Some compositing applications do not support spaces and dots in layer names, and change
these to other symbols on import. This causes various compatibility issues, including
with Cryptomatte metadata. While technically those could be considered bugs in the
Cryptomatte implementation of other software, where they are not properly accounting for
that layer renaming, it's not ideal.
The OpenEXR channel naming convention is "layer.pass.channel". We get away with dots in
the layer name since we parse this from right to left, but it's a weak assumption.
Now we don't forbid using spaces or dots, and existing files are unchanged. But at
least by default names will be compatible, and hopefully other software catches up in
time to support more flexible layer names.
Ref T68924
OpenEXR uses "." to separate layers/passes/channels, so using AOV.001 is
a problem. Other applications will not be able to parse it correctly.
Default to AOV_001 instead, and don't allow using dots in AOV names.
Fixes T89991
Ref T73266
Ref D12871
The thread affinity setting in OIDN can break multithreading on some CPUs.
While this leads to somewhat worse performance on CPUs that do work correctly,
it's better than having some CPUs use only half the cores.
We do this in other nodes to reduce overhead of using the same node more
than once. I don't think it will make a difference with index nodes
currently, but at least it's consistent.
noise.cc uses std::min and std::max without
including the algorithm header required.
Newer MSVC versions and GCC implicitly include
it somewhere, which isn't something we should
count on. Best to include what you use.
Even though these nodes do support fields internally, there are no
input string sockets that support fields currently, so removing
the diamond sockets for now helps avoid confusion.
Differential Revision: https://developer.blender.org/D12828
Split thumbnail job in 2 passes. First pass will render visible images
and second part renders set of "guaranteed" equally spaced images.
When viewing larger amount of strips, it is likely that only 1 or 2
images will be rendered in first pass, while in second pass it is up to
30 images.
This results (seemingly) in 3x better performance, but zooming before
set of guaranteed images is done will be slightly more inaccurate.
During rendering VSE cache is invalidated, so thumbnails would be
removed and thumbnail job would constantly restart.
Even if thumbnails would be preserved, resources should be dedicated
for rendering job.
When the 'Separate Children' option is selected, the children of
the selected collection are inserted into the geometry output
sorted alphabetically by name.
One item to note is that the rename function does not trigger a
depsgraph update. This means that the changes are not reflected
in the spreadsheet until another action triggers the update.
Differential Revision: https://developer.blender.org/D12907
Move the static functions higher in the file so they are usabl
for an upcoming patch, and make it use clearer names instead
of overloading a function name.
Pencil
Not naming the auto-generated vertexgroup after the selected bone was
just confusing (since the group would not have an effect), so now use
similar code that is used for meshes for greasepencil as well.
Maniphest Tasks: T92314
Differential Revision: https://developer.blender.org/D12906
Instead of switch statements, make use of generic virtual arrays
so the code is shorter and easier to read.
Differential Revision: https://developer.blender.org/D12908
It seems possible to switch object selection (if `Lock Object Modes` is
turned off) and end up with an object that has a SculptSession but a
NULL PBVH.
(I was not able to repro from scratch, but file from the report was
clearly in that state).
This would crash in displaying scene statistics.
While there might be a deeper fix (making sure PBVH is available early
enough -- possibly using `BKE_sculpt_object_pbvh_ensure`,
`sculpt_update_object` or friends), there are also many checks in tools
for PBVH, so the situation seems to be somewhat vaild/expected also in
other places.
So to fix this, just check for a non-NULL PBVH, returning early
otherwise.
Note: this leaves us with displaying 0/0 Faces & Vertices in the borked
case until an operation takes place that updates the PBVH.
Maniphest Tasks: T92246
Differential Revision: https://developer.blender.org/D12904
The old code only worked when built-in nodes are only unregistered
at most once while Blender is running. However, this is not the case
when running certain unit tests such as `AbstractHierarchy*`
in `blender_test`.
