know what a hide
  flag is.
- Active Spline -> Active Point: likely a copy and paste error.
- Geo Nodes face is planar node: forgotten article.
- Axes, plural instead of axis for the viewport preferences. Here
  there are several usages of axis or axes. Since they refer to
  coordinate axes I believe they should be plural, even though the
  property `mini_axis_type` is still wrong.

-----
![image](/attachments/7ccdc72d-1e83-4c22-b8e9-c3b7c5fcf629)
![image](/attachments/746015bc-23e1-49bc-8828-df07d7605048)
![image](/attachments/61c58766-a8f5-4a90-b862-c9b57c44c355)

Pull Request: https://projects.blender.org/blender/blender/pulls/105814
2023-03-16 00:12:29 +01:00
Miguel Pozo
1fc892744c GPU: Fix: Use 2 slots for each UDIMs texture instead of 4
Create GPUNodeLinks for tiled_image and tiled_image_mapping together, to ensure they are the same texture.

See https://projects.blender.org/blender/blender/issues/105661#issuecomment-900351 for context and a more in-depth explanation.

Pull Request: https://projects.blender.org/blender/blender/pulls/105772
2023-03-15 17:58:25 +01:00
Clément Foucault
f518591abc Merge branch 'blender-v3.5-release' 2023-03-15 17:42:00 +01:00
Clément Foucault
fee6238d33 Fix #105323: Compositor: Crash when using color-ramp with b-spline
... or carnidal interpolation with only 2 color stops.

This was triggering an incorrect path due to missing optimisation cases.
Just fall back to the unoptimized case fixes the assert.
2023-03-15 17:30:29 +01:00
Jacques Lucke
92b607d686 CustomData: add separate function to add layer from existing data
This simplifies the usage of the API and is preparation for #104478.

The `CustomData_add_layer` and `CustomData_add_layer_named` now have corresponding
`*_with_data` functions that should be used when creating the layer from existing data.

Pull Request: https://projects.blender.org/blender/blender/pulls/105708
2023-03-14 15:30:26 +01:00
Jacques Lucke
258678916f Geometry Nodes: use lazy-function directly for switch node
This changes the Switch node so that it is implemented directly as a lazy-function,
instead of as a normal geometry node which uses `GeoNodeExecParams`. This improves
the design of the layered execution api, where different nodes can be implemented
at a proper different abstraction level. The simplest kinds of nodes are implemented
as multi-function, then there is `GeoNodeExecParams` and more specialized nodes are
implemented as lazy-function. The switch node is special in the sense that it currently
needs extra behavior in the lazy-function graph generation anyway.

`GeoNodeExecParams` can be simplified as well, because the Switch node was the only
one that used the `lazy_` methods.

We could consider adding back lazy-input functionality to normal geometry nodes
as it becomes necessary. Ideally, that could be integrated with the node declaration.

Pull Request: https://projects.blender.org/blender/blender/pulls/105696
2023-03-14 14:09:29 +01:00
Hans Goudey
1dc57a89e9 Mesh: Move functions to C++ header
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.

- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
  https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one

In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.

Pull Request: https://projects.blender.org/blender/blender/pulls/105416
2023-03-12 22:29:15 +01:00
Jacques Lucke
adfffb7d32 Fix: normalize matrix before converting to euler
Without this, Blender aborts due to an assert.
2023-03-12 05:55:06 +01:00
Hans Goudey
111038062a Cleanup: Remove unused node function declarations 2023-03-10 12:26:55 -05:00
Clément Foucault
610cb16d5d BLI: AxisAngle: Make axis normalization mandatory
This moves out the normalization as per math API design (no implicit
normalization of inputs).
2023-03-10 00:02:53 +01:00
Hans Goudey
0fe1a02055 Merge branch 'blender-v3.5-release' 2023-03-09 13:50:29 -05:00
Hans Goudey
4912695e00 Fix #105610: Missing "Amount" validation in duplicate elemnts node
The count wasn't clamped above zero in some newly optimized code.
Instead of adding it there, move the clamping to the field network,
similar to some other nodes. That makes it so the rest of the code
doesn't have to deal with the clamping, and should be faster in the
single-value case.
2023-03-09 13:49:16 -05:00
Hans Goudey
f9c627b275 Mesh: Set bounds eagerly for cube and grid primitive nodes
For mesh primitives, the bounds can be calculated trivially in advance
with negligible cost. In case they are needed later on, setting them
eagerly can save the calculation later on. For large meshes, this can
save tens of milliseconds before drawing.

