Commit Graph

109 Commits

Author SHA1 Message Date
Aras Pranckevicius
d89c9c5155 Video: HDR video input/output support
HDR video files are properly read into Blender, and can be rendered out
of Blender.

HDR video reading / decoding:

- Two flavors of HDR are recognized, based on color related video
  metadata: "PQ" (Rec.2100 Perceptual Quantizer, aka SMPTE 2084) and
  "HLG" (Rec.2100 Hybrid-Log-Gamma, aka ARIB STD B67). Both are read
  effectively into floating point images, and their color space
  transformations are done through OpenColorIO.
- The OCIO config shipped in Blender has been extended to contain
  Rec.2100-PQ and Rec.2100-HLG color spaces.
- Note that if you already had a HDR video in sequencer or movie clip,
  it would have looked "incorrect" previously, and it will continue to
  look incorrect, since it already has "wrong" color space assigned to
  it. Either re-add it (which should assign the correct color space),
  or manually change the color space to PQ or HLG one as needed.

HDR video writing / encoding"

- For H.265 and AV1 the video encoding options now display the HDR mode.
  Similar to reading, there are PQ and HLG HDR mode options.
- Reference white is assumed to be 100 nits.
- YUV uses "full" ("PC/jpeg") color range.
- No mastering display metadata is written into the video file, since
  generally that information is not known inside Blender.

More details and screenshots in the PR.

Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/120033
2025-07-21 19:26:07 +02:00
Aras Pranckevicius
e57b73bdf7 Fix #142333: new FBX importer produces broken rotation fcurves in some cases
Need to ensure that interpolation between neighboring quaternions
takes the shortest path. The Python FBX importer was doing this;
due to oversight was missed in the new importer.

Pull Request: https://projects.blender.org/blender/blender/pulls/142659
2025-07-21 10:50:48 +02:00
Alaska
736559f320 Fix #139718: Always treat OSL cameras as inside a volume
Cycles automatically tries to decide if the camera ray should be a
surface or a volume + surface camera ray by checking to see if the
scene contains a volumetric material, and if it does, is it near
where the camera rays are expected to spawn. This step is done
during scene intialization.

With the OSL camera, it is impratical to predict where the
camera rays will spawn during scene intialization, which makes it
impratical to predict if the OSL camera ray will spawn near a
volumetric object. So this commit marks all OSL cameras as
"inside a volume", leading to the spawning of volume + surface camera
rays for OSL cameras while the scene contains a volumetric material.

This leads to increased render times ranging between 1% - 5% in scenes
that use a OSL camera, has a volumetric object in it, and the
volumetric object is far away from the camera. Every other scene should
see no performance impact.

Testing was done on a AMD Ryzen 9 5950X and a NVIDIA GeForce RTX 4090.

Pull Request: https://projects.blender.org/blender/blender/pulls/142036
2025-07-16 16:25:38 +02:00
Jacques Lucke
655afbb235 Fix: Geometry Nodes: output fields from closures
This fixes the anonymous attribute lifetime inferencing for the closure zone and
the evaluate closure node. It also adds new regression tests for cases where a
closure outputs a field.

Pull Request: https://projects.blender.org/blender/blender/pulls/141925
2025-07-15 06:48:24 +02:00
Jesse Yurkovich
cbb6cdf8d7 Fix #141633: Various subdivision problems during Alembic import
This fixes 4 bugs all conspiring to make the referenced SubD scenario
quite broken:

- When manually creating a MeshSequenceCache, the reading of edge and
  vertex crease data was skipped. Fixed by reading crease data inside
  the common `read_mesh` method.
- When importing an Alembic with animated edge or vertex crease data, a
  MeshSequenceCache modifier was not being added to the object. This was
  due to not checking the relevant crease properties and required adding
  a specialized `has_animations` function.
- When importing animated vertex crease data, a duplicate `vertex_crease`
  attribute would be created, breaking the animation. Fixed by using the
  attribute API rather than custom data.
- The MeshSequenceCache scenario would call into the Alembic Mesh reader
  which ended up referencing deallocated stack memory for the
  ImportSettings. In release builds this would cause sporadic failures
  because the value of `blender_archive_version_prior_44` would be
  random. There was already a very old TODO for this and we finally
  really needed to address it.

