These group nodes currently don't have a socket declaration for every socket.
Instead we just don't touch the sockets at all so that things have not changed
when the node group is found again.
There were two issues:
* The check for conflicting AOVs was done after the Render Layer node
was updated. This led to an unexpected state in the node.
* The check for conflicting AOVs did not work, because AOVs that already
had the conflict-flag set were ignored.
When the auto-close preference is enabled & brackets or quotes are
entered with a selection, the selection is surrounded by those
characters - instead of replacing the selection.
Match functionality from visual-studio code.
Ref !111900.
Previously when there were 5 or more menu items in a pie menu
the acceptable angle to select an item was limited to 45 degrees.
This makes sense when all 8 menu items are set, however it unnecessarily
restricts the range for menu items that don't have adjacent items.
Resolve using a 90 degree angle range then checking of the adjacent
buttons exist and are a better match.
This also resolves a very small dead-zone between adjacent buttons
for both 4 or 8 button pie menus. It was possible for a direction to
select neither. Compare the direction enum as a tie breaker.
Ref !112311.
When evaluating emission, no closures can be allocated, so the existing code
would end up returning albedo 1.0, which then caused the layering code to set
the weight of lower layers to zero.
SVM doesn't do this, neither does the OSL testrender from what I can tell, and
in other cases we already handle the inversion on the OSL side if needed.
In this case it didn't cause any problems however macros with a
BEGIN/END must always run both, not optionally run based on knowledge
of the iterator implementation cleanup requirement.
The recent change to the 'Add Modifier' created at least two issues:
* A complete duplicate of UI info for each modifier (its name and icon),
now existing in both the RNA enum definition of modifiers types, and
in the pyhton UI code.
* An implicit duplication of these UI names in two different translation
contexts, since the ones from the enum use the default one, while
explicit labels passed to the `layout.operator` UI API get assigned a
default 'operator' context. See PR !112246 for details about this.
Both issues can be easily solved by making the new python code for these
menus a bit smarter. Adding a helper function that adds the `add_modifier`
operator with the right parameters, just based on the operator type.
Both names (labels) and icons can be found in the enum property
`bl_rna` definition itself then.
This change:
* Avoids duplicating UI info.
* Fixes translation context mismatch, by forcing the usage of the
default one also from the python code.
* Makes code less verbose and overall more readable.
NOTE: An attempt has been made to use the `get_name` callback of
operator types to automatically return the right name based on the
defined type, but this is currently utterly failing with regular
layout-based UI code. This will be reported and handled separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/112252
* Fix#112284 and other non-reported sculpt-related regressions in the
new Workbench.
* Cleanup ObjectState setup.
* Update `sculpt_batches_get` to support getting per material batches
while passing SculptBatchFeatures.
* Make material indices 0 based in Workbench.
Pull Request: https://projects.blender.org/blender/blender/pulls/112344
Instead of four discrete thumbnail sizes, allow the user to instantly
zoom to any integer size from 16-256. This also changes the default to
96 from the current 128.
Pull Request: https://projects.blender.org/blender/blender/pulls/105815
This patch updates the experimental MetalRT code path to use new [curve primitives](https://developer.apple.com/videos/play/wwdc2023/10128/) which were recently added in macOS 14. This replaces the previous custom box intersection implementation, allowing the driver to better optimise curve acceleration structures for the GPU. On existing hardware, this can speed up MetalRT renders by up to 40% for scenes that use hair / curve primitives extensively.
The MetalRT option will only be available on macOS >= 14, and requires Xcode >= 15 to build (otherwise the option will be compiled out).
Authored by Marco Giordano, Michael Jones, and Jason Fielder
---
Before / after render times (M1 Max MacBook Pro, macOS 14 beta, MetalRT enabled):
```
Custom box intersection MetalRT curve primitives Speedup
fishy_cat 111.5 80.5 1.39
koro 114.4 86.7 1.32
sinosauropteryx 291.8 279.2 1.05
spring 142.3 142.2 1.00
victor 442.7 347.7 1.27
```
---
Pull Request: https://projects.blender.org/blender/blender/pulls/111795
Any action that triggered the key-map to be rebuilt causes the key-map
UI to display freed data.
