Mesh invariants imply that edges and faces must be unique, so things
like reversed edges or duplicate faces with equal vertices are invalid.
For this reason, every time we generate new elements we have to ensure
that all new elements are unique between each other and already existing
elements. The recent refactor (ea875f6f32) introduced a new
algorithm to generate new mesh elements, and deduplication of new
elements was also a part of it. The problem is that the deduplication
only guaranteed that the original elements and new elements don't
overlap; deduplication between each new elements is not complete.
To solve the problem both new triangles and new edges have to be
deduplicated, even if there is no duplicates. Just to know this we have
to build a hash sets.
Triangle deduplication is a special part of the triangulation code,
but edges already handled elsewhere in the code base.
This refactor fixes this by replacing the original approach with one
which guarantees distinct faces and edges in the result.
Unfortunately, this fix increases runtime of the node 10x for a simple
cube with 500-vertex sides. It should be possible to make the
performance better again, but that requires more work.
Other work had to be done to enable this, so this depends on:
- [x] 157e7e0351
- [x] fa8574b80b
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/147634
The final image produced by the compositor can have domain translation
on it (e.g. caused by a Translate or Transform node). Similar to how
the regular compositor viewer node remembers the output domain
translation, do the same in the compositor modifier.
Bubble back that translation up to VSE rendering code, where it is
then added to regular strip transform.
In order to make this "bubble up" part easier, refactored modifiers
so that instead of soup of parameters they all get a struct
ModifierApplyContext with all the relevant data.
Added a new VSE render test that covers various compositor
transformation nodes (translate, rotate, transform, corner pin).
Pull Request: https://projects.blender.org/blender/blender/pulls/147695
The fix in this case is to properly use the stored builtin attribute defaults
when capturing the field on the mesh. I extracted that to a function so
the code would read better with early returns.
Pull Request: https://projects.blender.org/blender/blender/pulls/147646
Support loops at the GLSL level instead of relying on
NOD_shader_nodes_inline.
This improves compilation and runtime performance, avoids causing
recompilations on iteration count changes, and allows supporting
dynamic iteration counts.
(EEVEE-only)
Pull Request: https://projects.blender.org/blender/blender/pulls/145269
The UI property was changed 7b97bc48d8
to a negative boolean but the boolean conversion inside EEVEE was
not inverted.
This mean that since 4.2, the default behavior for Lightprobe
volume has been broken / inverted.
To make an existing scene bake the same as before, all material
needs to have their `BackFace Culling > Light Probe Volume` options
inverted. This is done automatically through the versioning code.
The only test cases broken are the ones using default materials which
do not have their property turned off.
Release Notes should contains the compatibility breakage.
Pull Request: https://projects.blender.org/blender/blender/pulls/147218
This patch adjusts the LGG Color Balance mode to operate in linear space
as opposed to sRGB space, which is more inline with other software and
is more expected to the user.
Versioning was added using pre and post gamma correction, but it is
very slightly different in the blacks because the gamma node only does
power correction.
Pull Request: https://projects.blender.org/blender/blender/pulls/147533
Given a grid of velocities, this node advects the values of the input
grid. Different options for integration scheme and clamping are
exposed. Currently their names are just as defined in OpenVDB.
Pull Request: https://projects.blender.org/blender/blender/pulls/147273
Add a new constraint called "Geometry Attribute", which directly
samples vector, quaternion, or 4x4 matrix attributes from geometry and
applies these to an object's or bone's transform.
This can be used to transfer data generated by geometry nodes to the
object or bone level. By default the constraint will sample a vector
on the vertex domain. The default attribute is `position` for
simplicity, but the attribute value does not have to have anything to
do with neither the transform of the geometry object nor the geometry
itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/136477
Currently when a strip has a transform that does not fill the whole
render area, first the image of the strip is transformed, and then
any modifiers are applied on that. This is mostly in the new
Compositor modifier, where procedural textures, gradients, image
coordinates "stick to the screen" instead of following the transformed
strip.