A new test was added which exports animated creases on two meshes and
re-imports them back in. It verifies that each mesh gets a
MeshSequenceCache modifier added and also ensures the values of the
creases are correct for all frames.

Pull Request: https://projects.blender.org/blender/blender/pulls/141646
2025-07-14 21:49:23 +02:00
илья _
aa147d5323 Tests: Geometry Nodes: Offset Corner in Face node invalid inputs
Mainly cover issue reported in #140234.

Pull Request: https://projects.blender.org/blender/blender/pulls/141855
2025-07-14 17:24:02 +02:00
Ian Yoo
0c9aaaf25a Tests: Add extended boundary blur tests
These two tests cover the extended boundary option for the blur node.
One with single value input and another with variable input.
They mirror the non-extended gaussian tests.

Coverage:

- Function: 86.36% -> 90.91%
- Line: 91.95% -> 96.90%
- Region: 83.51% -> 96.63%
- Branch: 84.00% -> 95.65%

Pull Request: https://projects.blender.org/blender/blender/pulls/141528
2025-07-11 12:23:42 +02:00
Hans Goudey
325ceabb09 Fix #141721: Adding curve attributes doesn't invalidate caches
In this report, adding the "resolution" attribute didn't clear the
evaluated positions cache. In some cases capturing an attribute on
the mesh might just add the mesh rather than using an attribute
writer.
2025-07-10 10:02:25 -04:00
Lukas Stockner
eaa5f63ba2 Cycles: Replace thin-film basis function approximation with accurate LUTs
Previously, we used precomputed Gaussian fits to the XYZ CMFs, performed
the spectral integration in that space, and then converted the result
to the RGB working space.

That worked because we're only supporting dielectric base layers for
the thin film code, so the inputs to the spectral integration
(reflectivity and phase) are both constant w.r.t. wavelength.

However, this will no longer work for conductive base layers.
We could handle reflectivity by converting to XYZ, but that won't work
for phase since its effect on the output is nonlinear.

Therefore, it's time to do this properly by performing the spectral
integration directly in the RGB primaries. To do this, we need to:
- Compute the RGB CMFs from the XYZ CMFs and XYZ-to-RGB matrix
- Resample the RGB CMFs to be parametrized by frequency instead of wavelength
- Compute the FFT of the CMFs
- Store it as a LUT to be used by the kernel code

However, there's two optimizations we can make:
- Both the resampling and the FFT are linear operations, as is the
  XYZ-to-RGB conversion. Therefore, we can resample and Fourier-transform
  the XYZ CMFs once, store the result in a precomputed table, and then just
  multiply the entries by the XYZ-to-RGB matrix at runtime.
  - I've included the Python script used to compute the table under
    `intern/cycles/doc/precompute`.
- The reference implementation by the paper authors [1] simply stores the
  real and imaginary parts in the LUT, and then computes
  `cos(shift)*real + sin(shift)*imag`. However, the real and imaginary parts
  are oscillating, so the LUT with linear interpolation is not particularly
  good at representing them. Instead, we can convert the table to
  Magnitude/Phase representation, which is much smoother, and do
  `mag * cos(phase - shift)` in the kernel.
  - Phase needs to be unwrapped to handle the interpolation decently,
    but that's easy.
  - This requires an extra trig operation in the kernel in the dielectric case,
    but for the conductive case we'll actually save three.

Rendered output is mostly the same, just slightly different because we're
no longer using the Gaussian approximation.

[1] "A Practical Extension to Microfacet Theory for the Modeling of
    Varying Iridescence" by Laurent Belcour and Pascal Barla,
    https://belcour.github.io/blog/research/publication/2017/05/01/brdf-thin-film.html

Pull Request: https://projects.blender.org/blender/blender/pulls/140944
2025-07-09 22:10:28 +02:00
Sean Kim
8f7ad48f7b Tests: Update Sculpt render test reference images
Previously, the tests produced inaccurate results when in batched mode
and on Mac. This commit updates them now that the results are consistent
again.

