Remove the button "Update Views" that requires the user to update visible views manually. This is now consistent with the automatic update of compositor tree, when views are added or deleted, see #120685.
The patch also addresses #109866 (not really a fix since behavior in that bug report is intentional).
Pull Request: https://projects.blender.org/blender/blender/pulls/122290
This adds support for renaming some sockets in the node UI directly by Ctrl+Clicking
on them. This is sometimes more convenient than going to the sidebar. It affects the
Menu Switch and Bake node as well as the Simulation and Repeat zone.
Some related notes:
* The Group Input and Group Output node are not yet supported, because it currently
breaks the right-alignment on the Group Input node. I couldn't find a workaround for
this yet.
* Double-clicking on the socket name does not trigger renaming yet. This seems to
be a deeper issue in the interface code.
* The highlighting when hovering over sockets that can be renamed is very dim
making it hard to see. Alternatives like drawing a box around the label when hovering
it (like in list views) have been discussed but seem to be much more difficult to get to work.
Despite these limitations, it seems reasonable to add this already, as it shouldn't affect
anyone negatively. The nodes still look like before.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121945
This node allows replacing the transformation of every instance by providing a matrix.
Before, this was only possible by using the Store Named Attribute node. It's more common
in Blender to have specialized built-in nodes for built-in attributes (e.g. Set Position, and Set ID).
Pull Request: https://projects.blender.org/blender/blender/pulls/121473
Volumes and grids were not yet handled by the Geometry Nodes value
logging system. This patch adds basic information (number of grids)
to the value logger and node tooltips.
Pull Request: https://projects.blender.org/blender/blender/pulls/121622
This is slight optimization. Number of nodes with additional outputs like `Valid`
flag of other math-related things will be more in future, its better to strict api
and do not evaluate even singles. This also can reduce number of logged values.
Pull Request: https://projects.blender.org/blender/blender/pulls/121799
This patch adds support for timing GPU compositor executions. This was
previously not possible since there was no mechanism to measure GPU
calls, which is still the case. However, since 2cf8b5c4e1, we now flush
GPU calls immediately for interactive editing, so we can now measure the
GPU evaluation on the host, which is not a very accurate method, but it
is better than having no timing information. Therefore, timing is only
implemented for interactive editing.
This is different from the CPU implementation in that it measures the
total evaluation time, including any preprocessing of the inputs like
implicit type conversion as well as things like previews.
The profiling implementation was moved to the realtime compositor since
the compositor module is optional.
Pull Request: https://projects.blender.org/blender/blender/pulls/122230
Extract
- Add to Quick Favorites tooltip.
- "Mask", the name of a newly created mask (DATA_).
- "New" in the context of the new mask ID button.
- A few strings using BLI_STR_UTF8_ defines were not extracted.
Take the special characters out of the translation macros.
- "External" menu items from the filebrowser's Files context
menu (right-click on a file). These items were already extracted,
but not translated.
Improve
- Separate formatted error message "%s is not compatible with
["the specified", "any"] 'refresh' options" into two messages.
Disambiguate
- Use Action context for new F-modifiers' names. This is already used
for the "type" operator prop.
- Translate ImportHelper's default confirmation text using the
Operator context, as it uses the operator name which is extracted
with this context.
- "Scale" can be a noun, the scale of something, or a verb, to scale
something. The latter mostly uses the Operator context, so apply
this context to verbs, and the default contexts to nouns.
- "Scale Influence" can mean "Influence on Scale" (tracking
stabilization) and "to Scale the Influence" (dynamic paint canvas).
- "Object Line Art" as type of Line Art to add, as opposed to the
active object's Line Art settings.
- Float to Integer node: use NodeTree context for the node label, as
this is already extracted and used for the enum.
Do not translate
- Sequencer labels containing only a string formatting field.
Some issues reported by Gabriel Gazzán and Ye Gui.
Pull Request: https://projects.blender.org/blender/blender/pulls/122283
The issue originates to the change in default view transform from Filmic
to AgX, which does slightly different clipping, and clips color to black
if there is any negative values.
This change implements an idea of skipping view transform for viewer
node when it is connected to the Pick output of the cryptomatte node.
It actually goes a bit deeper than this and any operation can tag its
result as a non-color data, and the viewer node will respect that.
It is achieved by passing some extra meta-data along the evaluation
pipeline. For the CPU compositor it is done via MetaData, and for the
GPU compositor it is done as part of Result.
Connecting any other node in-between of viewer and Cryptomatte's Pick
will treat the result as color values, and apply color management.
Connecting Pick to the Composite output will also consider it as color,
since there is no concept of non-color-managed render result.
An alternative approaches were tested, including:
- Doing negative value clamping at the viewer node.
It does not work for legacy cryptomatte node, as it needs to have
access to original non-modified Pick result.