Pull Request: https://projects.blender.org/blender/blender/pulls/105266
2023-03-09 18:11:53 +01:00
Jacques Lucke
560314b7fd Merge branch 'blender-v3.5-release' 2023-03-09 11:21:27 +01:00
Jacques Lucke
a4fd2d10c1 Fix #105571: crash when connecting invalid node group to multi input
Invalid nodes are not added to the lazy-function graph. Therefore, their
outgoing links are also not added, which implies that the targets need
some default value.
2023-03-09 11:19:59 +01:00
Campbell Barton
b3625e6bfd Cleanup: comment blocks 2023-03-09 10:39:49 +11:00
Hans Goudey
5876573e14 Mesh: Move face shade smooth flag to a generic attribute
Currently the shade smooth status for mesh faces is stored as part of
`MPoly::flag`. As described in #95967, this moves that information
to a separate boolean attribute. It also flips its status, so the
attribute is now called `sharp_face`, which mirrors the existing
`sharp_edge` attribute. The attribute doesn't need to be allocated
when all faces are smooth. Forward compatibility is kept until
4.0 like the other mesh refactors.

This will reduce memory bandwidth requirements for some operations,
since the array of booleans uses 12 times less memory than `MPoly`.
It also allows faces to be stored more efficiently in the future, since
the flag is now unused. It's also possible to use generic functions to
process the values. For example, finding whether there is a sharp face
is just `sharp_faces.contains(true)`.

The `shade_smooth` attribute is no longer accessible with geometry nodes.
Since there were dedicated accessor nodes for that data, that shouldn't
be a problem. That's difficult to version automatically since the named
attribute nodes could be used in arbitrary combinations.

**Implementation notes:**
- The attribute and array variables in the code use the `sharp_faces`
  term, to be consistent with the user-facing "sharp faces" wording,
  and to avoid requiring many renames when #101689 is implemented.
- Cycles now accesses smooth face status with the generic attribute,
  to avoid overhead.
- Changing the zero-value from "smooth" to "flat" takes some care to
  make sure defaults are the same.
  - Versioning for the edge mode extrude node is particularly complex.
    New nodes are added by versioning to propagate the attribute in its
    old inverted state.
- A lot of access is still done through the `CustomData` API rather
  than the attribute API because of a few functions. That can be
  cleaned up easily in the future.
- In the future we would benefit from a way to store attributes as a
  single value for when all faces are sharp.

Pull Request: https://projects.blender.org/blender/blender/pulls/104422
2023-03-08 15:36:18 +01:00
Damien Picard
4dc59c7311 I18n: add per-socket translation contexts for nodes
In order to properly translate UI messages, they sometimes need to be
disambiguated using translation contexts. Until now, node sockets had
no way to specify contexts and collisions occurred.

This commit adds a way to declare contexts for each socket using:
`.translation_context()`

If no context is specified, the default null context is used.

Pull Request #105195
2023-03-06 14:24:36 +01:00
Hans Goudey
b43f520a82 Cleanup: Move UV parameterizer to blender::geometry namespace
The current API makes more sense as part of a class, but for now, keep
consistency with the other geometry module headers and move the code
to the proper namespace, removing the `GEO_` prefix which is only meant
for C code.

