Rework internals of how VSE caching is done. Primarily to make all the
caching logic more understandable from development point of view, but
also has several user visible implications (more details in the PR):
- Simpler and fewer caching UI options,
- Disk cache is gone (primary reason: proxies are kinda the same thing),
- VSE cache size set in preferences is actual size used for VSE caches
now (previously caching stopped as soon as whole Blender used that
much memory, even if some memory usage was not about VSE at all),
- Certain scenarios of cache invalidation are faster now.
Pull Request: https://projects.blender.org/blender/blender/pulls/137926
Prior to this commit, the Dyntopo panel was hardcoded to display as
faded if the current brush was the mask brush. This conflicts with the
common set of brushes which we do not support dyntopo for, which
includes many other brushes.
This commit changes the check to better indicate that certain brushes do
not support dyntopo. The scene-level settings can still be changed & the
detail flood fill operator remains functional even if the a different
brush is selected.
Additionally, the panel is no longer greyed out if the "Manual" option is
active.
Pull Request: https://projects.blender.org/blender/blender/pulls/138634
These are generic properties of grids (not stored in voxels) which are
useful to know in geometry nodes. The transform in particular defines
the voxel size. Background value is used outside of active voxels.
Pull Request: https://projects.blender.org/blender/blender/pulls/138592
There are two implementations:
- "Link to Viewer Node"
-- when clicking on a socket directly, link from that socket [done by
first selecting and then taking that selection state into account]
-- otherwise cycles through available sockets
- "Connect to Output" [python operator, made core from Node Wrangler]
-- does not take socket selection into account
-- only cycles through available sockets
So goal is to replicate behavior of "Link to Viewer Node" in "Connect to
Output" in terms of "which socket to link from"
This is done by
- exposing a sockets select state to python
- tweaking the call to bpy.ops.node.select so it does socket selection
as well
- take that selection into account
Pull Request: https://projects.blender.org/blender/blender/pulls/138323
As described in #122398, implement read and write support for a new
attribute storage system. Currently this is only implemented to support
forward compatibility; the format used at runtime isn't changed at all.
That can be done one step at a time during the 4.5 and 5.0 development
cycles. A new experimental option for testing tells Blender to always
save with the new format.
The main benefit of the new structure is that it matches the attribute
system design, it allows for future attribute storage optimization, and
each attribute is an allocated struct, which will give pointer stability
for the Python API.
The next step is to connect the attribute API and the RNA API to
AttributeStorage for the simplest geometry type, point clouds.
Pull Request: https://projects.blender.org/blender/blender/pulls/133874
Add a new shader node to control volume coefficients (scattering,
absorption and emission) directly, making it easier to model existing
volumes with measured data.
Pull Request: https://projects.blender.org/blender/blender/pulls/136287
The main way to create a new node group right now is to select some nodes and
then press ctrl+G. This works well for the common case when one already has some
nodes to group. However, there is no good alternative currently for when one
wants to create a new group from scratch. A common workaround currently is to
add some dummy node, then press ctrl+G and then to delete the dummy node in the
group again. Obviously, we can do better than that.
This patch adds a `New Group` entry in the menu. It's available in geometry,
compositing and shading Nodes. The operator adds a new node group called
"NodeGroup" (the same default name we use for ctrl+G currently). Then it adds a
new group node and assigns the new group to it. The group itself does not have
any inputs or outputs by default because any such socket would just be a guess
that's likely wrong and more annoying than useful.
A nice side benefit of adding this operator is that the Group menu is not empty
in shading and compositing nodes initially which always looked a bit off.
Pull Request: https://projects.blender.org/blender/blender/pulls/138430
Previously, it was possible to search for specific math operations in
link-drag-search but not in the normal add menu. This patch adds support for
searching for specific operations in various math nodes.
A good trick for adding e.g. a vector add node is to search for `vadd`
(similarly with `iadd`).
The menu itself looks unchanged. This patch only adds additional elements to the
search.
