The main issue is that the image and image user is not updated correctly
in `rna_ImageUser_update`. `BKE_image_user_frame_calc` does not set the
correct frame, because the image is null. Also `IMA_GPU_REFRESH` is not
set for the same reason.
When gpu materials are first created, it is expected that the frame is set
correctly, and the flag is set if necessary. Therefore, somewhere during
depsgraph evaluation, those have to be updated. The depsgraph node
to do the update existed already. Now there is a new relation so that it is
executed when the node tree changed, not only when the frame changed.
Use the ID.recalc flag to detect when updates after frame-change is
needed. Since comparing the last calculated frame doesn't take undo into
account (see code-comment for details).
`ID_RECALC_AUDIO_SEEK` has been renamed to `ID_RECALC_FRAME_CHANGE`
since this is not only related to audio however internally this flag is
still categorized in `NodeType::AUDIO`.
Reviewed By: sergey
Ref D13942
The issue was happening with a specific file where the ID management
code was not fully copying all modifiers because of the extra check
in the `BKE_object_support_modifier_type_check()`.
While it is arguable that copy-on-write should be a 1:1 copy there is
no real need to maintain the per-modifier pointer to its original.
Use its SessionUUID to perform lookup in the original datablock.
Downside of this approach is that it is a linear lookup instead of
direct pointer access, but the upside is that there is less pointers
to manage and that the file with unsupported modifiers does behave
correct without any asserts.
Differential Revision: https://developer.blender.org/D13993
Currently, audio and video strips are synchronized based on data from
media stream, which is nice, but this causes gaps between strips.
This synchronization was implemented by moving movie strip position
relative to sound, which doesn't make much sense for user which is
mostly interested in editing video.
Code was bit hard to read, so it has been simplified. Ideally video
stream time would be easily accessible so synchronization could be done
at any time, but this is not necessary at this point.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D13948
For those EEVEE passes a bit of trickery with pointer offsets allows to
get the owning viewlayer, so path generation is not too bad.
Also moved ViewLayer path generation itself into a public utils, to
avoid duplicating code.
NOTE: Doing the same for AOV would be needed, but since pointer offsets
won't help us here to find the owning viewlayer, not sure how to do it
nicely yet (only solution I think is to loop over all AOVs of all
ViewLayer of the scene to find it :( ).
Reported by Beau Gerbrands (@Beaug), thanks.
Adds two new attribute outputs:
"Line" outputs the line number of the character.
"Pivot Point" outputs the selected pivot point position per char.
Some refactoring of the text layout code.
Differential Revision: https://developer.blender.org/D13694
Both new normals (from rBb7fe27314b25) and vpaint (from rBf7bbc7cdbb6c)
RNA arrays were missing the `PROPOVERRIDE_IGNORE`. Those huge blobs of
geometry data should never be processed by liboverride code.
This change applies only for automatic proxy building, when strip
is added to timeline. Manual building process is not affected.
Don't build proxy file if movie is already fast enough to seek.
To determine seek performance, check if whole GOP can be decoded
in 100 milliseconds.
To consider some variation in GOP size, large number of packets are
read, assuming that each packet will produce 1 frame. While this is not
technically correct, it does give quite accurate estimate of maximum GOP
size.
This test will ensure consistent performance on wide array of machines.
Check should be done in order of few milliseconds.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11671
Previously it was only part of experimental features in beta, however now
renderers can render point clouds generated by geometry nodes. Adding or
converting a point cloud object directly is still hidden by default, since
there is no good way to edit it.
Currently the Boolean Math node only has 3 basic logic gates:
AND, OR, and NOT. This commit adds 6 additional logic gates
for convenience and ease of use.
- **Not And (NAND)** returns true when at least one input is false.
- **Nor (NOR)** returns true when both inputs are false.
- **Equal (XNOR)** returns true when both inputs are equal.
- **Not Equal (XOR)** returns true when both inputs are different.
- **Imply (IMPLY)** returns true unless the first input is true and
the second is false.
- **Subtract (NIMPLY)** returns true when the first input is true and
the second is false.
Differential Revision: https://developer.blender.org/D13774
Allows to perform correction of coordinate delta/displacement in a
similar way of how sculpt mode handles sculpting on a deformed mesh.
An example of usecase of this is allowing riggers and sciprters to
improve corrective shapekey workflow.
