Commit Graph

128347 Commits

Author SHA1 Message Date
Sybren A. Stüvel
c524fbe623 Anim: Improve readability of channel colors in channel list
Draw anim channel colors as a little rectangle in the channel list,
instead of taking over the entire channel name background. This keeps
the channel names readable, regardless of the channel colors.

Channel colors are typically set via the bone colors, and since those
are chosen for visual contrast in the 3D Viewport, they aren't
guaranteed to also be a suitable background color for the channel list.
Because of this, it's no longer used as such.

The channel 'data' background (i.e. the keyframe area) is now drawn with
a consistent color, and much more subtle.

This also enables the 'Channel Group Colors' setting in the preferences
by default, as it is now way less obnoxious and invasive.

Design task: https://projects.blender.org/blender/blender/issues/69059
Reviewed-On: https://projects.blender.org/blender/blender/pulls/112861
2023-09-26 17:06:35 +02:00
Julian Eisel
ca2a8be15f Assets: Rename "Import Type" to "Import Method" in code/BPY
It was already called that way in the UI, since it's referring to a
behavior, not a type. Update the code to match that. Note that this is
a BPY compatibility breaking change for 4.0.
2023-09-26 16:48:47 +02:00
Hans Goudey
395f279166 Fix: Missing node asset menu updates after mark asset
Use of node group assets relies on a few properties written to asset
meta-data for proper filtering of assets in menus (add modifier menu,
node add menu, 3D view menus for tools). Currently these meta-data
properties are written when updating their source properties and when
saving the file. That means they *aren't* written when marking a group
as an asset, which is necessary because the meta-data doesn't exist
before when the group isn't an asset. Currently users have to save the
file to update menus in this case, which isn't intuitive.

As a fix, call the function to write the meta-data when marking a
data-block as an asset.

Pull Request: https://projects.blender.org/blender/blender/pulls/112743
2023-09-26 16:38:50 +02:00
Jeroen Bakker
7dbe689b63 Vulkan: Use Point Shaders When Drawing Points
In Vulkan (and Metal) it is not possible to use a global as point
size. It needs to be set for each vertex when drawing points. Blender
has specialized shaders for that, but not all code respect those
shaders.

This PR will add an assert inside the vulkan backend when incorrect
usage of shaders are detected.

Pull Request: https://projects.blender.org/blender/blender/pulls/112906
2023-09-26 16:04:08 +02:00
Clément Foucault
e4c89baf53 EEVEE-Next: Port subsurface to compute shader
This makes the SSS processing more isolated to avoid
side effects in other passes.
Also this allow more optimization using LDS.

The radiance buffer is created by a setup phase using
direct and indirect lighting.

Splitting this into its own compute pass also fixes
a pass merging issue on Metal.

Pull Request: https://projects.blender.org/blender/blender/pulls/112901
2023-09-26 15:52:35 +02:00
Jeroen Bakker
beb90b5573 Cleanup: Make format 2023-09-26 15:43:59 +02:00
Jacques Lucke
425a5a3158 Mesh: show attribute name collision warning in more panels
So far, only the attribute panel showed a warning when there were duplicate
attribute names. This patch adds the same warning to the vertex groups,
color attributes and uv maps panel. All of these attributes are in the same
namespace from the perspective of geometry nodes. Name collisions should
be avoided to so that ambiguities when referencing attributes don't come up.

With #112889, vertex groups can have the same name as other attributes again.
While we can handle this case somewhat gracefully in general, duplicate names
likely lead to problems down the line, so it's better if they can be avoided early.

Pull Request: https://projects.blender.org/blender/blender/pulls/112891
2023-09-26 15:36:40 +02:00
Jacques Lucke
5c5a041edd Fix #112022: allow vertex groups and attributes with same names again
This was discussed in #112022 and on devtalk:
https://devtalk.blender.org/t/vertex-groups-generic-attributes-and-name-clashing/31073

While vertex groups with the same name as attributes should be avoided, since
it can cause ambiguities when using attributes, it's something we can handle
gracefully for now. Enforcing unique names for vertex groups resulted in breaking
other functionality under some circumstances.

This effectively reverts 12ef20990b, except for
the bug fix in `BKE_id_attribute_new`.

#112891 adds a warning to avoid make users aware of duplicate names so that they
can be avoided in practice.

