Commit Graph

178 Commits

Author SHA1 Message Date
Brecht Van Lommel
e91c8300a6 OpenEXR: Write colorspace metadata for multilayer EXR
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
2025-09-25 23:27:14 +02:00
Brecht Van Lommel
be1619f4ad OpenEXR: Multi-part writing
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
2025-09-25 22:58:11 +02:00
Brecht Van Lommel
689f182792 Cycles: Make adaptive subdivision a non-experimental feature
* 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
2025-09-25 16:18:50 +02:00
Brecht Van Lommel
488ff26d35 Tests: Update multilayer image tests for 5.0 changes
The frame number is no longer included on F12.

Pull Request: https://projects.blender.org/blender/blender/pulls/146725
2025-09-25 15:08:30 +02:00
Richard Antalik
97297bd167 Fix #146484: Stack overflow due to recursive strip rendering
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
2025-09-25 08:48:56 +02:00
Omar Emara
92be913a2a Compositor: Remove XY scale from Displace node
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
2025-09-24 13:33:24 +02:00
Omar Emara
7ec89d1bfb Compositor: Reorder inputs accordingly to importance
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
2025-09-23 17:32:07 +02:00
Campbell Barton
705c868bb9 Cleanup: trailing space 2025-09-23 09:37:03 +10:00
Tenkai Raiko
f8d579d153 Nodes: Add Radial Tiling Node
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
2025-09-22 16:02:37 +02:00
Brecht Van Lommel
c2e5622d50 Revert "Shaders: Remove old Preetham and Hosek sky texture models"
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
2025-09-20 16:52:23 +02:00
marcopavanello
084aefd0e0 Render: Add Multiple Scattering Sky Texture
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
2025-09-15 18:08:28 +02:00
Habib Gahbiche
1b4daf9d2e Nodes: remove "Use Nodes" in Shader Editor for Object Materials
"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
2025-09-14 17:53:54 +02:00
Aras Pranckevicius
4adc81b306 Tests: add VSE mask ID modifier render test
Pull Request: https://projects.blender.org/blender/blender/pulls/146146
2025-09-12 14:01:52 +02:00
Clément Foucault
c302b7de7b Refactor: EEVEE: Simplify Gbuffer packing
Implementation of #145417

For more information see pull request.

Pull Request: https://projects.blender.org/blender/blender/pulls/145520
2025-09-10 12:17:21 +02:00
Jacques Lucke
32c301e3cf Shader Nodes: support repeat zones, closures and bundles
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.
2025-09-09 16:15:43 +02:00
Jacques Lucke
bfc5f8d51c Nodes: add selection output for each item in Menu Switch node
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
2025-09-08 13:01:47 +02:00
Brecht Van Lommel
4cb9ae813b Color Management: Tweaks to OpenColorIO config
* 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
2025-09-07 12:14:18 +02:00
Jesse Yurkovich
3e3ee35e9d Fix #145711: Packed images may fail to export with USD
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
2025-09-05 19:41:20 +02:00
Brecht Van Lommel
6a083a5464 Color Management: Add working color space for blend files
* 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
2025-09-05 19:04:47 +02:00
Amogh Shivaram
11d98c14b7 Fix #144258: Cycles: Subsurface scattering doesn't work with shadow linking
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
2025-09-05 15:31:50 +02:00
Mattias Fredriksson
ccd8926717 Curves: Simplify calculation of NURBS basis functions
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
2025-09-04 21:49:58 +02:00
Brecht Van Lommel
5cc6ad6afe Video: Save colorspace metadata based on display, remove HDR option
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
2025-09-03 16:32:33 +02:00
Aras Pranckevicius
eb96ef2dff Fix #145116: new FBX importer does not handle geometry transform + instancing properly
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
2025-09-01 19:39:54 +02:00
Brecht Van Lommel
2eaa8dc7d5 Compositor: Add Convert to Display node
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
2025-09-01 16:28:07 +02:00
Brecht Van Lommel
62eac6da17 Tests: Update bake tests for new selection requirements
Ref #137389

Pull Request: https://projects.blender.org/blender/blender/pulls/145502
2025-09-01 12:40:49 +02:00
Jesse Yurkovich
9f4ac95357 Fix: USD: Camera FStop of 0 means no depth of field
If a USD camera has an fstop value of 0, we need to treat that as
meaning DOF should be disabled (and animate it accordingly).

https://openusd.org/release/api/class_usd_geom_camera.html#a335e1647b730a575e3c0565e91eb8d49

Pull Request: https://projects.blender.org/blender/blender/pulls/145366
2025-08-29 22:33:10 +02:00
Miguel Pozo
ddb4aa2595 Fix: Draw: Update overlapping octrees reference image
Changed in #138449.
Missing in 8036f5e19d.