This changes the behavior so that first the modifiers are applied
to the strip image, and then the strip is transformed. This is
potentially a visually breaking change:
- This can alter visual look of existing strip, especially if they are
scaled. Previous behavior was first scale filtering, then modifier;
now it is first modifier, then scale filtering.
- Most obvious change is Compositor modifier (which is new in 5.0).
- Compositor modifier can actually expand the input image (e.g. Blur
node with "expand bounds" option set), and that works.
- Note that Masks continue to be applied in global/screen space. There
can be small look differences with rotated/scaled strips that use
masks, due to Mask application now needing to do filtered mask image
lookups.
- If anyone needs previous behavior (modifier is applied on the
"whole screen"), they can put transformed strip into a meta strip,
and apply the modifier on the meta strip itself.
Compositor modifier examples with images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/146181
This PR gives access to OpenVDB's level set filtering operations
through individual **SDF Grid** nodes.
- **Mean Curvature**: Smoothens high curvature areas more than flatter
ones.
- **Laplacian**: Approximates mean curvature flow for true SDFs at lower
computational cost.
- **Median**: Reduces noise while preserving sharp features.
- **Mean**: Fast separable averaging filter for general-purpose
smoothing with linear computational complexity.
- **Offset**: Uniform dilation/erosion operation that shifts the SDF
surface by a world-space distance.
- **Fillet**: Rounds off concave internal corners by operating only on
regions with negative principal curvature.
Pull Request: https://projects.blender.org/blender/blender/pulls/147224
The dilate threshold test fails on Qualcomm GPU due to an unknown
reason, but the tests shows significant differences in all platforms
regardless, they are just small enough to pass the test threshold. The
difference is most likely the new SMAA implementation done to match the
GPU version, so updating the reference is reasonable here.
Pull Request: https://projects.blender.org/blender/blender/pulls/147451
The result of the Keying Screen node tests is very different yet the
test succeeds, that's because the test result has a very small number of
pixels compared to the final image. To fix this, we match the size of
the result with the render size.
This also updated the test reference which should have been updated
after the new RBF interpolation implementation of the node.
Pull Request: https://projects.blender.org/blender/blender/pulls/147449
Previously, Repeat Zones with non-static iterations would be fully
disconnected.
With this patch, they behave as if they have 0 iterations.
Co-authored-by: Jacques Lucke
Pull Request: https://projects.blender.org/blender/blender/pulls/147211
Explicitly set the transform of a grid.
The new transform can fail to be applied if the input transform isn't
invertible or for some extremes of scaling (0 or combinations of
negative and positive) and numerical errors with `openvdb`. If a
transform is not applied an error is raised and the `Is Valid`
returns false.
Pull Request: https://projects.blender.org/blender/blender/pulls/146824
Adds four new grid operator nodes that wrap OpenVDB's differential
operators. All nodes take a grid input and output a grid, potentially
with a different data type.
New nodes:
- Grid Curl: Calculate curl of vector field (Vec3 → Vec3)
- Grid Divergence: Calculate divergence of vector field (Vec3 → Float)
- Grid Gradient: Calculate gradient of scalar field (Float → Vec3)
- Grid Laplacian: Calculate Laplacian of scalar field (Float → Float)
These operators enable vector calculus operations on volume grids for
effects like flow analysis, vortex detection, etc.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146845
Adds a Join Bundle node with a multi-input Bundle socket. Bundles are
iterated on the top level of each input bundle and items added to the resulting
single bundle. While creating the final bundle existing items have priority and
new items with an already existing name are discarded.
There is an info message when there are duplicate keys in the input bundles.
Co-authored-by: Brady Johnston
Co-authored-by: Jacques Lucke
Pull Request: https://projects.blender.org/blender/blender/pulls/146750
When a strip modifier uses an adjustment layer that is above it
as the mask input, this leads to recursive rendering. Similar to the
fix in !146624, pass SeqRenderState to modifiers as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/147029
This implements the Menu Switch node in shader nodes. It's the same node that is
used in Geometry Nodes and the Compositor.