Pull Request: https://projects.blender.org/blender/blender/pulls/112889
2023-09-26 15:36:12 +02:00
Clément Foucault
788506d7fc GPU: add pragma once to GPU_shader_shared.h
Otherwise there are compilation issues
when the file happens to be included twice.
2023-09-26 15:19:51 +02:00
Hans Goudey
97f2b01ea9 Fix #112351: Sculpt implicit sharing thread safety crash
Currently the iteration over a PBVH node's vertices retrieves mutable
access to the mask custom data layer. This isn't threadsafe, but it is
done in the multithreaded loops over all nodes.

In general, we need to be more careful and conservative about storage
of non-const pointers to mesh data. Ideally we would only have one
mutable reference to a resource at a time. And we should avoid doing
work like looking up custom data layers more than we need to.

To that end, make the pointer to the custom data layer used everywhere
const, and retrieve mutable access before parallel node iteration with
a specific function, and write to the mask data with that in mind.

This pushes us in the direction of sharing less code per PBVH type.
In my opinion that's a good thing, because we can actually optimize for
each type. For example, `write_mask_data` gives a picture of
how each of these hot loops could become much simpler.

Pull Request: https://projects.blender.org/blender/blender/pulls/112690
2023-09-26 14:21:07 +02:00
Alexander Gavrilov
0055ae01ab Anim: implement a new curve-aware vertex to B-Bone segment mapping mode.
Currently vertices are mapped to B-Bone segments without taking the
rest pose curve into account. This is very simple and fast, but causes
poor deformations in some cases where the rest curvature is significant,
e.g. mouth corners in the new Rigify face rig.

This patch implements a new mapping mode that addresses this problem.
The general idea is to do an orthogonal projection on the curve. However,
since there is no analytical solution for bezier curves, it uses the
segment approximation:

* First, boundaries between segments are used for a binary space
  partitioning search to narrow down the mapping to one segment.
* Then, a position on the segment is chosen via linear
  interpolation between the BSP planes.
* Finally, to remove the sharp discontinuity at the evolute surface
  a smoothing pass is applied to the chosen position by blending to
  reduce the slope around the planes previously used in the BSP search.

In order to make per-vertex processing faster, a new array with the
necessary vectors converted to the pose space, as well as some
precomputed coefficients, is built.

The new mode is implemented as a per-bone option in order to ensure
backward compatibility, and also because the new mode may not be
optimal for all cases due to the difference in performance, and
complications like the smoothed but still present mapping
discontinuities around the evolute surface.

Wiki: https://wiki.blender.org/wiki/Source/Animation/B-Bone_Vertex_Mapping

Pull Request: https://projects.blender.org/blender/blender/pulls/110758

Pull Request: https://projects.blender.org/blender/blender/pulls/110758
2023-09-26 14:17:21 +02:00
persun
1b1334aabd Fix: Show mesh data tab while using EEVEE Next
Show mesh data tab while using EEVEE Next.

EEVEE Next was omitted from the list of compatible
engines to show mesh data panels, resulting a totally
empty area.

Pull Request: https://projects.blender.org/blender/blender/pulls/112868
2023-09-26 14:08:31 +02:00
Pablo Vazquez
d9976dac3e UI: Remove duplicate Make Library Override in Object menu
Remove duplicate `object.make_override_library` entry in Object menu.

It was in both the "Relations" and the "Library Override" menu.
Remove it from "Relations".

Also add separator and move it up since it is now the intended way
of handling relations.

Pull Request: https://projects.blender.org/blender/blender/pulls/112685
2023-09-26 12:19:27 +02:00
Jacques Lucke
a8c0857dcf Fix: assert due to missing topology cache 2023-09-26 12:12:10 +02:00
Jacques Lucke
3cbddb2a22 BLI: compute string search scores in parallel
This can make string search a bit faster when there are many
possible search results. There are still multiple serial bottlenecks
though.
2023-09-26 12:07:18 +02:00
Campbell Barton
9be80399aa Cleanup: update code comments for wayland cursor locking
Since this comment was written support for warping was added.
2023-09-26 19:50:48 +10:00
Campbell Barton
c4651af470 Cleanup: use initializer list for all GHOST_SystemWayland members 2023-09-26 19:50:48 +10:00
Campbell Barton
0309de1f15 Cleanup: use C++ style casts in GHOST/Wayland 2023-09-26 19:50:48 +10:00
Campbell Barton
077832e063 Cleanup: spelling in comments 2023-09-26 19:50:48 +10:00
Campbell Barton
943096b3bb Cleanup: add missing include, use nullptr literal 2023-09-26 19:50:48 +10:00
Jacques Lucke
56e98f8ba6 UI: prioritize highlighted last words in string search
When using menu search, each search item has multiple segments. In the UI,
 we only highlight last section, which is the actual node/operator name. The
menu path is grayed out. It seems reasonable to give greater weight to the
words in the search item that are highlighted.