The usage consists of pre-processing and access. For example:
object.crazyspace_eval(depsgraph, scene)
# When we have a difference between two vertices and want to convert
# it to a space to be stored, say, in shapekey:
delta_in_orig_space = rigged_ob.crazyspace_displacement_to_original(
vertex_index=i, displacement=delta)
# The reverse of above.
delta_in_deformed_space = rigged_ob.crazyspace_displacement_to_deformed(
vertex_index=i, displacement=delta)
object.crazyspace_eval_clear()
Fuller explanation with actual usecases and studio examples are written in
the comment:
https://developer.blender.org/D13892#368898
Differential Revision: https://developer.blender.org/D13892
Currently there are many function declarations in `BKE_node.h` that
don't actually have implementations in blenkernel. This commit moves
the declarations to `NOD_composite.h`, `NOD_texture.h`, and
`NOD_shader.h` instead. This helps to clarify the purpose of the
different modules.
Differential Revision: https://developer.blender.org/D13869
This patch introduces an extrude node with three modes. The vertex mode
is quite simple, and just attaches new edges to the selected vertices.
The edge mode attaches new faces to the selected edges. The faces mode
extrudes patches of selected faces, or each selected face individually,
depending on the "Individual" boolean input.
The default value of the "Offset" input is the mesh's normals, which
can be scaled with the "Offset Scale" input.
**Attribute Propagation**
Attributes are transferred to the new elements with specific rules.
Attributes will never change domains for interpolations. Generally
boolean attributes are propagated with "or", meaning any connected
"true" value that is mixed in for other types will cause the new value
to be "true" as well. The `"id"` attribute does not have any special
handling currently.
Vertex Mode
- Vertex: Copied values of selected vertices.
- Edge: Averaged values of selected edges. For booleans, edges are
selected if any connected edges are selected.
Edge Mode
- Vertex: Copied values of extruded vertices.
- Connecting edges (vertical): Average values of connected extruded
edges. For booleans, the edges are selected if any connected
extruded edges are selected.
- Duplicate edges: Copied values of selected edges.
- Face: Averaged values of all faces connected to the selected edge.
For booleans, faces are selected if any connected original faces
are selected.
- Corner: Averaged values of corresponding corners in all faces
connected to selected edges. For booleans, corners are selected
if one of those corners are selected.
Face Mode
- Vertex: Copied values of extruded vertices.
- Connecting edges (vertical): Average values of connected selected
edges, not including the edges "on top" of extruded regions.
For booleans, edges are selected when any connected extruded edges
were selected.
- Duplicate edges: Copied values of extruded edges.
- Face: Copied values of the corresponding selected faces.
- Corner: Copied values of corresponding corners in selected faces.
Individual Face Mode
- Vertex: Copied values of extruded vertices.
- Connecting edges (vertical): Average values of the two neighboring
edges on each extruded face. For booleans, edges are selected
when at least one neighbor on the extruded face was selected.
- Duplicate edges: Copied values of extruded edges.
- Face: Copied values of the corresponding selected faces.
- Corner: Copied values of corresponding corners in selected faces.
**Differences from edit mode**
In face mode (non-individual), the behavior can be different than the
extrude tools in edit mode-- this node doesn't handle keeping the back-
faces around in the cases that the edit mode tools do. The planned
"Solidify" node will handle that use case instead. Keeping this node
simpler and faster is preferable at this point, especially because that
sort of "smart" behavior is not that predictable and makes less sense
in a procedural context.
In the future, an "Even Offset" option could be added to this node
hopefully fairly simply. For now it is left out in order to keep
the patch simpler.
**Implementation**
For the implementation, the `Mesh` data structure is used directly
rather than converting to `BMesh` and back like D12224. This optimizes
for large extrusion operations rather than many sequential extrusions.
While this is potentially more verbose, it has some important benefits:
First, there is no conversion to and from `BMesh`. The code only has
to fill arrays and it can do that all at once, making each component of
the algorithm much easier to optimize. It also makes the attribute
interpolation more explicit, and likely faster. Only limited topology
maps must be created in most cases.
While there are some necessary loops and allocations with the size of
the entire mesh, I tried to keep everything I could on the order of the
size of the selection rather than the size of the mesh. In that respect,
the individual faces mode is the best, since there is no topology
information necessary, and the amount of work just depends on the size
of the selection.