The Menu Switch node is purely handled during preprocessing and thus builds on
top of #141936. Hence, it's input has to be a single value, just like the
iteration count for repeat zones. This limitation can be lifted in the future,
but currently there is no way to produce a non-single menu value in shader
nodes. This will become possible if other Switch nodes are added though.
Pull Request: https://projects.blender.org/blender/blender/pulls/146896
Applies thin film iridescence to metals in Metallic BSDF and Principled BSDF.
To get the complex IOR values for each spectral band from F82 Tint colors,
the code uses the parametrization from "Artist Friendly Metallic Fresnel",
where the g parameter is set to F82. This IOR is used to find the phase shift,
but reflectance is still calculated with the F82 Tint formula after adjusting
F0 for the film's IOR.
Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Co-authored-by: RobertMoerland <rmoerlandrj@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/141131
This node outputs tangent values for face corners. There are two methods:
- **Exact** is the same MikkTSpace calculation used elsewhere in Blender.
- **Fast** (from #131308) is over 4x faster, and useful in many of
the same situations, though not necessarily tangential to the surface.
The reason to include both methods is that there are use cases where the
quality of the tangents don't matter (though the results are actually very
similar visually), we just need some continuous values across faces.
Pull Request: https://projects.blender.org/blender/blender/pulls/145813
This PR enables strip curve drawing when performing the workbench
rendertests. On Intel/vulkan the lines are to far off. Using strip will
reduce platform differences. Downside is that (basic) line rendering is not
covered anymore by a render test.
Pull Request: https://projects.blender.org/blender/blender/pulls/146820
This adds support for packed linked data. This is a key part of an improved
asset workflow in Blender.
Packed IDs remain considered as linked data (i.e. they cannot be edited),
but they are stored in the current blendfile. This means that they:
* Are not lost in case the library data becomes unavailable.
* Are not changed in case the library data is updated.
These packed IDs are de-duplicated across blend-files, so e.g. if a shot
file and several of its dependencies all use the same util geometry node,
there will be a single copy of that geometry node in the shot file.
In case there are several versions of a same ID (e.g. linked at different
moments from a same library, which has been modified in-between), there
will be several packed IDs.
Name collisions are averted by storing these packed IDs into a new type of
'archive' libraries (and their namespaces). These libraries:
* Only contain packed IDs.
* Are owned and managed by their 'real' library data-block, called an
'archive parent'.
For more in-depth, technical design: #132167
UI/UX design: #140870
Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/133801
Previously it was only working for the single layer case. For multipart
we write the colorspace in each part. For single part we write the first
non-data colorspace, and hope data passes will be identified based on channel
name like Blender does (e.g. XYZ instead of RGB).
Reading is unchanged and still the same as before, in that it only reads the
colorspace from the first part. There is only one color space per image
datablock, so we can not store anything more currently. In practice it
would be unusual for all passes in a file not to either have the same
colorspace or be data.
All the compositor file output test images were updated to include the
metadata, so that the test will check if the metadata is there.
Ref #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/146809
New "Interleave" option in image format settings, enabled by default in old
files and disabled by default in new files to write multi-part files.
By not storing all channels interleaved, it is possible for other applications
to load individual passes more efficiently. This might also work better with
compression.
We follow the OpenEXR docs in that the channel name is the full
Layer.Pass.Channel rather than just Channel. Some other renderers
(e.g. Houdini Karma) write just the channel and that is what our reading
code assumed so far.
I've verified that Nuke can read the multipart EXR files produced by Blender,
including multiview and cryptomatte.
Fix#123727
Pull Request: https://projects.blender.org/blender/blender/pulls/146650
* Add adaptive subdivision properties natively on the subdivision surface
modifier, so that other engines may reuse them in the future. This also
resolve issues where they would not get copied properly.
* Remove "Feature Set" option in the render properties, this was the last
experimental one.
* Add space choice between "Pixel" and "Object". The latter is new and can
be used for object space dicing that works with instances. Instead of
a pixel size an object space edge length is specified.