See #112839 for an example of what effect this can have.

Pull Request: https://projects.blender.org/blender/blender/pulls/112839
2023-09-26 11:49:49 +02:00
Clément Foucault
a5741e0561 EEVEE: Change do_multiscatter to a bool internally
This avoid confusion outside of the shader node GLSL code.
The issue also is that Metal allow float to cast to bool
implicitly but this create a compilation error on
OpenGL.
2023-09-26 11:48:51 +02:00
Jacques Lucke
9dda646ea3 Fix: try to call unavailable operator
This issue was introduced in d1fbc69e03,
not exactly sure why this was renamed.
2023-09-26 11:28:12 +02:00
Jeroen Bakker
8f9c14145e EEVEE-Next: Fix World Reflection During Raytracing
Scenes that only uses a world probe would didn't work. Raytracing
would look for the closest light probe, didn't find any and shader
would use undefined behavior to sample in the reflectionProbes texture.

In some cases this resulted in correct results when the world was
located on layer 0 with subdivision 0. In any other case this would
sample incorrect incoming light what lead to black reflections.

This PR fixes this by returning the world probe when no nearest light
probe cound be found.

Pull Request: https://projects.blender.org/blender/blender/pulls/112893
2023-09-26 11:19:04 +02:00
Xavier Hallade
729e86d5a3 Cycles: oneAPI: fix perf regression by inlining svm_node_closure_bsdf
158dbc1b10 introduced a ~9% performance
regression on Intel GPUs, which we recover through this targeted change.

Pull Request: https://projects.blender.org/blender/blender/pulls/112878
2023-09-26 10:53:39 +02:00
Jeroen Bakker
aebcec0493 EEVEE: Fix Shader Compilation
Pull Request: https://projects.blender.org/blender/blender/pulls/112890
2023-09-26 10:24:47 +02:00
Clément Foucault
0a4fa62f51 EEVEE: Add support for metallic F82 tint
This adds a new entry to the split sum LUT to isolate
the effect of the F82 tint.

The application of the tint part is similar to cycles
and uses the same way for precomputing the `b` factor.

Results matches almost perfectly to the extent of the
split sum approximation.

Note that this removes the unused LTC MAG LUT for
EEVEE next to make space for the new table. It can still
be added back if needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/112881
2023-09-26 10:16:39 +02:00
Jeroen Bakker
3514d6ed52 Cleanup: Make format 2023-09-26 08:58:04 +02:00
Hans Goudey
d1fbc69e03 Cleanup: Move logic out of loops, remove unnecessary ui sublayouts 2023-09-25 22:07:11 -04:00
Hans Goudey
0cb01332f1 Cleanup: Consistency between asset-extended menu UI templates
Define the UI template in the namespace of its own module, and
consistently use references and const in those UI template functions.
2023-09-25 21:58:30 -04:00
Hans Goudey
34a1b5bdbd Fix: Node tools shortcuts don't display in menus
Since the menus are defined in the header region, but the keymap is part
of the 3D view window region, we need to specify that when creating the
operator buttons.
2023-09-25 21:41:50 -04:00
Hans Goudey
2aa393e727 Cleanup: Remove unnecessary struct keyword in BKE_screen.hh 2023-09-25 17:53:11 -04:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Michael Jones
1c1c6ac457 Cycles: Fix last failing unit test (T39823) on MetalRT
This PR fixes T39823, the sole failing unit test when running with MetalRT.  It does so by implementing and binding a missing intersection handler (`__anyhit__cycles_metalrt_volume_test_tri`) which is required for `scene_intersect_volume` (as used by `integrator_volume_stack_update_for_subsurface`) to work as intended. This scene exposed the error as it uses subsurface scattering on a sphere which is intersected by volume.