Found by Sybren, thanks.
In an attempt to reduce scrolling. This can be re-visited if a kind of switch
between "compact" and "comfortable" UI size is implemented in the future.
On GCC in release mode (and maybe also debug mode without ASAN enabled),
allocating an `AssetLibraryService` will reuse the space that should
have just been freed. This made a test fail, as it was testing that new
memory was allocated and not some old instance reused.
To ensure that the calls that should allocate a new block of memory
return a unique pointer, I added some dummy allocation to the test.
No functional changes to Blender
Previously, every node had its own declaration. This isn't ideal, because
it's often the case that all nodes of the same type have the same declaration.
That's the case for all nodes using declarations currently. It will not be true
for e.g. group nodes in the future.
Sharing node declarations between nodes makes it a bit more efficient.
Differential Revision: https://developer.blender.org/D12898
This was caused by `DRW_view_data_texture_list_size_validate` which now
delete everything from the render engine.
This might change in the future but for now we just avoid calling it from
the render loop (when using DRW_cache_restart).
CD_PROP_COLOR vertex data is stored in scene linear while legacy vertex
colors are srgb, so both operators also need to do this conversion
Reviewed By: sergey
Maniphest Tasks: T79005
Differential Revision: https://developer.blender.org/D8320
Adds a button, Update All Paths, to the Motion Paths property tabs and
will always show. The operator goes through all visible objects and
updates their motion paths.
The current implementation has a subtle functional change. Calculating
or updating motion paths for armature objects (through the Object tab,
not Armature tab) now also updates the paths for its bones. We could
preserve the old behavior but it doesn't seem necessary. It seems more
likely that the animator wants to update both anyways.
Reviewed by: sybren
Maniphest Tasks: T83068
Differential Revision: https://developer.blender.org/D11667
Add `blender::bke::AssetLibraryService` class that acts like a
blendfile-scoped singleton. It's allocated upon the first call to
`BKE_asset_library_load` and destroyed in the LOAD-PRE handler.
The `AssetLibraryService` ensures that edits to asset catalogs are not
lost when the asset browser editor closes (or even reloads). Instead,
the `AssetLibrary` pointers it owns are kept around as long as the blend
file is open.
Reviewed By: Severin
Maniphest Tasks: T92151
Differential Revision: https://developer.blender.org/D12885
The Endpoint Selection node allows for the Selection of an aribitrary
number of endpoints from each spline in a curve. The start and end
inputs are evaluated on the spline domain. The result is outputted
as a boolean field on the point domain.
Differential Revision: https://developer.blender.org/D12846
Previously, some multi-functions were allocated in a resource scope.
This was fine as long as the multi-functions were only needed during
the current evaluation of the node tree. However, now cases arise
that require the multi-functions to be alive after the modifier is finished.
For example, we want to evaluate fields created with geometry nodes
outside of geometry nodes.
To make this work, `std::shared_ptr` has to be used in a few more places.
Realistically, this shouldn't have a noticable impact on performance.
If this does become a bottleneck in the future, we can think about ways
to make this work without using `shared_ptr` for multi-functions that
are only used once.
Move most of the gizmo snap and placement code to `view_cursor_snap.c`.
Simplify and extend the snap API.
Differential Revision: https://developer.blender.org/D12868
- Rename RNA SpaceSeq.show_strip_overlay to show_overlays
matching the 3D View, the term "strip" was misleading as this is used
for the preview as well.
- Rename various RNA overlay settings to overlay_frame
since "Frame Offset" is a specific feature, avoid having both
Editor.show_overlay and SpaceSeq.show_overlays.
- Rename Editing `over_*` -> `overlay_frame_*` in DNA,
as well as flags.
Add an outine around the playhead, matching the color of the background (slightly darkened)
to improve the readability of the current frame line when placed against curves or strips
with a similar color.
{F10944336, size=full}
Differential Revision: https://developer.blender.org/D12810