Pull Request #105357
2023-03-02 06:10:26 +01:00
Hans Goudey
aea53c771d Cleanup: Move UV parameterizer header to C++
See #103343
2023-03-02 06:10:25 +01:00
Hans Goudey
3022a805ca Cleanup: Standardize mesh edge and poly naming
With the goal of clearly differentiating between arrays and single
elements, improving consistency across Blender, and using wording
that's easier to read and say, change variable names for Mesh edges
and polygons/faces.

Common renames are the following, with some extra prefixes, etc.
 - `mpoly` -> `polys`
 - `mpoly`/`mp`/`p` -> `poly`
 - `medge` -> `edges`
 - `med`/`ed`/`e` -> `edge`

`MLoop` variables aren't affected because they will be replaced
when they're split up into to arrays in #104424.
2023-03-01 15:58:01 -05:00
Hans Goudey
cccf91ff83 Mesh: Move edge UV seams to a generic attribute
As part of #95966, move the `ME_SEAM` flag on mesh edges
to a generic boolean attribute, called `.uv_seam`. This is the
last bit of extra information stored in mesh edges. After this
is committed we can switch to a different type for them and
have a 1/3 improvement in memory consumption.

It is also now possible to see that a mesh has no UV seams in
constant time, and like other similar refactors, interacting with
only the UV seams can be done with less memory.

The attribute name starts with a `.` to signify that the attribute,
like face sets, isn't meant to be used in arbitrary procedural
situations (with geometry nodes for example). That gives us more
freedom to change things in the future.

Pull Request #104728
2023-03-01 14:13:05 +01:00
Hans Goudey
71a79a7a7c Cleanup: Small cleanups to flip faces node
Decrease indentation, simplify variable names, use IndexRange more.
2023-02-28 17:30:25 -05:00
Hans Goudey
f911a9280b Merge branch 'blender-v3.5-release' 2023-02-28 14:03:22 -05:00
Hans Goudey
15f59470a3 Fix #105314: Custom node groups missing sockets
`ShaderNodeCustomGroup` and others lost their UI with
7026096099 without a dynamic declaration callback.
2023-02-28 13:59:28 -05:00
Hans Goudey
c3d803c2ef Cleanup: Use consistent "positions" term for mesh update tag functions
Consistent with naming from 1af62cb3bf. Keep the "coord"
naming in the "vert_coords_alloc" set of functions since they should be
removed (see #103789).
2023-02-27 16:08:48 -05:00
Hans Goudey
b37111c574 Cleanup: Use consistent "vert" term for mesh normals
Use "vert" instead of "vertex" when referring to mesh normals. This was
discussed as part of 1af62cb3bf but never completely
implemented.
2023-02-27 15:52:29 -05:00
Hans Goudey
52104c1a0c Mesh: Avoid recalculating bounds after some operations
Share the bounds cache across the input and output meshes of some
mesh operations that don't change the min and max positions: simple
subdivision, edge/face deletion, and triangulation. If the source mesh's
bounds are computed, or if the mesh is persistent, this can save
recalculation of the bounding box, which takes a few milliseconds
for large meshes.
2023-02-27 12:31:09 -05:00
Hans Goudey
96abaae9ac Cleanup: Remove legacy argument from mesh creation functions
The legacy `tessface_len` argument was only used for the explode
modifier. Remove it and copy the legacy face data manually there.
2023-02-27 11:24:22 -05:00
Hans Goudey
79d64bfde3 Geometry Nodes: Remove unnecessary position copying in delete node
In Edges and Edges & Faces modes, the node copied the positions once
with the other generic attributes and another time specifically just as
the positions. This is now unnecessary since positions are stored as
a generic attribute (1af62cb3bf). In a simple test this saved
2ms out of a total 12 in these modes.
2023-02-26 22:16:58 -05:00
Jesse Yurkovich
5b2b114a2a Fix #105198: Ensure Frame and Reroute nodes are searchable
Set the new `gather_add_node_search_ops` member for these two special
node types.