Pull Request: https://projects.blender.org/blender/blender/pulls/138534
It always was functionality which got committed without proper review
by the module or UI/UX team. It has all sort of UX problems, but it is
also something that will be tricky to support for HDR drawing.
To brings things to a more manageable state the functionality is now
removed.
With `MESH_OT` prefix, the shortcut was added to wrong
keymap ("object mode", see: `WM_keymap_guess_opname`).
idname of following operations has been changed, they are
only exposed in sculpt mode UI (also see their poll function:
`geometry_extract_poll`):
- `face_set_extract`
- `paint_mask_extract`
- `paint_mask_slice`
Pull Request: https://projects.blender.org/blender/blender/pulls/133852
Added a new operator `OBJECT_OT_material_slot_remove_all`
that removes all materials from the material slots of selected objects
This was inspired by a request proposal on RCS.
Pull Request: https://projects.blender.org/blender/blender/pulls/138402
This feature allows you to change postion of origin/pivot for images
without changing their position.
It is implemented as property of transform operator. It is activated
by pressing `Ctrl + .` shortcut.
Move Origin item was also added to transform menu.
Origin can be snapped to 3x3 grid on strip image. This represents
most usual anchor points.
Ref: #134251
Pull Request: https://projects.blender.org/blender/blender/pulls/134206
Previously sync-select in edge-select mode behaved in much the same
way as vertex selection, since a selected edge could cause a vertex
on an a disconnected UV island to be selected.
Now single vertices are no longer considered selected when the
Sticky-Mode is set to "Location" (the default).
Notes on changes when sync-select is enabled:
- The main change from a user perspective is edge & face select modes
show the selected edges.
- This resolves a problem in edge & face selection modes where it wasn't
possible to differentiate between a selected edge and two selected
vertices on either side of an unselected edge.
This adds an Import VDB node. It loads all the grids from a .vdb file and hence
outputs a Volume geometry instead of an individual grid.
The grids are cached through the existing volume grid file cache, so they are
automatically deduplicated when volume grids are loaded from files in other
ways.
Pull Request: https://projects.blender.org/blender/blender/pulls/138380
This adds inital Grease Pencil support for node tools.
Node tools work in `Object Mode`, `Edit Mode`,`Sculpt Mode`,
and `Draw Mode`.
While Grease Pencil has many editing tools, including editing
multiple frames at the same time, for now, node tools only
allow editing the current frame.
Currently, the idea is that node tools can do arbitrary changes
to the drawings, but cannot do changes to the existing layer tree, e.g.
changing the order of layers, removing a layer or groups, etc.
All the node tool specific nodes like `Selection` and `Set Selection`
are adapted to work with Grease Pencil. In `Draw Mode`, we currently
interpret everything as selected.
The `Active Element` node has a `Layer` mode that provides the
index of the active layer (if there is one).
When `Auto-Key` is used, a new keyframe is created on the
current frame.
Locked/invisible layers cannot be edited with node tools.
Pull Request: https://projects.blender.org/blender/blender/pulls/136624
Relative imports are intentionally avoided in UI code (`scripts/startup/bl_ui`) because it makes it impossible to run individual files in isolation.
Common workflow for making mock-ups and quick UI edits is to load the UI file in Blender's text editor with "Edit Source" operator, make changes, and run the script to see the changes. But in the current version it's impossible because files include relative imports, which don't allow Python to run scripts individually.
Pull Request: https://projects.blender.org/blender/blender/pulls/138246
Behavior of select all operator invoked by shortcut was inconsistent
with menu. This was, because operator context was not set.
Also the selection in timeline is cleared when running this operator
as not doing it may cause unexpected behavior for users.
Selection invert also follows the same behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/137713
When creating a new action slot for a data-block, via the '+ New' button
of the slot selector, use the name of the slot that was last used by
that data-block. Previously, it would always use the name of the
data-block, interfering with slot auto-selection when toggling between
Actions.
Pull Request: https://projects.blender.org/blender/blender/pulls/138326
I'm not sure when this stopped working. The function in question is
quite confusing since it's called twice with two different purposes.