Pull Request: https://projects.blender.org/blender/blender/pulls/145255
2025-08-27 20:12:31 +02:00
Jesse Yurkovich
7111e95527 USD: Import UsdNurbsCurves as Curves instead of old Curve
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
2025-08-27 19:34:46 +02:00
Clément Foucault
8036f5e19d Tests: Update EEVEE and Workbench OpenVDB test after recent change
Changed in #138449.
2025-08-27 10:53:37 +02:00
Alaska
a31d022e69 Tests: Add Cycles test for scene with many unique materials
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
2025-08-27 10:36:47 +02:00
Clément Foucault
ba4589e894 DRW: New Curve Drawing
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.
![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd)

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 | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A |
| PR   | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) |

|      | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A |
| PR   | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) |

Cyclic Curve, Mixed curve type, and proper radius support:
![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7)

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
2025-08-27 09:49:43 +02:00
Lukas Tönne
12f0bc7736 Fix #138388: Use grid voxel corners as value locations like OpenVDB
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
2025-08-26 12:27:20 +02:00
Sybren A. Stüvel
3016cf650d Geometry Nodes: implement file path callback for import nodes
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 resolve studio/flamenco#104423.

Pull Request: https://projects.blender.org/blender/blender/pulls/144874
2025-08-26 11:03:27 +02:00
Sergey Sharybin
a020907844 Multires Bake: Implement vector displacement baking
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
2025-08-25 14:23:35 +02:00
Ian Yoo
6ad010a1eb Tests: Reorganize group tests
This was to be done as group node related tests are added, to match the
node groupings. Moved group output test into the new folder

Pull Request: https://projects.blender.org/blender/blender/pulls/144827
2025-08-25 11:16:35 +02:00
Piotr Makal
7e4defbf3b Fix: Performance regression when using bevel and subdivision modifier
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.
2025-08-24 08:59:47 -04:00
Jesse Yurkovich
bd6c4d73a0 Fix: Crash during USD import of an instanced point-instancer
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
2025-08-22 22:22:47 +02:00
Sergey Sharybin
628f53a28c Refactor: Consolidate baking settings into BakeData
Almost all settings were duplicated between BakeData and RenderData.
The only missing field was the bake type, which is stored as a custom
property in Cycles.

This change:
- Removes unused bake_samples and bake_biasdist.
- Migrates settings like bake_margin to BakeData.
- Switches multires baker to use bake_margin.
- Introduces bake type in the BakeData, the same way how it was
  defined in RenderData::bake_mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/144984
2025-08-22 19:18:03 +02:00
Sergey Sharybin
8348438cae Multires bake: Rework baking high-res displacement
This change makes it so baking displacement to the high-resolution mesh
(Use Low Resolution Mesh option is OFF, displacement is calculated
between top multi-resolution level and subdivided viewport level mesh)
uses texture UVs and tangent space from the high-res mesh.

This matches intended use-case when object baked with such configuration
have subdivision surface applied to them bringing overall resolution to
the same level as the highest multi-resolution level.

The issue was simple to see when baking high-res displacement for an
object which uses "Keep Corners, Junctions" UV smoothing.

The unfortunate aspect is increased memory usage due to calculation of
the grid index and grid UV mapping, but it is not too bad (12 bytes per
loop, so is like 48Mb per million face). Feels like there is a way to
optimize it by utilizing knowledge that high-res mesh faces are created
in a specific order, but also feels it is not that important at this
moment.

Pull Request: https://projects.blender.org/blender/blender/pulls/144935
2025-08-22 18:24:57 +02:00
Sergey Sharybin
e0154de320 Rework Bake from Multires
The main idea is to switch Bake from Multires from legacy DerivedMesh
to Subdiv. On the development side of things this change removes a lot
of code, also making it easier easier to rework CustomData and related
topics, without being pulled down by the DerivedMesh.

On the user level switch to Subdiv means:

- Much more closer handling of the multi-resolution data: the derived
  mesh code was close, but not exactly the same when it comes to the
  final look of mesh.

  Other than less obvious cases (like old DerivedMesh approach doing
  recursive subdivision instead of pushing subdivided vertices on the
  limit surface) there are more obvious ones like difference in edge
  creases, and non-supported vertex creases by the DerivedMesh.

- UV interpolation is done correctly now when baking to non-base level
  (baking to multi-resolution level >= 1).

  Previously in this case the old derived mesh interpolation was used
  to interpolate face-varying data, which gives different results from
  the OpenSubdiv interpolation.

- Ngon faces are properly supported now.

