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.
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
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
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
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
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
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.
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.
The 2D->2D, 3D->3D, 4D->4D hash functions used in Voronoi node were
using quite an expensive hash function. Switch these to dedicated
2D/3D/4D hash functions (pcg2d, pcg3d, pcg4d) -- these are still very
good quality, but the hash function itself is 3x-4x faster.
Which makes Voronoi node calculation overall be around 2x faster. In
some cases when using OSL, the speedup is even larger.
This visibly changes output of the Voronoi noise however. The actual
noise "behaves" the same, just if someone was depending on the noise
pattern being exactly like it was before, this will change the pattern.
Images, more performance results and details wrt OSL are in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/139520
Current NURBS evaluation handles corners or sharp angles poorly. Sharp
edges appear when a knot vector value is repeated `order - 1` times.
Users can make sharp corners by creating NURBS curve with `Bezier` knot
mode or by setting `order` to 2 for legacy curves. The problem occurs
because current algorithm takes all the curve's definition interval,
divides it into equal parts and evaluates at those points, but corners
are exactly on repeated knot's. To hit those, the resolution has to be
increased higher than required for the rest of the curve.
The new algorithm divides non zero length intervals between two adjacent
knots into equal parts. This way corners are hit with a resolution of 1.
This does change the evaluated points of NURBS curves, which is why some
test results have to be updated in this commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/138565
This changes the way random integers are computed so that there is no
intermediate conversion to float which looses accuracy.
This change breaks compatibility because it changes the generated random
numbers. Therefore this is done in Blender 5.0.
Performance seems to be about ~6% better than before.
Pull Request: https://projects.blender.org/blender/blender/pulls/118795
When not all the meshes referenced by the instances recursively
are realized because of the limit of the depth input, and those
meshes have vertex groups, a crash is possible because of an
un-checked VectorSet lookup. `all_meshes_info.order` includes
all meshes regardless of the depth and mask arguments.
Pull Request: https://projects.blender.org/blender/blender/pulls/138519
This change moves the tests data files and publish folder of assets
repository to the main blender.git repository as LFS files.
The goal of this change is to eliminate toil of modifying tests,
cherry-picking changes to LFS branches, adding tests as part of a
PR which brings new features or fixes.
More detailed explanation and conversation can be found in the
design task.
Ref #137215
Pull Request: https://projects.blender.org/blender/blender/pulls/137219