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
Now that there are Rec.2100 PQ and HLG displays, the additional HDR option
for video export is redundant. Typically you would now select a HDR display
early on and do all your video editing with it enabled.
For saving a HDR video, the encoding panel will now show the name of the color
space, and warn when the video codec or color depth is incompatible.
Since this is now based on interop IDs for the dislpay color spaces, we can
map more of those to the appropriate CICP code. This works fine for Display P3,
in my tests it looks identical to sRGB except that the wide gamut colors are
preserved.
However Rec.1886 and Rec.2020 are problematic regarding the transfer function,
although the latter at least has the correct primaries now. So it should be
a net improvement and this could be looked at later if anyone wants.
---
Background:
* Rec.1886 and Rec.2020 display color spaces in Blender use gamma 2.4.
* BT.709 trc is almost the same as gamma 2.4, so seems like the correct choice.
* We already write sRGB with BT.709 trc, which seems wrong.
* Yet sRGB matches exactly between Blender display and QuickTime, while
Rec.1886 and Rec.2020 do not.
* Display P3 with BT.709 trc matches sRGB with BT.709 trc, just adding the wide
gamut colors. So that is what is used for now. Also using the sRGB trc the
file is not recognized by QuickTime.
There is apparently a well known "QuickTime gamma shift" issue, where the
interpretation of the BT.709 trc is different than other platforms. And you need
to do workarounds like writing gamma 2.4 metadata outside of CICP to get
things to display properly on macOS.
Not that QuickTime is necessarily the reference we should target, but just to
explain that changing the previous behavior would have consequences, and so
it this commit leaves that unchanged.
Pull Request: https://projects.blender.org/blender/blender/pulls/145373
When instanced meshes were using FBX geometric transforms, the code
was not telling ufbx to create proper adjustment helper nodes due to
UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY_NO_FALLBACK flag.
That flag was put in earlier, before import of armatures was solidified,
turns out using the proper flag (UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY)
is not a problem anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/145527
This applies an OpenColorIO display, view and look transform on a color
in the scene_linear colorspace.
In general, OpenColorIO configurations do not contain a colorspace for
every view + display, especially if they are modern configs using the
display colorspace and shared view mechanisms. Nor do they include looks.
So the Convert Colorspace node is not sufficient.
Additionally, we would like to avoid making the colorspace list too long
in the default config, as we are adding many new views and transforms.
Exposure, gamma curves and white point functionality are not included
in this node, as there are native ways of doing that in the compositor.
These settings are marked non-editable in the Python API.
Pull Request: https://projects.blender.org/blender/blender/pulls/145069
Refactor and revamp import and export of `UsdGeomNurbsCurves` prim
objects.
Fixes#130056, among other things.
Summary of changes and enhancements:
- Export:
- Write out `nurb_weight` attribute as the USD `pointWeights` primvar
- Properly write out cyclic NURBS curves data (* see notes)
- Import:
- Import using the new `Curves` datablock rather than the old `Curve`
- Properly read in cyclic NURBS curves data (* see notes)
- Tries harder to match incoming knot vector to standard `knots_mode`,
will use Custom otherwise
- Support import of all custom primvars and data attached to the prim
(for use with Geometry Nodes etc.) (* see notes)
Tests were added which check a variety of point count, order, knot_mode,
and cyclic combinations (generated through Geometry Nodes). A small
number of hand-crafted curves were used to test the Custom knots_mode
support on import. Additionally, the tests cover the case when there are
multiple curves defined for a single object.
Notes:
- Cyclic NURBS support is reliant on the current, under-spec'd, USD
documentation. Changes may be required in the future if/when the USD
spec is clarified: https://github.com/PixarAnimationStudios/OpenUSD/issues/3740
- Some Cyclic x knots_mode combinations are not correct and would
require more research to determine how to properly address.
- Custom attributes are not imported for Cyclic NURBS curves yet. Those
will require additional work to function correctly and are also
reliant on seeing how the USD spec changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/143970
In recent history there have been two issues leading to corrupt
rendering or crashes on the GPU in scenes with 300 or more unique
materials. #144713 and #141171.
To help detect these issues earlier on, this commit adds a new Cycles
render test that uses 400 unique materials.
Pull Request: https://projects.blender.org/blender/blender/pulls/145187
Implementation of the design task #142969.