* Add object space subdivision test.
Ref #53901
Pull Request: https://projects.blender.org/blender/blender/pulls/146723
When effect of adjustment layer strip is moved below the adjustment
layer, this causes infinite loop in strip rendering. Same happens when
you use multicam strip and set source channel to one of its effects.
This is fixed by passing `SeqRenderState` to the effects. If any strip
renders "seqbase" pointer of strip is stored in set in the render state
struct. If the pointer exists in this set, function returns without
rendering anything. In other words, The strip must never render itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/146624
This patch removes the XY scale inputs from the Displace node. The
inputs were redundant since they were just multiplied by the vector.
This simplifies the node and improves performance slightly.
Additionally, the Vector input was renamed to Displacement since it no
longer specifies a direction.
Pull Request: https://projects.blender.org/blender/blender/pulls/146356
This patch reorders the inputs of some of the compositor nodes
accordingly to their importance. The importance is already quantified
internally using the domain priority of the input, so we needn't make
any subjective judgement and just order by the priority.
This breaks forward and backward compatibility if input indices were
used as opposed to input identifiers due to the different order.
Handling compatibility is not impossible, but is difficult, and it was
already ignored in many past node changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/146311
On its own, the main functionality of the Radial Tiling node
is the ability to divide a 2D Cartesian coordinate system into
as many radial segments as specified by the "Segments" input.
Each segment has its own affinely transformed coordinate system,
provided through the "Segment Coordinates" output, which can be
used to tile textures in a radially symmetric manner.
Additionally, a unique index is provided for every segment through
the "Segment ID" output, the width of each segment at Y-coordinate
of the "Segment Coordinates" output without normalization = 0 is
provided through the "Segment Width" output and the rotation value
of the affine transformation of the coordinate system of each segment
is provided through the "Segment Rotation" output.
The roundness of the coordinate lines of the "Segment Coordinates"
output can be controlled through the "Roundness" inputs.
This can be used to make the coordinate systems of the segments
a mix of Cartesian and polar coordinates.
Lastly, the lines of points of the "Segment Coordinates" output with
constant Y-coordinates have the shape of polygon with rounded corners,
which can be used to procedurally create rounded polygons.
Pull Request: https://projects.blender.org/blender/blender/pulls/127711
These are causing quite a big difference in existing files, which is not
easy to address in versioning. Since the goal of removing this was to
simplify things for us and that's not the case, just revert this change.
This reverts commit ab21755aaf.
Ref #139923
Pull Request: https://projects.blender.org/blender/blender/pulls/146336
This mode is based on the same athmospheric model as the previous one, but now
also accounts for multiple scattering and reflections from the ground.
This increases the accuracy, especially at low elevations.
Also renames some options for consistency:
- The previous "Nishita" model is now "Single Scattering"
- "Dust" is now "Aerosols"
- Default altitude is now 100m.
Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/140480
"Use Nodes" was removed in the compositor to simplify the compositing
workflow. This introduced a slight inconsistency with the Shader Node
Editor.
This PR removes "Use Nodes" for object materials.
For Line Style, no changes are planned (not sure how to preserve
compatibility yet).
This simplifies the state of objects; either they have a material or
they don't.
Backward compatibility:
- If Use Nodes is turned Off, new nodes are added to the node tree to
simulate the same material:
- DNA: Only `use_nodes` is marked deprecated
- Python API:
- `material.use_nodes` is marked deprecated and will be removed in
6.0. Reading it always returns `True` and setting it has no effect.
- `material.diffuse_color`, `material.specular` etc.. Are not used by
EEVEE anymore but are kept because they are used by Workbench.
Forward compatibility:
Always enable 'Use Nodes' when writing blend files.
Known Issues:
Some UI tests are failing on macOS
Pull Request: https://projects.blender.org/blender/blender/pulls/141278
This adds a function that can turn an existing `bNodeTree` into an inlined one.
