This patch will share the AOV settings between Cycles and Eevee.
It enable using the AOV name conflict detection of Blender. This
means that unlike how Cycles used to work it isn't possible to add an
AOV with a similar name. Conflicts with internal render pass names will
be indicated with an Warning icon.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D9774
In 2.81 there was a change to increase the performance of viewport
animation rendering. This change would perform the color management on the
GPU if the only 8bit was needed. This saved CPU cycles and data
transfer.
The issue is that in the image editor or when saving the image the CM
will be reapplied. Although the speed is desired, exporting the actual
colors has more priority.
In the ticket there is an analysis that shows that shows that this fix
is the correct short term step to take. It would be better that the
render result is aware of the color space of its buffers so the applying
color management could be skipped when saving to disk or drawing in the
image editor.
The issue with this change is the performance penalty it has.
Reviewed By: Brecht van Lommel
Maniphest Tasks: T79999
Differential Revision: https://developer.blender.org/D10371
Having a vertex group in a mesh slowed down unrelated operations
such as selection.
De-duplicating custom-data arrays for layers that contain pointers
can become slow without any benefit as the content never matches.
Use full copies when storing custom-data for edit-mesh undo.
Caused by rB0f95f51361d7.
Similar to T85515, T84717 and their related fixes.
In this case, add missing shading notifier as in rB9274bd457a25.
Maniphest Tasks: T85543
Differential Revision: https://developer.blender.org/D10395
The triangle overlap test failed for exactly overlapping triangles.
When none of the segments intersect, testing a if a single corner
is inside the other triangle fails when the triangles share UV
coordinates.
Resolve by comparing the triangle centers.
Caused by rB5b34d11b55e0.
Above commit restored the view matrices in ED_view3d_draw_offscreen
_before_ they can be stored in the ImBuff (see ED_view3d_draw_offscreen
/ texture_paint_image_from_view_exec).
Now make restoring the view matrices optional and dont do this in case
of reprojection, so the used matrices can still be saved in the ImBuff
later.
Reviewed By: campbellbarton
Maniphest Tasks: T85395
Differential Revision: https://developer.blender.org/D10331
This fixes two issues that were preveting normal orientation for working:
- The translation of component of the object matrix should not be
considered when converting a normal to world space.
- Whe using cursor for depth, the depth for the shape should be taken
directly from the cursor (which is already unprojected and updated)
instead of from the brush, which may have not been updated.
Reviewed By: dbystedt, JacquesLucke
Differential Revision: https://developer.blender.org/D10231
The thumb brush was updating the area normal per brush sample, which was
making unstable sampled normals for setting the displacement direction
when the vertices are moved too much from their original positions.
Now it always uses the original normal except when using anchored
strokes. In those cases, the normal always needs to be updated.
Reviewed By: JacquesLucke
Maniphest Tasks: T85079
Differential Revision: https://developer.blender.org/D10214
This patch will show textures in the image editor with the maximum
available resolution determined by the GPU Hardware/Driver.
Currently the size is limited by the user preference texture size limit.
An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request
gpu textures in the max supported resolution. When this flag isn't
set the gpu texture is limited by the user preference setting.
When the gl resolution limit is disabled the GPU texture is always
created for the max supported resolution.
Reviewed By: Clément Foucault
Maniphest Tasks: T81206
Differential Revision: https://developer.blender.org/D9160
When clamp is enabled, it should clamp between the output min and max
and not between 0 and 1.
Differential Revision: https://developer.blender.org/D10324
`seq_effect_speed_get_strip_content_length()` checked only for number
of inputs of target strip, even if it's not an effect.
Only effects are treated in different way, so check for type as well.
Broken by 93c10797dc
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10356
Currently the displayed distance when using the shrink/fatten transform
operator does not respect the scene units (they would always be in
blender units).
This changes makes sure the number is displayed in the correct unit.
Reviewed By: mano-wii
Maniphest Tasks: T85378
Differential Revision: https://developer.blender.org/D10325
Regression introduced by {rBed809866b172} where overlays weren't drawn
when overlays are turned off. The background in wireframe, solid
(always) and material preview and render preview (when not using scene
world) are also part of the overlays.
Caused by rBf83aa830cd00.
Since above commit, only meshes in editmode were considered for drawing
(because
BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs was
used), but the option needs to work for texture paint mode as well, so
use BKE_view_layer_array_from_objects_in_mode_unique_data instead on
pass the draw_ctx->object_mode.
note: there is no good filter_fn to check if we have UVs if mesh is not
in editmode, this shouldnt cause much of a performance hit though.
Maniphest Tasks: T85396
Differential Revision: https://developer.blender.org/D10319
The rotation direction was flipped recently.
This meant that rotation on a single axis gave negative results compared
with previous Blender releases.
This partially reverts a9b53daf23.
Differential Revision: https://developer.blender.org/D10299
Adds an exception so that the key-binding `control + Tab` does not get
duplicated as `command + Tab` on macOS because this is a global system
shortcut for the app switcher.
The key-binding `command + Tab` was shown for the operators “Toggle
Graph Editor“ and “Toggle Dope Sheet” in Dope Sheet and Graph Editor,
but only `control + Tab` actually worked.
Differential Revision: https://developer.blender.org/D10304
The driver variable `splines[0]` (on a curve)
behaved as if the path was `splines`.
Resolve pointers was well as properties as it's supported by the caller.