Related to #136688

Pull Request: https://projects.blender.org/blender/blender/pulls/141416
2025-07-09 21:09:42 +02:00
Brecht Van Lommel
13ab5067ce Cycles: Detect volume attribute nodes that can use stochastic sampling
Detect which volume attributes nodes have a linear mapping to their usage
as density / color / temperature in volume shader nodes, and use stochastic
sampling for them.

Pull Request: https://projects.blender.org/blender/blender/pulls/132908
2025-07-09 21:04:38 +02:00
Brecht Van Lommel
646dc7fe4d Cycles: Use stochastic sampling to speed up tricubic volume filter
Stochastically turn a tricubic filter into a trilinear one. This
reduces the number of taps from 64 to 8. It combines ideas from
the "Stochastic Texture Filtering" paper and our previous GPU
sampling of 3D textures.

This is currently only used in a few places where we know stochastic
interpolation is valid or close enough in practice.
* Principled volume density, color and temperature
* Motion blur velocity

On an Macbook Pro M3 with the openvdb_smoke.blend regression test
and cubic sampling, this gives a ~2x speedup for CPU and ~4x speedup
for GPU. However it also increases noise, usually only a little. Equal
time renders for this scene show a clear reduction in noise for both
CPU and GPU.

Note we can probably get a bigger speedup with acceptable noise trade-off
using full stochastic sampling, but will investigate that separately.

Pull Request: https://projects.blender.org/blender/blender/pulls/132908
2025-07-09 21:04:38 +02:00
Lukas Tönne
bb293e5677 Regression test for armature deformation on lattice
This is a basic armature deformation test for #141535  using Lattices instead of
Mesh as the target object type. Lattice deformation was briefly broken, which is
caught by this test.

The test adds the general-purpose `unit_test_compare` function to lattice object
data. It only compares lattice point counts and positions for now, more data can
be added later if necessary.

The `MeshTest` class did not support lattice object types yet, so needed some
changes. The Curves case was already supported, but only by full conversion to
mesh data, without actually using the `unit_test_compare` function specific for
curves geometry. This is unchanged, because applying constructive modifiers on
curves does not work. If it were not for this limitation the test could do
actual curves comparisons now.

For lattice support the `MeshTest` class comparison function has been
generalized to all supported object data types. It runs the appropriate
`unit_test_compare` api function and validation where supported (only meshes at
this point).

Pull Request: https://projects.blender.org/blender/blender/pulls/141546
2025-07-09 09:53:00 +02:00
Jesse Yurkovich
26a511df7a Merge branch 'blender-v4.5-release' 2025-07-08 19:45:03 -07:00
Jesse Yurkovich
a8f543f6a8 Fix: USD: Add MeshSequenceCache modifier for animated crease values
The mesh importer was only checking for animated positions, velocities,
and primvars when determining if a cache modifier needed to be used.
Extend this to crease values (and normals) too.

The added test ensures a base level of coverage here.

Related to: #141633

Pull Request: https://projects.blender.org/blender/blender/pulls/141643
2025-07-09 04:44:30 +02:00
Sean Kim
92e9a6d9f1 Tests: Add Multires Apply Base test
Adds a new file for testing the Multires Apply Base operator.

This is not included with the other modifier tests as it is a bit of an
exception - the modifier is not applied at the end for comparison
between the expected result and actual result.

Pull Request: https://projects.blender.org/blender/blender/pulls/141571
2025-07-08 22:17:36 +02:00
Campbell Barton
58959caac9 Merge branch 'blender-v4.5-release' 2025-07-08 23:02:01 +10:00
Marc Hamamji
2aa7502d3b Fix #139533: Select vertices and faces after bevel operation
When beveling a vertex with only 2 connected edges, the resulting
geometry was not selected.

Resolve by not only selecting the faces created by the bevel operation,
but also selecting the vertices created.