- Change the order of components, and store ID in another channel.
Using one of other of Green or Blue channels might work for some view
transforms, but it does not work for AgX.
Using Alpha channel seemingly works better, but it is has different
issues caused by the fact that display transform de-associates alpha,
leading to over-exposed regions which are hard to see in the file from
the report. And might lead to the similar issues as the initial report
with other objects or view transforms.
- Use positive values in the Pick channel.
It does make things visible, but they are all white due to the nature
of how AgX works, making it not so useful as a result.
Pull Request: https://projects.blender.org/blender/blender/pulls/122177
This patch implements the Fog Glow Glare node by porting the CPU
implementation, so it is not GPU accelerated and is not expected to be
realtime. However, after d4bf23771d, it is now fast enough to be usable,
see that commit for more information on the implementation.
The only difference is that the kernel part of the convolution is cached
in the realtime compositor, so it should be about 30% faster than CPU
for interactive editing.
In the future, this implementation will be replaced by a proper GPU
implementation, likely based on VkFFT.
The Sun Beams node produces NaNs when the ray length option is zero.
This is due to zero division in the code, which we avoid by skipping
computation altogether when the ray length is zero.
Recently we haven't been adding separate storage structs just to
store a single enum, partially with the hope these will be changed
to sockets in the future, but also because it isn't worth the boilerplate.
Missed in the review of #121333.
This pull request adds an "Active Element" node that exposes the active
vertex, edge, or face index to the geometry node tool context. The
presence of an active element is available as a boolean.
This node enables the creation of "active-to-selected" style operators.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121333
This patches optimizes the Fog Glow Glare node to be about 25x faster
for 4K images. This is mainly achieved by utilizing the FFTW library and
multi-threading support code. Further improvements are still possible by
caching kernels, but the CPU compositor does not support caching yet.
The old Hartley transform was removed, so the node no longer works when
FFTW is disabled as a build time option, much like the OIDN node. A new
BLI library was introduced for FFTW, it includes some helper routines
relevant for FFTW as well as an initialization routine that sets up
multithreading using TBB as well as thread safety.
Build system support for threaded FFTW was also added, which defines the
relevant variables to detect threading support as well as add the
relevant libraries.
We do not currently have the threaded FFTW libs in our precompiled libs,
so the threading code is disabled until the libs lands in the coming
weeks. So currently, the code is only about 9x faster.
The only functional change is that the kernel is now odd sized, which
should produce more accurate results, but the final result is almost
identical and mostly undetectable.
The plan is to port this to the GPU as well similar to how we implement
OIDN until we have a GPU FFT implementation. GPU compositor can also do
caching, so it should be faster, being able to compute a 4K image in
under half a second.
Pull Request: https://projects.blender.org/blender/blender/pulls/121653
Add new ID_IS_EDITABLE macro that checks if the ID can be edited in the
user interface. Replace usage of ID_IS_LINKED where it is used with this
meaning.
Also add a corresponding ID.is_editable property for Python.
This prepares for the ability to edit some linked datablocks for brush
assets.
Pull Request: https://projects.blender.org/blender/blender/pulls/121838
Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.
Pull Request: https://projects.blender.org/blender/blender/pulls/121637
Now the Transform Geometry node either has individual components (location,
rotation and scale) or a matrix as input. In many cases that is just more
convenient when working with matrices. Often this is identical to splitting
the matrix into it's individual components. However, if the matrix contains
shearing, information is lost when splitting it into individual components.
Pull Request: https://projects.blender.org/blender/blender/pulls/121438
This adds a new `Transform` output socket of matrix type to the Object Info node.
This is clearly useful, but we did not do this before for a couple of reasons:
* It's redundant with the location, rotation and scale outputs.
* We might want separate `Object Transform` and `Object Geometry` nodes.
For now just adding the socket is probably useful enough to justify it. Even more
so because it's addition doesn't really block other designs in the future either.
Pull Request: https://projects.blender.org/blender/blender/pulls/121437
This allows setting a color tag for node groups which affects the header
color of group nodes. With this, node groups can look even more similar
to built-in nodes. The only remaining difference is the node group icon in
the node header.
Blender has quite a few different built-in color tags. Most of those are
exposed with very few exceptions. For example, the layout, interface
and pattern categories are not exposed because they are only for built-in
nodes or are not used anymore.
It's generally agreed upon that the set of different color tags is likely too
large. Some differences between color make more sense in some contexts
than in others. In the interest of consistency, it was decided to expose all
these categories anyway. If we ever decide to consolidate them, the worst
that can happen is that a group looses it's category, which wouldn't be too bad.
Pull Request: https://projects.blender.org/blender/blender/pulls/121385
This adds a new `Axes to Rotation` node which creates a new rotation.
In many cases, the primary and secondary axis inputs are a normal and
tangent of a mesh or curve. This provides a simpler and more direct way
to create this rotation compared to using two `Align Rotation to Vector` nodes.