Pull Request #105201
2023-02-25 21:32:23 +01:00
Jacques Lucke
be94fefeb1 Merge branch 'blender-v3.5-release' 2023-02-24 16:43:17 +01:00
Jacques Lucke
2c5434c3f5 Fix: crash in Spline Parameter node with single-point-curves
This was caught by our tests when they are run in a debug build with asserts.
2023-02-24 16:42:02 +01:00
Jacques Lucke
30efdbfc62 Merge branch 'blender-v3.5-release' 2023-02-24 16:27:26 +01:00
Jacques Lucke
3d10dfb0a3 Fix #105166: Sample UV Surface node does not take index mask into account
The `call` method was reading from and writing to memory that it was
not supposed to access based on the passed in `mask`.
2023-02-24 16:26:07 +01:00
Hans Goudey
2491cd5e16 Cleanup: Move two subdiv headers to C++ 2023-02-23 18:30:47 -05:00
Hans Goudey
8693f1fdd2 Merge branch 'blender-v3.5-release' 2023-02-22 13:36:04 -05:00
Hans Goudey
11766574a4 Fix #104842: Incorrect cyclic curve parameter node factor
66dda2b902 made an incorrect change to account for the special
case for NURBS. Instead, make the step that turns the lengths into
parameters more explicit, and pass the correct total length for each
curve, even in the cyclic case.

Pull Request #105079
2023-02-22 13:16:30 -05:00
Jacques Lucke
775b51a847 Merge branch 'blender-v3.5-release' 2023-02-22 17:38:59 +01:00
Hans Goudey
11f52a4017 Cleanup: Remove wrapper functions in spline parameter node
Do the domain check directly in the field input class to avoid the need
for another function to do it elsewhere. Also move one function to
be closer to a similar one, rename some functions, and avoid the need
for two intermediate span variables.
2023-02-22 10:41:11 -05:00
Hans Goudey
cc925b9282 Nodes: Allow adding multiple search items per type in add menu
Add a per node type callback for creating node add search operations,
similar to the way link drag search is implemented (11be151d58).

Currently the searchable strings have to be separate items in the list.
In a separate step, we can look into adding invisible searchable text
to search items if that's still necessary.

Resolves #102118

Pull Request #104794
2023-02-20 19:17:03 +01:00
Julian Eisel
c437a8aea8 Revert release branch only commit after merge
This is a revert of a revert, because the initial revert is only
supposed to be in the release branch.

This reverts commit 3eed00dc54.
2023-02-20 11:51:16 +01:00
Julian Eisel
3eed00dc54 Revert "GPencil: Include UV information in simplify->sample modifier."
This reverts commit 19222627c6.

Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
2023-02-20 11:20:07 +01:00
YimingWu
19222627c6 GPencil: Include UV information in simplify->sample modifier.
Simplify modifier sample mode didn't transfer UV parameters, now fixed.

Pull Request #104942
2023-02-19 11:45:22 +01:00
Dalai Felinto
4ec9aff2af Revert "Fix #104850: Create Geometry Nodes operators fails if not in English"
This reverts commit 68181c2560.

I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
 then changed it in the last minute to be against 3.5 via the
 web-interface unaware that I shouldn't do it without updating the
 patch.

 Original Pull Request: #104889
2023-02-17 18:45:42 +01:00
Dalai Felinto
68181c2560 Fix #104850: Create Geometry Nodes operators fails if not in English
Note that the node group has its sockets names
translated, while the built-in nodes don't.

So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.

Pull Request #104889
2023-02-17 18:39:17 +01:00
Iliya Katueshenock
eb5fead5ac Fix: Use proper types in compare node link drag search options
Clean up logic to make it more clear and formalize the way to choose
fixed node data type based on operation. This make possible to more
easily fix wrong node data type for color type and less than ops.

Pull Request #104617
2023-02-16 15:18:56 -05:00
Campbell Barton
02c3889b1c Cleanup: quiet clang warnings
Quiet unused argument, shadow, array-bounds & range-loop-bind-reference
warnings.
2023-02-15 13:26:54 +11:00