Note: apply the same change as before,
the LFS data has been manually pushed.

Ref !139691
2025-07-08 22:57:41 +10:00
Campbell Barton
d9a5377104 Merge branch 'blender-v4.5-release' 2025-07-08 22:20:28 +10:00
Campbell Barton
cbb32d104a Revert "Fix #139533: Select vertices and faces after bevel operation"
This reverts commit 3f6262f115.

There is a problem with the blend file not being on the server,
Reverting until the issue can be resovled.
2025-07-08 22:19:58 +10:00
Campbell Barton
26c90076cf Merge branch 'blender-v4.5-release' 2025-07-08 21:50:49 +10:00
Marc Hamamji
3f6262f115 Fix #139533: Select vertices and faces after bevel operation
When beveling a vertex with only 2 connected edges, the resulting
geometry was not selected.

Resolve by not only selecting the faces created by the bevel operation,
but also selecting the vertices created.

Ref !139691
2025-07-08 21:42:11 +10:00
Brecht Van Lommel
ba5bdbcf28 Merge branch 'blender-v4.5-release' 2025-07-07 19:30:07 +02:00
Alaska
b3cc9ed21b Tests: Add intial tests for the OSL camera
This commit adds 4 tests covering the majority of the new features
added with the OSL camera feature.

Pull Request: https://projects.blender.org/blender/blender/pulls/139426
2025-07-07 19:08:44 +02:00
Alaska
7771c36270 Tests: Add tests for AOV passes on objects with transparent materials
This commit adds a test for the situation in which a AOV pass is used
on a object with a fully or semi-transparent material, either using the
transparent BSDF directly, or mixing it with some other material.

Pull Request: https://projects.blender.org/blender/blender/pulls/141068
2025-07-04 14:29:11 +02:00
Aras Pranckevicius
65ce05eae7 Merge branch 'blender-v4.5-release' 2025-07-04 11:37:22 +03:00
Aras Pranckevicius
641824753a Fix #141434: OBJ importer should apply bounds clamp size to the whole scene
It was applying the bounds clamp to each object individually,
which changed spatial relationships between objects. Make the logic
match what used to be done in the Python OBJ importer back in the day.

Pull Request: https://projects.blender.org/blender/blender/pulls/141446
2025-07-04 10:36:18 +02:00
Sean Kim
6fb90e5303 Fix: Background paint strokes may not initialize certain settings
When a paint stroke is executed instead of processed via the modal
handler, prior to this commit, the `paint_brush_update` function was
not called. This method handles initialization of some temporary stroke
data inside `UnifiedPaintSettings`, which is used by dyntopo when
performing edge collapse.

This had the result of causing a divide by 0 with certain uninitalized
settings when using a brush with dyntopo enabled and calling the
operator from the python API (e.g. from unit testing), resulting in
nonsensical deformations.

There are a number of weak points with the current design:
* This issue was only exposed because of the refactor to the
  `UnifiedPaintSettings`, indicating that despite these values being
  runtime-only, they were still persisted in some cases in .blend files
* The data stored as individual stroke steps is not sufficient to
  reconstruct a paint stroke given a list of screen-space locations, and
  this data is populated outside of the common `stroke` callbacks.

Both of the above issues are wider reaching than this PR is intended to
fix.

This commit ensures that `paint_brush_update` is called in the `exec`
codepath and updates the related test image.

Pull Request: https://projects.blender.org/blender/blender/pulls/141314
2025-07-03 23:00:28 +02:00
Clément Foucault
b4ca7b5022 Fix: Workbench: Broken render tests after AA fix
Broken since c49e9e1773
2025-07-02 16:31:12 +02:00
Ian Yoo
477d44867f Tests: Add bilateral-blur single_value tests
`node_bilateralblur.blend` covered a specific case where the
determinator was a single value. This was renamed to
`node_bilateralblur_det_single_value.blend` and added a single value
 input test for the image, and a standard bilateral blur test for cpu/gpu