Modifying an existing mesh instead of generating a new one was a bit
of a toss-up, but has a few potential benefits:
- Avoids manually copying over attribute data for original elements.
- Avoids some overhead of creating a new mesh.
- Can potentially take advantage of future ammortized mesh growth.
This could be changed easily if it turns out to be the wrong choice.
Differential Revision: https://developer.blender.org/D13709
When enabled, it will keep contour around the object instead of hide them by rule of face mark,
so the object can always have full contour while filtering out some of the feature lines inside certain regions.
Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)
Differential Revision: https://developer.blender.org/D13847
Option to discard back faced triangles, this speeds up calculation especially for when you only want to show visible feature lines.
Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)
Differential Revision: https://developer.blender.org/D13848
Instead of splitting it at each occlusion change, it tolerates short segments of "zig-zag" occlusion incoherence and doesn't split the chain at these points, thus creating a much smoother result.
Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)
Differential Revision: https://developer.blender.org/D13851
This node can scale individual edges and faces. When multiple selected
faces/edges share the same vertices, they are scaled together.
The center and scaling factor is averaged in this case.
For some examples see D13757.
Differential Revision: https://developer.blender.org/D13757
Editing of generic attributes on the original objects in edit modes is
still very limited. However, when applying a geometry nodes modifier
that generates new attributes. These attributes will show up in the
Attributes panel.
Currently, our exporters are not capable of exporting generic attributes.
Therefore, for the time being, a work around is to apply geometry nodes
and then convert a generic attribute to a task specific attribute like a
uv map, vertex group or vertex color layer. Once more parts of Blender
support generic attributes, this will become less important.
Currently, only meshes are supported by the operator. However, it would
be relatively easy to extend it to other geometry types.
Differential Revision: https://developer.blender.org/D13838
Allow any non-modifier keyboard events to be used.
Note that the existing check for >= EVT_AKEY allowed NDOF and other
non-keyboard events (including modifiers, which didn't work).
This adds a new curve primitive to generate arcs.
Radius mode (default): Generates a fixed radius arc on XY plane
with controls for Angle, Sweep and Invert.
Points mode: Generates a three point curve arc from Start to End
via Middle with an Angle Offset and option to invert the arc.
There are also outputs for arc center, radius and normal direction
relative to the Z-axis.
This patch is based on previous patches
D11713 and D13100 from @guitargeek. Thank you.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13640
This adds vertex creasing support for OpenSubDiv for modeling, rendering,
Alembic and USD I/O.
For modeling, vertex creasing follows the edge creasing implementation with an
operator accessible through the Vertex menu in Edit Mode, and some parameter in
the properties panel. The option in the Subsurf and Multires to use edge
creasing also affects vertex creasing.
The vertex crease data is stored as a CustomData layer, unlike edge creases
which for now are stored in `MEdge`, but will in the future also be moved to
a `CustomData` layer. See comments for details on the difference in behavior
for the `CD_CREASE` layer between egdes and vertices.
For Cycles this adds sockets on the Mesh node to hold data about which vertices
are creased (one socket for the indices, one for the weigths).
Viewport rendering of vertex creasing reuses the same color scheme as for edges
and creased vertices are drawn bigger than uncreased vertices.
For Alembic and USD, vertex crease support follows the edge crease
implementation, they are always read, but only exported if a `Subsurf` modifier
is present on the Mesh.
Reviewed By: brecht, fclem, sergey, sybren, campbellbarton
Differential Revision: https://developer.blender.org/D10145
This brush fixes the random spikes that
occasionally happen in multires models.
These spikes can be nearly impossible to
fix manually and can make working with
multires a nightmare.
Since vertex and face normals are now stored on the mesh when necessary,
we can expose them as contiguous arrays of vectors in the Python API.
This can give render engines and other addons easy access to they data
for fast access through a regular collection property.
While "Mesh Vertex" still has a "normal" property in RNA, that is only
maintained in order to avoid breaking the existing API, and accessing
it is less efficient than accessing the normals directly.
I made the normal arrays read-only, because modifying them could
put them in an invalid state. This is inline with how we treat the data
internally, and helps keep relationships between data clear.