A possible remaining issue is the fact that getting normal from CCG
always uses smooth interpolation. Based on the code it always has been
the case, so while it is something to look into it might be considered
a separate topic to dig into.
2025-08-22 17:59:27 +02:00
Weizhen Huang
3dc73a3fda Tests: update GPU volume tests
New files are added since 5646d9a5ca

Pull Request: https://projects.blender.org/blender/blender/pulls/144622
2025-08-15 18:15:34 +02:00
Weizhen Huang
df496eb894 Cycles: use one-tap stochastic interpolation for volume
It has ~1.2x speed-up on CPU and ~1.5x speed-up on GPU (tested on Metal
M2 Ultra).

Individual samples are noisier, but equal time renders are mostly
better.

Note that volume emission renders differently than before.

Pull Request: https://projects.blender.org/blender/blender/pulls/144451
2025-08-14 15:22:44 +02:00
Brecht Van Lommel
585af15979 Fix: HDR video output does not preserve the view transform
The float buffer should be tagged with the standard untonemapped colorspace,
so that when we convert to PQ/HLG the tonemapping is preserved.

With this change:
* Using AgX highlights properly go to white.
* Using the ACES configs, we can convert EXRs to a HDR video, exactly
  matching colors with the HDR video on https://dpel.aswf.io/solemates/.

Pull Request: https://projects.blender.org/blender/blender/pulls/144493
2025-08-13 18:36:16 +02:00
Weizhen Huang
5646d9a5ca Cycles: Add and update volume test files 2025-08-13 10:28:50 +02:00
Brecht Van Lommel
402080f938 Tests: Remove broken image path in tests
This causes EEVEE tests to fail now that these are logged as errors and
`--debug-exit-on-error` is used when running tests.

Pull Request: https://projects.blender.org/blender/blender/pulls/144376
2025-08-11 21:18:38 +02:00
Jacques Lucke
26d2c7af0d Nodes: remove field inference test
This test can't easily be updated because it relies on the old socket shape
design before #144119. Parts of it could be done from scratch again, but
most of this stuff is also tested by the new structure type inferencing test
in `bl_node_structure_type_inference.py`.

Pull Request: https://projects.blender.org/blender/blender/pulls/144185
2025-08-08 09:18:46 +02:00
Omar Emara
68dc278fe5 Compositor: Redesign File Output node
This patch redesigns the File Output node to provide better UX and UI.
This is mainly achieved by allowing the user to create inputs by
dragging into an Extend socket and adjust existing inputs using the
familiar UI list design available in Blender. Additionally, various UI
changes were done:

- The Use Node Format option was renamed to Override Node Format for
  clarity.
- Socket types are now fixed and do not change as new links are made,
  allowing users to specify the exact output type and employ implicit
  conversion if needed.
- The distinction between images and Multi-Layer EXR was made clearer.
- Final output paths are drawn in the UI to remove guess work.
- The Base Path was split into a Directory and a File Name.
- Panels were added to group options, include a panel for the node
  format, items, and item formats.

Pull Request: https://projects.blender.org/blender/blender/pulls/141091
2025-08-07 14:46:34 +02:00
Habib Gahbiche
00f82920ef Tests: Compositor: update File Output Node tests
'exr multilayer passes' had an invalid input, so its output was updated

The rest of the tests had outdated output sockets after some 'Color'
sockets were converted into 'Vector' sockets

Pull Request: https://projects.blender.org/blender/blender/pulls/144004
2025-08-05 15:42:14 +02:00
Ian Yoo
f6523e619a Tests: Add group node test for missing output node
This adds a test case for #142944 where the compositor crashes when
there is a missing group output node inside a group node.

Pull Request: https://projects.blender.org/blender/blender/pulls/143150
2025-08-05 11:06:44 +02:00
Jacques Lucke
2c435ce8df Fix #141469: Geometry Nodes: use safer approach to modifying each instance geometry
Many nodes operate on all the instances that are passed into them. For example,
the Subdivision Surface node subdivides the mesh at the root but also instanced
meshes. This works well for most nodes, but there are a few nodes were the old
`modify_geometry_sets` function was not very well defined and it was tricky to
use correctly.

The fundamental problem was that the behavior is not obvious when a node creates
or modifies instances and how those are integrated with the already existing
instances.

This patch solves this with the following changes:
* Remove the old `GeometrySet::modify_geometry_sets` and related
  `*_during_modify` methods.
* Add a new `blender::geometry::foreach_real_geometry` function that is similar
  to the old `modify_geometry_sets` but has a more well-defined interface:
  * It never passes instances into the callback. So existing instances can't be
    modified with it.
  * The callback is allowed to create new instances. This will automatically be
    merged back with potentially already existing instances. The callback does
    not have to worry about accidentally invalidating existing instances like
    before.
* A few existing usages used `modify_geometry_sets` to actually modify existing
  instances (usually just removing attributes). Those can't use the new
  `foreach_real_geometry`, so they just get a custom simple recursive
  implementation instead of using a generic function.

Pull Request: https://projects.blender.org/blender/blender/pulls/143898
2025-08-05 06:25:20 +02:00