Previously, the closure and bundle nodes were a bit restrictive when it comes to
socket shapes. Especially the bundle nodes did not support customizing the
socket shape at all, so they always worked with dynamic values. This was
problematic, because it meant that e.g. the outputs of the Separate Bundle node
looked like they couldn't be used as single values, and other similar issues.
With this patch, the following is supported (a few aspects were supported before
but now it all fits better together): * Support manually selecting socket shapes
in Combine Bundle, Separate Bundle, Closure Input, Closure Output and Evaluate
Closure nodes. * Automatic inferencing of shapes in all these nodes, as long as
the socket shape is set to "auto". * A new "Define Signature" option can be
enabled in the nodes. If enabled, linked nodes will also sync the socket shapes
from that node. In the future, we also want to add support for naming the
signature.
Pull Request: https://projects.blender.org/blender/blender/pulls/145550
Currently, only the visibility of input sockets can be changed dynamically based
on other menu inputs. However, under some circumstances, it can also be useful
to hide certain outputs. For example, the built-in Curve Arc primitive node does
that.
This patch adds support for automatic detection of unused outputs. How to detect
unused outputs is less straight forward compared to inputs. This patch uses the
rule that an output is unused if it always outputs a "fallback value" (typically
0) irrespective of the currently used inputs. If the output is independent of
all inputs, it stays visible though.
There is a new small utility node called "Enable Output". It replaces a value
with it's fallback value unless it is disabled. This simplifies setting up
unused outputs. In theory, a normal switch node can also be used, but that is
less usable and the user will have to hardcode the fallback value for each type
which is not something that is explicitly exposed yet.
Supporting dynamic output visibility is also a prerequisite for exposing some
menu node options as sockets (e.g. in the Arc node).
Pull Request: https://projects.blender.org/blender/blender/pulls/140856
In Render properties > Color Management > Display.
* Off: Directly output image as produced by OpenColorIO. This is not correct
in general, but may be used when the system configuration and actual display
device is known to match the chosen display.
* Automatic: Display images consistent with most other applications, to preview
images and video for export. A best effort is made to emulate the chosen
display on the actual display device.
The option is grayed out when the current OpenColorIO config and display/view
does not support emulation.
Ref #145022, #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/146808
Updates the `CurveMapping` `CURVE_PRESET_SMOOTH` curve to more closely
approximate the smoothstep function (y = 3x^2 - 2x^3). This has the
implication of changing what happens when the curve is reset, but does
not change any existing curves already stored in blendfiles.
Notably, this change primarily affects three operators:
* brush.curve_preset (Mesh Sculpting)
* brush.sculpt_curves_falloff_preset (Curves Sculpting)
* render.shutter_curve_preset (Motion Blur)
Pull Request: https://projects.blender.org/blender/blender/pulls/146710
A subset of brushes behave as "anchored" brushes, in that they do not
apply to the surface continually underneath the cursor, but have a
starting point and then are influenced by the mouse movement. These
brushes behave oddly with tablet pressure sensitivity, as they cannot
modulate over the course of the stroke without causing odd behavior.
Currently, the pressure is only sampled at the very beginning of the
stroke, which makes it difficult to control intuitively. Further work
can be done to improve this behavior (e.g. D6603).
The full list of brush types affected is below:
* Grab
* Snake Hook
* Elastic Deform
* Pose
* Boundary
* Thumb
* Rotate
* Cloth with Grab deformation
Resolves#83697
Pull Request: https://projects.blender.org/blender/blender/pulls/146825
When we directly call `exit()` from `sig_handle_blender_esc`, the
program will try to free up all static variables and terminate all
threads (and do some file handle cleanup).
The destuctor of the static sound `GlobalState` will hang if
`delayed_close_cv` is in use by other threads as it will wait for them
to let go of it before the destructor finishes.
To make sure that it can finish, the destructor now notifies all
potential threads that they should exit.
Pull Request: https://projects.blender.org/blender/blender/pulls/146665
This PR adds an option "Affect Gizmo" for custom shape transforms to affect
the transform gizmos. If enabled, this will place the gizmo at the
location and orientation of the "Override Transform" (i.e. in its local space).
For Orientations: The gizmo mode *is* respected. I.e. global mode is aligned to the world etc.
There is a special case for "Gimbal" where it will not follow the orientation of the
"Override Transform" bone. I think it makes sense to keep it that way since this
is about the channels of the bone you are actually manipulating.
The other option is "Use as Pivot" with which the bone is actually rotated
around the override bone. This can be useful for rigs in which shapekeys and
armature deformation is combined
Taken over from #136468
For design task #135429
Co-authored-by: Wayde Moss <wbmoss_dev@yahoo.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/142847
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
This patch adds a new Compositor modifier that applies a compositing
node group on a sequencer strip. This patch also introduces the concept
of a compositor node tree space subtype, where we now have a Scene and a
Sequencer subtypes. Practically, this just means that node like the
Render Layers node will not be available in the node editor in the
Sequencer subtype.