The new node tree has all node groups, repeat zones, closures and bundles
inlined. So it's just a flat tree that ideally can be consumed easily by render
engines. As part of the process, it also does constant folding.
The goal is to support more advanced features from geometry nodes (repeat zones,
etc.) in shader nodes which the evaluator is more limited because it has to be
able to run on the GPU. Creating an inlined `bNodeTree` is likely the most
direct way to get but may also be limiting in the future. Since this is a fairly
local change, it's likely still worth it to support these features in all render
engines without having to make their evaluators significantly more complex.
Some limitations apply here that do not apply in Geometry Nodes. For example,
the iterations count in a repeat zone has to be a constant after constant
folding.
There is also a `Test Inlining Shader Nodes` operator that creates the inlined
tree and creates a group node for it. This is just for testing purposes.
#145811 will make this functionality available to the Python API as well so that
external renderers can use it too.
This adds a boolean output for each of the menu items. The output is true, if
the passed in menu value is that item. This avoids the need to compare the
output value to the input values to get a boolean for whether a specific menu
item was passed in.
Support is added for Geometry Nodes as well as the Compositor. Usage/Value
inferencing has been updated as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/145712
* Add ACES SDR to HDR displays
* Add ACES reference gamut compression look.
* Name non-HDR AgX for HDR displays "AgX - SDR", consistent with ACES and
makes it more clear that this may not be the one you want for HDR. This
required updating test blend files.
* Mark all non-sRGB view transform colorspaces as inactive, so they don't
pollute the colorspaces list. The HDR ones were already inactive.
Ref #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/145820
Certain packed images, like those loaded directly into memory with
`BKE_image_packfiles_from_mem`, would cause USD to process the images as
"in memory" rather than as "packed" because the API was not removing the
IMG_GEN_TILE flag.
Additionally, be sure to use the packed filepath whenever possible
rather than the name given to the Image datablock as this ensures the
correct file names are used inside the USD file and for the resulting
file on disk after export.
This also fixes 2 render tests which now match when compared to the
native renders.
Pull Request: https://projects.blender.org/blender/blender/pulls/145749
* Store scene linear to XYZ conversion matrix in each blend file, along
with the colorspace name. The matrix is the source of truth. The name
is currently only used for error logging about unknown color spaces.
* Add Working Space option in color management panel, to change the
working space for the entire blend file. Changing this will pop up
a dialog, with a default enabled option to convert all colors in
the blend file to the new working space. Note this is necessarily only
an approximation.
* Link and append automatically converts to the color space of the main
open blend file.
* There is builtin support for Rec.709, Rec.2020 and ACEScg working spaces,
in addition to the working space of custom OpenColorIO configs.
* Undo of working space for linked datablocks isn't quite correct when going
to a smaller gamut working space. This can be fixed by reloading the file
so the linked datablocks are reloaded.
Compatibility with blend files saved with a custom OpenColorIO config
is tricky, as we can not detect this.
* We assume that if the blend file has no information about the scene
linear color space, it is the default one from the active OCIO config.
And the same for any blend files linked or appended. This is effectively
the same behavior as before.
* Now that there is a warning when color spaces are missing, it is more
likely that a user will notice something is wrong and only save the
blend file with the correct config active.
* As no automatic working space conversion happens on file load, there is
an opportunity to correct things by changing the working space with
"Convert Colors" disabled. This can also be scripted for all blend files
in a project.
Ref #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/145476
When shadow linking is enabled, `intersect_dedicated_light` is scheduled even
if the `PATH_RAY_SUBSURFACE` flag is set. This checks the flag and schedules
`intersect_subsurface` instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/145621
Replaces current basis function calculation which seems to be a direct
implementation of the recursive NURBS formulation. New implementation
avoids the need to check for zero divisions during iteration. Out of
bounds checks are also converted to asserts, assuming input provides
valid span index.
Performance wise this nets a 7+% performance improvement with the
average result being as fast or faster then the fastest execution
from previous implementation!
Pull Request: https://projects.blender.org/blender/blender/pulls/144457