This adds the following:
- Exact GPU interpolation of curves of all types.
- Radius attribute support.
- Cyclic curve support.
- Resolution attribute support.
- New Cylinder hair shape type.

What changed:
- EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now.
- EEVEE now have an internal shadow bias to avoid self shadowing on hair.
- Workbench Curves Strip display option is no longer flat and has better shading.
- Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles.
- Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles.
Notes:
- This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests).
- Legacy Hair Particle points is now stored in local space after interpolation.
The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE.
| | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main |  |  | N/A |
| PR |  |  |  |
| | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main |  | | N/A |
| PR | ||  |
Cyclic Curve, Mixed curve type, and proper radius support:

Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77)
Follow Up Tasks:
- Correct full tube segments orientation based on tangent and normal attributes
- Correct V resolution property per object
- More attribute type support (currently only color)
TODO:
- [x] Attribute Loading Changes
- [x] Generic Attributes
- [x] Length Attribute
- [x] Intercept Attribute
- [x] Original Coordinate Attribute
- [x] Cyclic Curves
- [x] Legacy Hair Particle conversion
- [x] Attribute Loading
- [x] Additional Subdivision
- [x] Move some function to generic headers (VertBuf, OffsetIndices)
- [x] Fix default UV/Color attribute assignment
Pull Request: https://projects.blender.org/blender/blender/pulls/143180
Blender grid rendering interprets voxel transforms in such a way that the voxel
values are located at the center of a voxel. This is inconsistent with OpenVDB
where the values are located at the lower corners for the purpose or sampling
and related algorithms.
While it is possible to offset grids when communicating with the OpenVDB
library, this is also error-prone and does not add any major advantage.
Every time a grid is passed to OpenVDB we currently have to take care to
transform by half a voxel to ensure correct sampling weights are used that match
the density displayed by the viewport rendering.
This patch changes volume grid generation, conversion, and rendering code so
that grid transforms match the corner-located values in OpenVDB.
- The volume primitive cube node aligns the grid transform with the location of
the first value, which is now also the same as min/max bounds input of the
node.
- Mesh<->Grid conversion does no longer require offsetting grid transform and
mesh vertices respectively by 0.5 voxels.
- Texture space for viewport rendering is offset by half a voxel, so that it
covers the same area as before and voxel centers remain at the same texture
space locations.
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/138449
Add geometry file import nodes support to the for-each-path logic.
This will make `bpy.data.file_path_map()` report the input files for
OBJ, PLY, etc. import nodes (and any other node that has a string
property of subtype `PROP_FILEPATH`).
Currently this only supports static file paths, so where the file path
is set as the input socket's default value. When the path is
determined via any noodle, this is ignored and the default value is
reported anyway.
This is necessary for the new version of Blender Asset Tracer, which
in turn is needed to resolvestudio/flamenco#104423.
Pull Request: https://projects.blender.org/blender/blender/pulls/144874
Supports baking to object and tangent space.
Compatible with Cycles Vector Displacement node which has the
(tangent, normal, bitangent) convention.
The viewport situation is a bit confusing: seems that Eevee
does not handle vector displacement properly and rips all faces
apart. Cycles renders the displaced object correctly.
Not entirely happy with the UI, as displacement space does not
really belong to the Output, but so doesn't Low Resolution Mesh.
Perhaps the best would be to have a separate pass to revisit the
settings, and also make it more clear what the Low Resolution Mesh
actually does.
Pull Request: https://projects.blender.org/blender/blender/pulls/145014
PR https://projects.blender.org/blender/blender/pulls/144233.
Fix#142296 performance regression caused by merging UV positions
based on face area weights, replacing it with mean average weights
computation. The former method resulted in higher probability in making
subdivision cache invalid between frame updates and thus causing expensive
recreation of blender::bke::subdiv::OpenSubdiv_Evaluator object.
While this fix isn't directly answering a question why specific UV position
updates would cause this reevaluation of subdivision object, it fixes
the performance regression caused by #139595 PR.
Found while trying to import an instanced point-instancer with the
operator setting `support_scene_instancing=false`.
The point-instancer Prototype would be partially processed but not
completely since the option was disabled. This caused a discrepancy
during the final portion of import where the view layer was synced and
we attempted to query for an object that was not present.
Pull Request: https://projects.blender.org/blender/blender/pulls/144845