Coverage:
- Function: 66.67% -> 100%
- Line: 39.10% -> 100%
- Region: 45.71% -> 100%
- Branch: 22.22% -> 88.89%

Pull Request: https://projects.blender.org/blender/blender/pulls/141315
2025-07-02 12:33:05 +02:00
Lukas Tönne
fe869232ee Modifiers: Armature deformation test for various modifier settings
Test for armature deform modifier settings that are not yet covered by other tests:

- Vertex Group vs. Envelope deformation and both combined.
- Vertex group masking ('vertex_group' setting of the modifier)
- Inverted vertex group masking
- Preserve Volume (dual quaternions)
- Vertex Group/Envelope influence mixing (bone option)
- B-Bone deformation
- Multi-modifier mixing

Each case has a new test/expected mesh pair in the modifiers test.

Pull Request: https://projects.blender.org/blender/blender/pulls/141054
2025-07-01 14:18:58 +02:00
Ian Yoo
48cef1a0e2 Tests: Add convert-color-space tests
There previously were no `convert_color_space` node tests.
This adds 3 tests which cover the basic `image` case, `single_value`
input case, and the `is_identity` case.

Coverage improvement:
- Function: 18.18% -> 81.82%
- Line: 17.56% -> 82.44%
- Region: 11.11% -> 75.00%
- Branch: 0.00% -> 62.50%

Pull Request: https://projects.blender.org/blender/blender/pulls/141205
2025-07-01 11:17:05 +02:00
Ian Yoo
5957c14e7c Tests: Remove node_levels reference image
This PR deletes `node_levels.png` from `utilities/compositor_renders`.
It is unassociated with any test in the compositor.

Pull Request: https://projects.blender.org/blender/blender/pulls/141057
2025-07-01 11:16:30 +02:00
Alaska
b7f1aa4a41 Tests: Add Cycles test for normal map light leaking
In a recent commit (1), light leaking was accidentally introduced on
some objects making use of normal maps (#139870)

This commit adds a test inspired by the file in that report to avoid
issues like this reoccuring in the future.

(1) a6015e1411

Pull Request: https://projects.blender.org/blender/blender/pulls/141065
2025-06-30 18:24:48 +02:00
Ian Yoo
f25c5dc1d6 Tests: Add compositor z-combine anti-alias and single value tests
This improves the z-combine node coverage. The tests cover the
`anti_alias`, `anti_aliased_depth`, and `single_value` related
functions.

Coverage:
- Function: 52% -> 100%
- Line: 49.15% -> 98.86%
- Region: 48.91% -> 96.74%
- Branch: 38.46% -> 86.54%

Pull Request: https://projects.blender.org/blender/blender/pulls/141071
2025-06-30 12:14:25 +02:00
Ian Yoo
c189f2f3ce Compositor Tests: Reorganize folders to match node groupings
This addresses issue #120949 to move compositor tests to reflect the
grouping used when adding a new node.

This PR only moves the relevant single tests and their renders into
matching directories. Folders such as 'multi-node setups' and
'pixel nodes' were not changed.

Pull Request: https://projects.blender.org/blender/blender/pulls/139757
2025-06-26 17:26:59 +02:00
Habib Gahbiche
f2d95e758d Fix: Crash when opening files with animated compositor normal node
Saved files in 4.5 with a compositing node tree containing a Normal
Node with animated 'Dot' input crash in 5.0.

A test case with animated dot and normal inputs was added as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/140908
2025-06-25 11:04:29 +02:00
Sean Kim
a50a88a656 Merge branch 'blender-v4.5-release' 2025-06-24 12:06:10 -07:00
Sean Kim
c542dad3c6 Tests: Add basic subdivision tests for Multires modifier
This test replaces the existing multires modifier test with one that
subdivides the mesh and then compares the result. The existing one has
little purpose, as it applies a modifier with 0 subdivision levels.