Recently key-map refreshing happens during transform, while this should
be resolved - it's still good to avoid a crash in this situation as it's
possible scripts perform actions that tag the key-map to be rebuilt
which is out of our control.
Add a utility function to clear all key maps from a key configuration.
This allows the add-ons key-config to be cleared so the exported
configuration wont include add-on keymap items,
needed for bl_keymap_validate.py to properly compare the
exported key-map with the data in:
./scripts/presets/keyconfig/keymap_data/blender_default.py
C++ callers must ensure the arguments are valid,
reserve validity for the RNA API for raising errors.
This is already the case for most RNA API calls that wrap BKE API's.
Regression in [0] which removed empty regions that were used to
ensure pie menu items match the location of regions.
The header for e.g. in time-line / graph editor for e.g. showed
on the opposite side.
[0]: 48b8c8f78f
- Changes defaults from Emission Color 0.0, Emission Strength 1.0 to be the
other way around (Color 1.0, Strength 0.0), suggested by @brecht
- Makes emission component occluded by sheen and coat
(to simulate e.g. dust-covered light sources)
- Moves transparency into the Principled SVM/OSL node, to allow for future
support for e.g. transparent shadows in thin sheet mode.
Note that there are optimization opportunities here (mostly skipping the
non-transparent components for transparent shadow evaluation, and skipping
the parts that don't affect emission for light evaluation), but I have a
separate point for those in the Principled V2 planning since there's some
other optimization topics as well.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/111155
Previously, the Principled BSDF used the Subsurface input to scale the radius.
When it was zero, it used a diffuse closure, otherwise a subsurface closure.
This sort of scaling input makes sense, but it should be specified in distance
units, rather than a 0..1 factor, so this commit changes the unit and renames
the input to Subsurface Scale.
Additionally, it adds support for mixing diffuse and subsurface components.
This is part of e.g. the OpenPBR spec, and the logic behind it is to support
modeling e.g. dirt or paint on top of skin. Before, materials would be either
fully diffuse (radius=0) or fully subsurface.
For typical materials, this mixing factor will be either zero or one
(just like metallic or transmission), but supporting fractional inputs makes
sense for e.g. smooth transitions at boundaries.
Another change is that there is no separate Subsurface Color anymore - before,
this was mixed with the Base Color using the Subsurface input as the factor,
but this was not really useful since that input was generally very small.
And finally, the handling of how the path enters the material for random walk
subsurface scattering is changed. Before, this always used lambertian (diffuse)
transmission, but this caused some problems, like overly white edges.
Instead, two different methods are now used, depending on the selected mode.
In Fixed Radius mode, the code assumes a simple medium boundary, and performs
refraction into the material using the main Roughness and IOR inputs.
Meanwhile, when not using Fixed Radius, the code assumes a more complex
boundary (as typically found on organic materials, e.g. skin), so the entry
bounce has a 50/50 chance of being either diffuse transmission or refraction
using the separate Subsurface IOR input and a fixed roughness of 1.
Credit for this method goes to Christophe Hery.
Pull Request: https://projects.blender.org/blender/blender/pulls/110989
- Adds tint control, which simulates volumetric absorption inside the coating.
This results in angle-dependent saturation and affects all underlying layers
(diffuse, subsurface, metallic, transmission). It provides a physically-based
alternative to ad-hoc effects such as tinted specular highlights.
- Renames the component from "Clearcoat" to "Coat", since it's no longer
necessarily clear now. This matches naming in e.g. other renderers or OpenPBR.
- Adds an explicit Coat IOR input, in preparation for future smarter IOR logic
around the interaction between Coat and main IOR. This used to be hardcoded
to 1.5.
- Removes hardcoded 0.25 weight multiplier, and adds versioning code to update
existing files accordingly. OBJ import/export still applies the factor.
- Replaces the GTR1 microfacet component with regular GGX. This removes a corner
case in the Microfacet code, solves #53038, and makes us more consistent with
other standard surface shaders. The original Disney BSDF used GTR1, but it
doesn't appear that it caught on in the industry.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/110993