Pull Request: https://projects.blender.org/blender/blender/pulls/112876
2023-09-25 22:41:27 +02:00
Clément Foucault
bea13af81a Fix Realtime Compositor: Fix shader compilation on Metal 2023-09-25 22:00:06 +02:00
Jason Fielder
ee03bb38cb Metal: Add support for atomic image operations
Texture Atomics have been added in Metal 3.1
and enable the original implementations of
shadow update and irradiance cache baking.

However, a fallback solution will be
required for versions under macOS 14.0 utilising
buffer-backed textures instead.

This patch also includes a stub implementation if
building/running on older macOS versions which
provides locally-synchronized texture access in
place of atomics. This enables some effects to be
partially tested, and ensures non-guarded use
of imageAtomic functions does not result
in compilation failure.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112866
2023-09-25 21:56:46 +02:00
Miguel Pozo
499c39cfb9 Fix #112867: Workbench: Final render fails to render hair
Add missing calls to the old draw manager functions.
2023-09-25 21:15:56 +02:00
Michael Jones
39baa94427 Cycles: Throttle MetalRT BVH builds to avoid exceeding working set limits
This patch adds `BVHMetalBuildThrottler` which limits the amount of Metal BVH building work that runs concurrently on the GPU. Previously we submitted BVH build requests to the GPU as fast as possible, but in extreme cases this could fail when the device's working set size passes safe limits.

Pull Request: https://projects.blender.org/blender/blender/pulls/112821
2023-09-25 20:20:17 +02:00
Miguel Pozo
0dfcde3fde Fix: EEVEE-Next: Ensure volume property textures are cleared
Clear volume property textures when there's no valid world volume
shader.

Pull Request: https://projects.blender.org/blender/blender/pulls/112871
2023-09-25 19:54:51 +02:00
Brecht Van Lommel
a469640861 USD: improve I/O of emission color in preview surface
Don't export color if strength is 0, and on import set strength to 1 when
there is a color. This is more important now that the default is color white
and strength 0 in the Principled BSDF.

Ref #99447
Ref #112848
2023-09-25 19:51:31 +02:00
Brecht Van Lommel
3d38b51435 Shaders: add "Weight" to Transmission/Subsurface/Coat/Sheen socket names
Ref #99447
Ref #112848
2023-09-25 19:51:27 +02:00
Brecht Van Lommel
1d265eed5d Shaders: rename Specular to Specular IOR Level in Principled BSDF
To clarify that this is no longer the primary control, but rather
and adjustment on IOR.

Ref #99447
Ref #112552
2023-09-25 19:51:22 +02:00
Brecht Van Lommel
239edb27ad EEVEE: optimize principled BSDF by skipping unused components
Ref #99447
Ref #112848
2023-09-25 19:51:17 +02:00
Alaska
a03ee1af81 Shaders: clamp various shader inputs for Principled BSDF
Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112774
2023-09-25 19:51:12 +02:00
Lukas Stockner
6e2f29b421 Shader: change Specular input on Principled BSDF to affect IOR
This keeps the behavior similar to the Disney BRDF, where 0.5
is neutral and lower/higher values respectively decrease/increase
the dielectric specular. But it's more correct in that it's not
an arbitrary scale on Fresnel, but rather adjusting the IOR.

Ref #99447
Ref #112848

Pull Request: https://projects.blender.org/blender/blender/pulls/112552
2023-09-25 19:51:02 +02:00
Brecht Van Lommel
3d986b81c5 Shaders: move subsurface scale input below radius in Principled BSDF
To help clarify that this is a scale on the radius.

Ref #99447
Ref #112848
2023-09-25 19:50:56 +02:00
Brecht Van Lommel
3e3bdc9b89 Shader: rename subsurface scattering methods and change default
Clarify that one was specifically designed for skin shading.

Ref #99447
Ref #112848
2023-09-25 19:50:50 +02:00
Brecht Van Lommel
334027063e Shader: use single Principled BSDF input for metallic and specular tint
To match Standard Surface and OpenPBR.

Ref #99447
Ref #112848
2023-09-25 19:50:44 +02:00
Brecht Van Lommel
ca5f1c0f00 Shaders: rename Principled BSDF Emission to Emission Color
Ref #99447
Ref #112848
2023-09-25 19:50:41 +02:00
Weizhen Huang
def9b76207 Shader: Change specular tint in Principled BSDF from float to color
For more artistic control. Tints the reflection of dielectric materials
at normal incidence.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112192
2023-09-25 19:42:05 +02:00