Fixing the exception is simple though. Just checking the data type
for "None" prevents changing the data type to one that's invalid given
the context. I didn't find a simple way to add an error message though.
Pull Request: https://projects.blender.org/blender/blender/pulls/138287
Allow assign/select operators to execute when armature tab is pinned.
For assign operators, pinned armature should be active in 3D view
because we cannot assign bones of one armature to the bone collection of
different armature. Added extra condition in poll function to control
the above case.
For select operators, use `ED_armature_context` to obtain pinned Armature.
These operators are now hidden in object modes.
Pull Request: https://projects.blender.org/blender/blender/pulls/137587
This PR adds an option to only show the onion skins of the active
object. The option is added to the Grease Pencil overlay menu in the
3D viewport.
When enabled, only the onion skins of the active object are shown.
This keeps the viewport a lot cleaner when working with multiple
Grease Pencil objects.
This resolves#136820.
Pull Request: https://projects.blender.org/blender/blender/pulls/137405
Part of #135062.
This PR adds an Auto Normalize option in the Vertex Group panel that
when checked will normalize the other deform-bone vertex groups' weights
when assigning the weight of a deform-bone vertex group. For example if
a selected vertex has the following weights:
| Name | Weight |
|---------|--------|
| Group 1 | 0.2 |
| Group 2 | 0.2 |
| Group 3 | 0.6 |
And the user selects Group 3, checks the Auto Normalize checkbox, sets
the weight to 0.8, and clicks Assign, the new weights will be:
| Name | Weight |
|---------|--------|
| Group 1 | 0.1 |
| Group 2 | 0.1 |
| Group 3 | 0.8 |
Co-authored-by: Andy Beers <acbeers1@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/138133
Ref: #132179
Renames:
- `Editing.act_seq` -> `Editing.act_strip`
- `SequenceModifierData` -> `StripModifierData`
- Its member `mask_sequence` is now `mask_strip`.
- `MetaStack.parseq` -> `MetaStack.parent_strip`
- Remaining function names/parameters that were not dealt with in #132748
- Various references to `seq` or `sequence` throughout code and docs when
referring to a strip
Also moves `_get` to the end of the renamed function names where
applicable for standardization (unless "by" or "from" are used).
There should be no changes to current behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/138077
This operator is very similar to the existing "Join as Shapes" operator,
which updates or adds shape key array values with the positions of
objects with the same name, but instead of creating new shape keys,
it just updates existing ones. The new operator is called "Update from
Objects" in the UI.
Internally, some logic was moved to a poll function shared between the
two operators, and a new argument for whether to ensure keys exist was
added to their shared implementation.
Part of #135095.
Pull Request: https://projects.blender.org/blender/blender/pulls/136853
Previously UV sync-select in face mode would isolate UV selection
so dragging a face would disconnect it from adjacent faces.
Now the sticky mode is respected for face selection.
This is needed for #136817 so storing per-selection doesn't result
in a user visible change in behavior.
This is implements option 1 of #129309. It contains a few changes:
* Split `BHead8` into `SmallBHead8` and `LargeBHead8`. The latter is the new one
and uses `int64_t` for array sizes instead of just `int`. That applies to to
buffer size in bytes (`len`) and the array size (`nr`).
* The first .blend file header (the first few bytes of the file) are updated
according to #129309.
* Support reading files with that use `BHead4`, `SmallBHead8` and `LargeBHead8`.
* New option in the preferences that controls whether new files are written with
the older `SmallBHead8` or the new `LargeBHead8`. The new file format is
disabled by default. Potential unofficial 32 bit builds (#67184) always write
`BHead4`, but can read all types (in theory anyway, can't test it).
Note that there are other places in Blender that don't fully support arrays this
large. E.g. I noticed that the spreadsheet currently can't scroll all the way
down.
The experimental option can be removed once we are in the 5.0 branch, at which
point only 4.5 will be able to open the files saved with 5.0.
Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/129751
Calling UV stitch from menu executes `exec` function instead of modal() due
to wrong opcontext. Set `operator_context=INVOKE_REGION_WIN` so that
clicking operator from menu invokes `stitch_invoke()` which later calls
modal operation.
Pull Request: https://projects.blender.org/blender/blender/pulls/138075
This changes removes Vulkan from experimental. It should be feature
parity with OpenGL with the exception of USD/Hydra.
Some backports to USD/Hydra developments are being made #133717
and should land soon.
This change only updates UI text that mentions the state of the
backend.
Thanks for the community so far for testing and reporting issues!
Pull Request: https://projects.blender.org/blender/blender/pulls/138086
This PR adds a separate "Grease Pencil" render pass. Once
the "Grease Pencil" option is checked in the passes list, the
Grease Pencil engine will render to a new render pass for various
composition uses.
Notes:
- Occluded Grease Pencil geometry is not rendered.
- In most cases, using an "Alpha Over" with the rest will result
in the same render as the "Combined" output. The exception is
when there are Grease Pencil layers that use a blending mode
that changes the chromaticity of the alpha channel.
Pull Request: https://projects.blender.org/blender/blender/pulls/137638
This PR adds Grease Pencil type filter in the view layer, so users can
control whether Grease Pencil objects should be rendered or not. When
the option is turned off, Grease Pencil rendering is skipped.
Pull Request: https://projects.blender.org/blender/blender/pulls/137667
This allows users to implement arbitrary camera models using OSL by writing
shaders that take an image position as input and compute ray origin and
direction.
The obvious applications for this are e.g. panorama modes, lens distortion
models and realistic lens simulation, but the possibilities are endless.
Currently, this is only supported on devices with OSL support, so CPU and
OptiX. However, it is independent from the shading model used, so custom
cameras can be used without getting the performance hit of OSL shading.
A few samples are provided as Text Editor templates.
One notable current limitation (in addition to the limited device support)
is that inverse mapping is not supported, so Window texture coordinates and
the Vector pass will not work with custom cameras.
Pull Request: https://projects.blender.org/blender/blender/pulls/129495
This implement the design detailed in #135935.
A new per object property called `Shadow Terminator Normal Offset` is
introduced to shift the shadowed position along the shading normal.
The amount of shift is defined in object space on the object datablock.
This amount is modulated by the facing ratio to the light. Faces
already facing the light will get no offset. This avoids most light
leaking artifacts.
In case of multiple shading normal, the normal used for the shift
is arbitrary. Note that this is the same behavior for other biases.
The magnitude of the bias is controlled by `Shadow Terminator Normal Offset`.
The amount of faces affected by the bias is controlled using
`Shadow Terminator Geometry Offset` just like cycles.
Tweaking the `Shadow Terminator Geometry Offset` allows to avoid too much
shadow distortion on surfaces with bump mapping.
Cycles properties are copied from the Cycles object datablock to the
blender datablock. This break the python API for Cycles.
The defaults are set to no bias because:
- There is no good default. The best value depends on the geometry.
- The best value might depend on real-time displacement.
- Any bias will introduce light leaking on surfaces that do not need it.
- There is an additional cost of enabling it, which is proportional
to the amount of pixels on screen using it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136935
In a previous commmit (1), custom wire width for armatures was disabled
on macOS and a corrisponding warning was added to the UI due to a
limitation at the time leading to rendering artifacts #124691.
These limiations appear to have been sorted in Blender 4.4 and so
custom wire widths now work on macOS. So this commit removes the
warning message form the UI.
(1) a451971026
Pull Request: https://projects.blender.org/blender/blender/pulls/137651
This pull request adds options to hide and show strips in the Sequencer
Preview, using the same shortcuts. Included "Show/Hide" operators in the Strips
menu of preview mode. It only works on strips that are visible in the preview
at the current frame. The Unmute operator now shows all hidden strips in
the preview at the current frame, since it's not possible to select hidden strips
in sequencer preview.
See video in PR description.
Pull Request: https://projects.blender.org/blender/blender/pulls/137781