Pull Request: https://projects.blender.org/blender/blender/pulls/140567
2025-06-24 21:05:16 +02:00
Omar Emara
383c8860a2 Compositor: Remove Texture node
This patch removes the Texture node from the compositor, which was based
on the legacy Internal Textures system in Blender. The main motivation
for removing this node is as follows:

- Procedural texturing nodes that previously existed in shading and
  geometry nodes are now supported in the compositor, which cover 95% of
  what is previously possible using and even adds new possibilities like
  Gabor, Bricks, and various improvements to existing texture types.
- The old texture system did not support GPU evaluation, so it was
  always computed and cached on the CPU, which causes bad performance
  especially for interactive use in the viewport compositor. While the
  new nodes are fully GPU accelerated and do not require any caching.
- The Texture node didn't support Texture nodes, so it was not fully
  supported and we so far had a warning about that.
- The general direction in Blender is to remove the old texture system,
  and the compositor was one of the last main users of it. 5.0 is thus
  the ideal time to remove such use.
- The Texture node was always and still is a source of bugs, since it
  relies on proper tagging for cache invalidation and updates, which is
  so far not perfect. It also suffers from UI/UX issues, since it needs
  to be adjusted from the properties panel, which can break if there are
  other texture nodes in the context.

This is a breaking change and no versioning was attempted since:

1. It is impossible to get the same results as before due to the use of
different random number generators, so any versioning would just give us
the general look.
2. The Texture node supports a lot of possible configurations. For
instance, each general texture can have many options for the basis type,
and each basis type might have multiple options. So versioning all of
that will take a lot of time, code, and effort.

Pull Request: https://projects.blender.org/blender/blender/pulls/140545
2025-06-24 11:54:39 +02:00
Sean Kim
bf483ae2eb Merge branch 'blender-v4.5-release' 2025-06-23 10:23:17 -07:00
Sean Kim
7274fdb377 Fix #140556: Mask filter operations behave incorrectly on dense meshes
Mistake in 57c4e9dd2c

Pull Request: https://projects.blender.org/blender/blender/pulls/140570
2025-06-23 19:22:33 +02:00
Jacques Lucke
f0c7e52ff2 Core: extract blendfile_header.py as common utility for parsing .blend files
This new file can parse the file header (first few bytes) as well as the block
headers.

Right now, this is used by two places:
* `blendfile.py` which is used by `blend2json.py`
* `blend_render_info.py`

This new module is shipped with Blender because it's needed for
`blend_render_info.py` which is shipped with Blender too. This makes using it in
`blendfile.py` (which is not shipped with Blender) a bit more annoying. However,
this is already not ideal, because e.g. `blend2json` also has to add to
`sys.path` already to be able to import `blendfile.py`.

This new file could also be used by blender-asset-tracer (BAT).

The new `BlendFileHeader` and `BlockHeader` types may be subclassed by code
using it, because it wants to store additional derived data (`blendfile.py` and
BAT need this).

New tests have been added that check that the file and block header is parsed
correctly for different kinds of .blend files.

Pull Request: https://projects.blender.org/blender/blender/pulls/140341
2025-06-23 12:53:55 +02:00
Aras Pranckevicius
11bf3dd71e VSE: Text Strip supports text longer than 512 bytes
Text strip had a fixed size buffer of 512 bytes to hold the displayed
text (this can be much fewer actual characters with non-English
languages). Switch to dynamically allocated buffer instead, which can
hold longer text.

In order to support forward/backward compatibility, TextVars continues
to hold the 512 byte buffer in memory. When writing out the .blend file,
dynamic text buffer is copied into the fixed one. If it is longer, the
text is truncated, so opening the .blend file in an older version
will contain the first 512 bytes of the longer text. When reading
existing files without the dynamic text buffer, it is created from the
static buffer. Conceptually this approach is similar to constraints
name length increase PR !137310.

The text strip editing code was switched to operate on the dynamic
buffer, resizing it as needed. seq::CharInfo internal struct was
switched to be more independent of the actual buffer address; now
each char entry just stores an index into the buffer instead of direct
pointer (side effect: makes the struct smaller as well).