Error in original commit that added property support
82b0a9e369.
Dyntopo does not have Face Sets implemented yet, so the entire mesh is
considered a single Face Set. In that case, the check unique face set
function should always return true.
Reviewed By: JacquesLucke
Maniphest Tasks: T85230
Differential Revision: https://developer.blender.org/D10259
This ensured that the sculpt mode deformation is flushed to the mesh
datablock after leaving sculpt mode, so it can be duplicated and
extracted correctly.
Reviewed By: JacquesLucke
Maniphest Tasks: T85136
Differential Revision: https://developer.blender.org/D10254
A missing flush of the deformed PBVH coordinates to the shape key.
Reviewed By: JacquesLucke
Maniphest Tasks: T84370
Differential Revision: https://developer.blender.org/D10174
The edge preview data of the boundary needs to be freed with the
boundary data created for the brush. Also, all data for the
ScultpSession preview that is used to render the cursor needs to be
freed with the ##SculptSession##.
Found by Jacques Lucke
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10173
The white rotation Gizmo should always use the View orientation.
Before, if you set an orientation for the gizmo other than the default,
that gizmo would behave like the contraint Z Gizmo.
This is an old bug (strange not to have been reported before).
To define the direction of rotation, the View Vector is used.
However, only the projection matrix was being considered, but in
perspective mode, the position of the pivot also matters.
The 'ui_pan_to_scroll' uses 'WM_event_absolute_delta_y'. For scrolling the List View
we need to invert the direction to respect "natural scroll direction" system preferences.
Differential Revision: https://developer.blender.org/D10291
In everything in `EEVEE_renderpasses_postprocess` (or the corresponding
renderpass_postprocess_frag.glsl) colors get divided by a
'currentSample'.
This 'currentSample' is always incremented in
`EEVEE_temporal_sampling_draw` (and also one more time before we reach
`EEVEE_renderpasses_postprocess`.
This results in a "off-by-one", slightly inacurate colors and slight
inaccurate transparency (in certain passes like AOVs).
Now decrement the currentSample `EEVEE_renderpasses_postprocess` again
by one to compensate.
Maniphest Tasks: T85261
Differential Revision: https://developer.blender.org/D10286
Related to {D10286}. When volumetrics are used in the scene the coverage
is incorrect. The reason is that the current sample is 1 over the num
samples that are calculated.
This was caused by an incorrect bound check. Since we now use different
data type for indexed and non-indexed drawcalls, we need to check if the
next drawcall is going to overflow the buffer.
This patch fixes a bug introduced in
rB74188e65028d268af887ab2140e4253087410c1e.
The commit incorrectly moved the declaration and intialization of the
variable `pwr` inside the loop. Since the value was originally modified
in each iteration based on it's previous value and `pwHL` through
`pwr *= pwHL`, this change in scope was wrong. It resetted the value in
each iteration. This patch moves the declaration of `pwr` outside the
loop again.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10258
Due to an off-by-one error the generated studio light icons did not show
the influence of the 4th light. This fix changes the loop to iterate
over all of the lights when computing the lighting.
Differential Revision: https://developer.blender.org/D10283
Because the the vertex group name-to-index map is stored in the object
rather than object data, the object info node has to replace the
map when it replaces the mesh component on the geometry set with mesh
data from another object.
This normally works fine as a way to use the vertex groups from the
input mesh, but when passing this mesh to the next modifier, the entire
mesh component was replaced, removing the vertex group name map.
This commit adds a function to replace only the mesh data in mesh
component, uses it in the modifier code, and updates the relevant
comments.
Note that the fact that vertex group names are stored in object data
is a legacy design decision that should be reevaluated at some point.
Differential Revision: https://developer.blender.org/D10256
This resulted in hair drawing with an offset if an instance_offset was
set.
note: Usually the instance_offset gets combined with the objects obmat
in 'make_duplis_collection' / 'make_dupli', see
> /* Combine collection offset and `obmat`. */
Using the resulting DupliObject->mat instead does include the
instance_offset, but this results in double-transforms (something that I
have not investigated further), so now reconstruct the correct matrix
from scratch.
Maniphest Tasks: T85301
Differential Revision: https://developer.blender.org/D10285
This lead to wrong, stretched UVs regardless of the ON/OFF state of
"Correct Aspect" option (some code in the operator respected this
setting properly, whereas it was hardcoded in another part).
Before rB9296ba867462, `uvedit_pack_islands_multi` was always called
with `correct_aspect` = false for the UnwrapOptions.
After rB9296ba867462, `ED_uvedit_pack_islands_multi` was always called
with `correct_aspect` = true for the UVPackIsland_Params.
Both seem wrong [in that they do not take the operator setting into
account]. Now respect that setting [same as the following
`uv_map_clip_correct_multi` does as well btw.]
Now results match 2.90 [where this was still python] perfectly.
Maniphest Tasks: T85194
Differential Revision: https://developer.blender.org/D10246
This was caused by the paint overlay drawing after the infront pass.
Moving the paint overlay before it fixes the issue. We might even do
that for more mode overlays.
Drawing on e.g. the X-Z plane was broken due to an earlier
commit (rBef28da262342). This was causing the projection when drawing
on an axis plane to fail.
The fix checks that the user is in view plane projection mode.
Reviewed By: antoniov
Maniphest Tasks: T85203
Differential Revision: https://developer.blender.org/D10252