This more direct way of computing the rotation also allows us to optimize
the case better.
The node rotates one axis (X, Y or Z) to the given primary axis direction. Then
it rotates around that primary direction to align the second axis to the given
secondary direction. Ideally, both input axes are orthogonal. However, the node
still creates the "best" rotation when they are not orthogonal. If one or the axes
is zero or both are (close to) parallel, the resulting rotation is unstable. There is
not too much the node can do to make it more stable.
Pull Request: https://projects.blender.org/blender/blender/pulls/104416
As part of #121565.
To avoid using drawing indices outside of the internal grease pencil API,
this refactor adds the functions `GreasePencil::get_eval_drawing` to replace
the `get_eval_grease_pencil_layer_drawing*` functions.
Pull Request: https://projects.blender.org/blender/blender/pulls/121567
This allows node groups to have a description that is shown in the add menu
or when hovering over the node header.
This new description is stored in `bNodeTree.description`. Unfortunately, it
conflicts a bit with `ID.asset_data.description`. The difference is that the latter
only exists for assets. However, it makes sense for node groups to have
descriptions even if they are not assets (just like `static` functions in C++ should
also be able to have comments). In some cases, node groups are also generated
by addons for a specific purpose. Those should still have a description without
being reusable to make it easier to understand for users.
The solution here is to use the asset description if the node group is an asset,
and to use `bNodeTree.description` otherwise. The description is synced
automatically when marking or clearing assets.
A side benefit of this solution is that appended node group assets can keep their
description, which is currently always lost.
Pull Request: https://projects.blender.org/blender/blender/pulls/121334
This (experimental, for now) node retrieve's voxel values
at specific voxel indices for a grid input. It's similar to the
Sample Grid node (77cba3d551), but there is
no interpolation, and it uses indices instead of positions.
Pull Request: https://projects.blender.org/blender/blender/pulls/118690
Added `BLENDER_EEVEE_NEXT` engine ID to polling code called during
"drag search". Main ADD menu routines already had this ID.
Fixes#121026 missing `Shader to RGB` node.
`Specular BSDF` node had similar problem, fixed as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/121231
This adds the same overlay that already exists for the bake node to the simulation output node.
Without this, it's quite hard to see if the simulation zone is baked or not currently.
Pull Request: https://projects.blender.org/blender/blender/pulls/121497
Previously, menu sockets were sometimes shown as integers or strings
in socket tooltips. Now, they are always shown as "Menu" type. This also
changes how these values are logged. Previously, they were logged as
strings. Now, only the integer identifier is logged and the name is looked
up when drawing the tooltip.
Pull Request: https://projects.blender.org/blender/blender/pulls/121236
This assertion was added in assumption that sizes of input argument are always correct.
But this is not such. More correct is to depend on assertions of span access methods.
The size of the multi-function parameters is only guaranteed to be large enough so that
every index in the mask can be accessed. It may be larger.
Pull Request: https://projects.blender.org/blender/blender/pulls/121393
Previously, the Realize Instances node would always realize everything in the geometry.
Now it's possible to more selectively realize parts of the geometry:
* One can choose which top level instances should be realized.
* The realization depth can be controlled per top-level instance. For example, if there are
5 top level instances, each of which contains 10 other instances, it's now possible to
realize only one level so that one ends up with 50 instances.
Pull Request: https://projects.blender.org/blender/blender/pulls/116582
Issue was in the fact that log should be propagated on source node and on parent node.
Instead of `group_node_id`, loggers need to have id of actual parent (zone node or node group) node.
This also fix issue with timings propagation on frame nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/120842
This is an implementation of thin film iridescence in the Principled BSDF based on "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence".
There are still several open topics that are left for future work:
- Currently, the thin film only affects dielectric Fresnel, not metallic. Properly specifying thin films on metals requires a proper conductive Fresnel term with complex IOR inputs, any attempt of trying to hack it into the F82 model we currently use for the Principled BSDF is fundamentally flawed. In the future, we'll add a node for proper conductive Fresnel, including thin films.
- The F0/F90 control is not very elegantly implemented right now. It fundamentally works, but enabling thin film while using a Specular Tint causes a jump in appearance since the models integrate it differently. Then again, thin film interference is a physical effect, so of course a non-physical tweak doesn't play nicely with it.
- The white point handling is currently quite crude. In short: The code computes XYZ values of the reflectance spectrum, but we'd need the XYZ values of the product of the reflectance spectrum and the neutral illuminant of the working color space. Currently, this is addressed by just dividing by the XYZ values of the illuminant, but it would be better to do a proper chromatic adaptation transform or to use the proper reference curves for the working space instead of the XYZ curves from the paper.
Pull Request: https://projects.blender.org/blender/blender/pulls/118477