Pull Request: https://projects.blender.org/blender/blender/pulls/140733
2025-06-20 21:27:12 +02:00
Brecht Van Lommel
17bda2cf3f Cycles: Enable multi-bounce random walk subsurface scattering
Multi-bounce was mainly disabled for disk sampling where the probability of
hitting something is relatively low even with high albedo, but this is not so
much an issue with random walk.

This reduces darkening artifacts at the cost of some extra render time. The
difference is mainly visible when using a high radius.

Pull Request: https://projects.blender.org/blender/blender/pulls/140665
2025-06-19 20:04:49 +02:00
Lukas Stockner
49ae867de4 Fix #139870: Cycles: Some objects with normal maps leak light
This was broken by !138632, the refactor of the microfacet code to no longer
check the "geometric normal", which in reality was the smoothed normal.

Since the logic is now the same for all closure types, it seemed weird that
the light leak only affects Microfacet closures, not Diffuse.

Turns out that for diffuse closures, the relevant paths were rejected by
the initial hemisphere check in the smooth bump terminator code, which also
incorporates the smoothed but non-bump/normal-mapped normal sd->N.

So, we can detect and prevent the new light leaks by extending this check to
all closure types for the eval case. Sampling already has stricter checks,
so this doesn't apply there.

With this change, we can revert the two test cases back to their pre-refactor
version. In hindsight it was a mistake to just shrug off these changes as okay,
I should have looked closer into the difference.

Pull Request: https://projects.blender.org/blender/blender/pulls/140415
2025-06-19 19:20:06 +02:00
Michal Krupa
fdaaea6328 Core: Increase MAX_ID_NAME length from 66 to 258 (Blender 5.0)
Change the maximum data-block name from 64 to 256 bytes by increasing MAX_ID_NAME value.

Also increase a few related non-ID data name max size, essentially the action slots identifiers, as these are the primary key used to match an Action's slot to an ID by name.

Other sub-data (bones, modifiers, etc.) lengths are not modified here, as these can be made actual dynamic strings in the future, while keeping (a reasonable level of) forward compatibility, during the course of Blender 5 release cycles.

Implements #137608.

Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/137196
2025-06-19 16:39:20 +02:00
Piotr Makal
870f75b790 Fix #79163: Bevel operation produces disconnected UVs #139595.
Fix #79163 bug related to the bevel operation producing disconnected UVs for
new bevel faces. This change replaces previous approach using scattered and
selective usage of functions: bev_merge_uvs, bev_merge_edge_uvs and
bev_merge_end_uvs with one coherent technique for all stages of the bevel operation.
It is utilizing a concept of loop (BMLoop) buckets to keep track of UV vertices
that should be merged at the end of bevel operation by a single call to
bevel_merge_uvs function. This approach doesn't touch initial UV position
calculation done by interpolation algorithm in bev_create_ngon function and
keeps the concept of representative faces (called frep, facerep or rep_face in
code) to help decide to which bucket specific loops should be assigned.

This is from PR https://projects.blender.org/blender/blender/pulls/139595,
which has more explanation and discussion.
2025-06-19 10:00:58 -04:00
Piotr Makal
8412c0b42d Fix #79163: Bevel operation produces disconnected UVs #139595.
Fix #79163 bug related to the bevel operation producing disconnected UVs for
new bevel faces. This change replaces previous approach using scattered and
selective usage of functions: bev_merge_uvs, bev_merge_edge_uvs and
bev_merge_end_uvs with one coherent technique for all stages of the bevel operation.
It is utilizing a concept of loop (BMLoop) buckets to keep track of UV vertices
that should be merged at the end of bevel operation by a single call to
bevel_merge_uvs function. This approach doesn't touch initial UV position
calculation done by interpolation algorithm in bev_create_ngon function and
keeps the concept of representative faces (called frep, facerep or rep_face in
code) to help decide to which bucket specific loops should be assigned.

This is from PR https://projects.blender.org/blender/blender/pulls/139595,
which has more explanation and discussion.
2025-06-19 09:50:14 -04:00
Jesse Yurkovich
fe45895064 Merge branch 'blender-v4.5-release' 2025-06-18 11:26:07 -07:00