Future improvements includes:
- The compositor context is recreated on every modifier application,
while it should ideally be persistent somehow to make use of the
compositor static cache. This might require work from the compositor
side by moving the static cache outside of the context and make it
thread safe if needed. See `Render.compositor` for an example on
persistent context.
- GPU execution is not supported. This just needs a GPU context to be
bound before execution, but the tricky part is getting a GPU context.
See `render::Compositor::execute` for an example on bounding a GPU
context and why it is less straight forward.
- Node inputs are not exposed on the sequencer modifier interface. An
approach similar to Geometry Nodes modifier could be used, look at
`update_input_properties_from_node_tree` for reference, but notice
that Geometry Nodes naturally exempt the main Geometry socket because
Geometry inputs can't be exposed, but for the compositor, we will have
to exempt the main Color and Mask sockets manually. !145971
Co-authored-by: Aras Pranckevicius <aras@nesnausk.org>
Co-authored-by: Falk David <falk@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/139634
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
* Read directly into ExrChannel, eliminate intermediate MultiViewChannelName
* Pass multiple channels to EXR writer together in IMB_exr_add_channels
* Avoid various channel name parsing by passing components separately
* Simplify logic for writing multichannel and multiview metadata
* Remove unused global EXR handle storage
* No longer use void pointer for EXR handle.
* Use blender::Vector and std::string.
* Slightly reshuffle code so multipart support will have smaller diff.
* Add various comments.
Pull Request: https://projects.blender.org/blender/blender/pulls/146650
In very old OpenEXR version there was a limit on the channel names, which meant
the pass names needed to be short like "DiffDir". Change them to be longer like
"Diffuse Direct".
* This breaks forward compatibility. Old Blender version will lose links when
reading compositing node setups with such passes, but #146571 will fix it
for 4.5 LTS.
* Add-ons, scripts and compositing setups in other applications that rely on these
names will also break.
* The find_by_type function for render passes has also been removed, as this was
already deprecated and replaced by find_by_name.
* We assume spaces in the name are ok, since we have passes with them already
and have not seen reports about compatibility issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/142731
Display the grid in the 3D viewport (internally just create a volume
geometry so this case doesn't spread into any rendering code), and add
very basic data in the spreadsheet for the grid. I had to store the geometry
in the viewer node log as a cache so the lifetime of the temporary volume
grid was long enough.
Pull Request: https://projects.blender.org/blender/blender/pulls/146780
* 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
No need to have a not for render case, these settings are only used when
Save as Render or Override are on and in that case it make sense to match
the default render view transform.
Ref #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/146487
Rather than relying on an untonemapped view, use the OpenColorIO v2
display color spaces. This provides a generic way of converting between
display referred color spaces using the cie_xyz_d65_interchange role
as the intermediate display linear space.
On older configs without such display color spaces, display emulation
will be disabled.
Ref #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/146487
This commit renames the following DNA fields and corresponding RNA
properties to better represnt usage:
* `Brush.curve` to `Brush.curve_distance_falloff`
* `Brush.curve_preset` to `Brush.curve_distance_falloff_preset`
Pull Request: https://projects.blender.org/blender/blender/pulls/146254
When units were split into larger and smaller values, the larger
value is rounded and should not show trailing zeros.
Trailing zeros should only be used for the smaller unit.
Ref !140790
Recent change 3a6a663a15 has some logic issues.
First, the grain size was clamped to be never lower than 256, which
doesn't make sense since the size of the array is never greater than
the number of threads. The numbers used in the division were also large
enough that multithreading wouldn't be used in many realistic cases
anyway. There's no need to cap the grain size at 1024, and also
`safe_divide` doesn't make sense in this scenario.
Pull Request: https://projects.blender.org/blender/blender/pulls/144872
This function would only call `IDP_FreePropertyContent` on the items it
is releasing from its buffer, when reducing the length of the array.
However, it needs to call `IDP_ClearProperty` instead, otherwise some
invalid 'dirty' data is kept in the released properties, e.g. the `len`
value for groups or arrays.
Not sure how this never bit us before, but the recent asserts added by
6cb2226f13 did trigger in that case, once the code was re-using these
released IDProps.
Pull Request: https://projects.blender.org/blender/blender/pulls/146326
Before this change, any accumulated errors from OpenImageIO would be
lost and a nonsensical use of `errno` would be used instead.
An example of the new error log:
```
00:23.188 image.write | ERROR OpenImageIO write failed: sgi image resolution may not exceed 65535x65535, you asked for 65536x1
```
Pull Request: https://projects.blender.org/blender/blender/pulls/146554
As discussed in the last geometry nodes workshop, the viewer node now
needs the flexibility to handle new features: bundles, closures, and
lists. This PR takes the opportunity to add support for an arbitrary
number of items. Values are displayed directly in the node are all
displayed in the spreadsheet, where a new tree view allows selecting
which data to view, including nested bundles. Lists, single values,
bundle items, and closure signatures are all visualized in the spreadsheet.