Differential Revision: https://developer.blender.org/D13839
Adds an "Asset Indexing" option (enabled by default) to Preferences >
Experimental > Debugging. This is useful when working on the asset
library loading.
- Add BM_mesh_debug_print & BM_mesh_debug_info.
- Report flags in Mesh.cd_flag in BKE_mesh_debug_print
- Move custom data printing into customdata.cc (noted as a TODO).
Note that the term "runtime" has been removed from
`BKE_mesh_runtime_debug_print` since these are useful for debugging any
kind of mesh data.
This node allows accessing data of other elements in the context geometry.
It is similar to the Transfer Attribute node in Index mode. The main difference
is that this node does not require a geometry input, because the context
is used.
The node can e.g. be used to generalize what the Edge Vertices node is doing.
Instead of only being able to get the position of the vertices of an edge,
any field/attribute can be accessed on the vertices.
Differential Revision: https://developer.blender.org/D13825
Display exact integer values of a floating point fields without
a fraction if the step is also an exact integer. This is intended
for cases when the value can technically be fractional, but most
commonly is supposed to be integer.
This handling is not applied if the field has any unit except frames,
because integer values aren't special for quantities like length.
The fraction is discarded in the normal display mode and when copying
the value to clipboard, but not when editing to remind the user that
the field allows fractions.
Differential Revision: https://developer.blender.org/D13753
Motion paths themselves aren't getting saved (not sure if they are
without overrides), but being able to override options makes them
usable even if it's necessary to regenerate every edit session.
Differential Revision: https://developer.blender.org/D13842
This significantly reduces discontinuities on UV seams, by giving a better
match of the texture filtered colors on both sides of the seam. It works by
using pixels from adjacent faces across the UV seam.
This new option is called "Adjacent Faces" and is the default. The old option
is called "Extend", and extends border pixels outwards.
Differential Revision: https://developer.blender.org/D13303
Override layers are a standard feature of Alembic, where archives can override
data from other archives, provided that the hierarchies match.
This is useful for modifying a UV map, updating an animation, or even creating
some sort of LOD system where low resolution meshes are swapped by high resolution
versions.
It is possible to add UV maps and vertex colors using this system, however, they
will only appear in the spreadsheet editor when viewing evaluated data, as the UV
map and Vertex color UI only show data present on the original mesh.
Implementation wise, this adds a `CacheFileLayer` data structure to the `CacheFile`
DNA, as well as some operators and UI to present and manage the layers. For both
the Alembic importer and the Cycles procedural, the main change is creating an
archive from a list of filepaths, instead of a single one.
After importing the base file through the regular import operator, layers can be added
to or removed from the `CacheFile` via the UI list under the `Override Layers` panel
located in the Mesh Sequence Cache modifier. Layers can also be moved around or
hidden.
See differential page for tests files and demos.
Reviewed by: brecht, sybren
Differential Revision: https://developer.blender.org/D13603
Allows conveniently selecting an inverse of a collection.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D13846
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.
The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.
The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).
**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code
In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).
Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.
**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
- Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
showing that accessing just `MVert` is now more efficient.
- Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
change that at least shows there is no regression.
- Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
but observable speedup.
- Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
shows that using normals in geometry nodes is faster.
- Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
shows that calculating normals is slightly faster now.
- File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
Normals are not saved in files, which can help with large meshes.
As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.
**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
- The subdivision surface modifier is not responsible for calculating
normals anymore. In master, the modifier creates different normals
than the result of the `Mesh` normal calculation, so this is a bug
fix.
- There are small differences in the results of some modifiers that
use normals because they are not converted to and from `short`
anymore.
**Future improvements**
- Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
already retrieves normals if they are needed anyway.
- Copy normals as part of a better CoW system for attributes.
- Make more areas use lazy instead of eager normal calculation.
- Remove `BKE_mesh_normals_tag_dirty` in more places since that is
now the default state of a new mesh.
- Possibly apply a similar change to derived face corner normals.
Differential Revision: https://developer.blender.org/D12770
This is my attempt of adding defaults for the space clip editor struct
(in line with https://developer.blender.org/T80164).
It adds the default allocation for `SpaceClip` and
`node_composite_movieclip.cc`. This also solves the error below (for
C++ files using the DNA_default_alloc), which was put forward by
Sergey Sharybin.
Differential Revision: https://developer.blender.org/D13367
Reviewed by: Julian Eisel