Both object level and camera datablock properties animation did not work with
copy on write enabled.
The root of the issue is going to the fact, that all interface elements are
referencing original datablock. For example, View3D has pointer to camera it's
using, and all areas which does access v3d->camera should in fact query for
the evaluated version of that camera, within the current context.
Annoying part of this change is that we now need to pass depsgraph in lots
of places. Which is rather annoying.
Alternative would be to cache evaluated camera in viewport itself, but then
it makes it annoying to keep things in sync.
Not sure if there is nicer solution here.
Reviewers: dfelinto, campbellbarton, mont29
Subscribers: dragoneex
Differential Revision: https://developer.blender.org/D3007
We need to remove all transform to display during rendering for this to work. The float rect is then color managed when displayed.
This makes all interface colors wrongly displayed because they should be color managed when rendering.
Users can change the group collection visibility in the outliner
when looking at groups.
Regular collections on the other hand don't have any special visibility control,
if you need a collection to be invisible during render, either don't link it
into the view layer used for F12, or disable it.
This includes:
* Updated unittests - update your lib/tests/layers folder.
* Subversion bump - branches be aware of that.
Note:
Although we are using eval_ctx to determine the visibility of a group collection
when rendering, the depsgraph is still using the same depsgraph for the viewport
and the render engine, so at the moment the render visibility is ignored.
Following next is a workaround for this separately to tag the groups before and
after rendering to tackle that.
This replaces dedicated flag which wasn't clean who sets it and who clears it,
and which was also trying to re-implement existing functionality in a way.
Flushing is not currently very efficient but there are ways to speed this up
a lot, but needs more investigation.
This way it is more clear what is needed to be passed and what is available
in the callback itself.
Thanks Dalai for review and tips about engine type!
This commit effectively reverts fix T45702 done in 067fe2719a.
Reasoning:
- Blender Internal is being replaced with Eevee, and will be removed entirely
rather soon.
- All render engines are planned to have own depsgraph, so such threading
conflicts should no longer be an issue.
- We don't want to spend time on porting workarounds for EOL things to a new
design. Less code -- faster the work :)
- If such notifications will end up needed for some other cases, we would
need to re-implement this a more proper depsgraph tagging/flushing and make
it to work with all copy-on-write datablocks and everything.
This is fully unreadable to have lots of boolean arguments scattered across the
whole argument list. What does `false, true, true` mean in terms of behavior?
Replace those with bitfield which has advantage of having more human readable
meaning.
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.
Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.
This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.
This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).
Following next is the individual note of the individual parts that were committed.
Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and
(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE
Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.
Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).
Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.
Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.
Reviewers: sergey, campbellbarton, brecht
Differential Revision: https://developer.blender.org/D2919
This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
This is a lots of changes, but they are boiling down to a simple API
changes where we are no longer relying on implicit usage of scene's
depsgraph and pass depsgraph explicitly.
There should be no user measurable difference, render_layer* tests
are also passing.
Bug introduced on 1c4c288727 (well technically in b48694639a).
We should not remove the renderlayer from the context, but instead the one that
is active from scene.
That said, the UI should make a distinction between the scene active render layer
and the one that is active in the UI (and that should be the one used when
removing it).
But for now this is at least more consistent for the users.
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
This was introduced on 9ad2c0b615.
Although this still doesn't fix the issue, it updates the preview
system to use COLLECTION_DISABLED as intended.
What is missing now is for the flushing to work effectively.
It has been deprecated since at least macOS 10.9 and fully removed in 10.12.
I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.
Reviewers: mont29, dfelinto, juicyfruit, brecht
Reviewed By: mont29, brecht
Subscribers: Blendify, brecht
Maniphest Tasks: T52807
Differential Revision: https://developer.blender.org/D2333
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.
On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.
The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.
Reviewers: campbellbarton, mont29, brecht
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2836