We also prioritize the existing viewer behavior that views a geometry
together with a field, so various special cases are added in the viewer
activation to handle this.
Bundle hierarchies are displayed in the new tree view in the spreadsheet
sidebar. The spreadsheet itself just displays bundle identifiers, types,
and the contained values. Design wise, there might be more integrated
ways to present that hierarchy, but doing it in the tree view is a very
simple starting place.
Interactively added viewer node inputs are now removed automatically
if the link is removed. There is a new "Auto Remove" flag for each input
controlling this behavior. It can't be enabled for all inputs all the time
because then one couldn't e.g. setup the viewer node properly using
a script (which might add a few inputs first and then creates links).
Also when viewer items are added with the plus icon in the sidebar,
they are not automatically removed immediately.
https://code.blender.org/2025/07/geometry-nodes-workshop-july-2025/#view-any-data
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/144050
This probably got broken when expanding was changed to use foreach ID. In the
old code the screen was not part of expanding.
Also adds the appropriate flags for workspace pinned and sequencer scenes.
This was causing issues in particular with the new video editing template, where
appending a workspace would append the Edit scene.
Fix#146156
Pull Request: https://projects.blender.org/blender/blender/pulls/146164
Mainly:
- Move 're-used' ID reset from `BKE_id_copy_in_lib` to lower-level
`BKE_libblock_copy_in_lib`.
- Remove call to `deg_tag_eval_copy_id` in `IDNode::init_copy_on_write`,
as this is already done in `deg_expand_eval_copy_datablock` for all
CoW IDs anyway (both re-used and newly allocated ones).
This is extracted from !146046 'making ID::runtime an allocated struct'.
Pull Request: https://projects.blender.org/blender/blender/pulls/146593
Previously the joining code put the final data into temporary mesh
data, which meant more complexity because it couldn't use the slightly
higher level APIs more commonly used for transferring data.
The process can be simplified by just merging into the active mesh
directly (though some care must be taken when that is used by
multiple selected objects).
This process avoids iterating over attribute data twice, by processing
values at the same time as copying them. Also some of the inner hot
loops are parallelized. There is more opportunity for trivial multi-
threading in the future.
Mismatched attribute types and domains will now choose the higher
complexity type and domain, which should help avoid information loss.
There was a bug with the existing face set processing which would
modify the source meshes. That is now fixed.
Adds comprehensive logging system for temp_override context manager to
help developers debug "context is incorrect" operator poll failures.
The logging tracks all context member access during temp_override
sessions and provides detailed summaries to identify context
availability issues.
Features:
- Command-line logging: `./blender --log-level trace --log "context" `
- Python programmatic control: `temp_override_handle.logging_set(True)`
- C-level API: CTX_temp_override_logging_set/get() functions
- Tracks individual member access
- Uses CLOG logging infrastructure
The logging helps identify which context members are accessed during
temp_override sessions and whether they return valid data, making it
easier to debug operator poll functions that fail with context errors.
Ref !144810
There was an incorrect assumption that the display colorspace of a
view + display transform uniquely identifies it. But with modern OCIO
configs there is no longer a unique display colorspace per view.
The same wrong assumption was made in the code that refreshes the image
editor after save, and that was fixed as well.
Ref #145519
Pull Request: https://projects.blender.org/blender/blender/pulls/146449
Each dupli is given a PersistentId which is 8 integers, 1 for each level
of recursive duplication that Blender supports. When an instance belongs
to fewer than 8 levels, the id is padded with sentinel values for the
remaining levels. For example, a 2 level dupli may have a persistent id
like:`[7, 4, INT_MAX, INT_MAX, INT_MAX, INT_MAX, INT_MAX, INT_MAX]`
When calculating the instance's `random_id` we were considering all 8
values of the Persistent Id which is unnecessary and wasteful. Now we
only use the minimal values necessary. This does mean that the Object
Info: Random material socket changes values from prior versions however.
This improves the performance of the viewport in some instancing
scenes by roughly 4-6%.
Co-authored-by: Bastien Montagne <mont29@noreply.localhost>
Pull Request: https://projects.blender.org/blender/blender/pulls/145150
"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
Introduced with 7f3aa617ce
The `PaintMode` is needed when activating the default tool. There were
two things that caused this field on the `PaintRuntime` to be in an
invalid state on duplication:
* The original values for `PaintRuntime` were not copied to the new
instance.
* When copying `ToolSettings`, the incorrect old value of `Paint` was
passed to `BKE_paint_copy`, leading to the inability to copy the right
data.
Pull Request: https://projects.blender.org/blender/blender/pulls/146199