Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
"Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
"Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
"Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
"Separate RGB/HSV" nodes.
Python addons have not been updated to the new nodes yet.
**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.
**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.
Differential Revision: https://developer.blender.org/D14034
When height is limited, it is defined by space occupied by strips,
but at least channels 1 to 7 will be always visible. This allows it to
easily overview timeline content by zooming out to maximum extent in Y
axis and panning in X axis.
More channels can be "created" on demand by moving strip to higher
channel. When strip is removed and highest channel becomes empty, view
will stay as is until it is moved down. Then new highest point is
remembered and it is not possible to pan upwards until strip is moved to
higher channel.
Limiting takes into account height of scrubbing and markers area as
well as scrollers. This means that when zoomed out to maximum extent,
no strips are obstructed by fixed UI element.
Fixes T57976
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14263
- Verrtex paint mode has been refactored into C++ templates.
It now works with both byte and float colors and point
& corner attribute domains.
- There is a new API for mixing colors (also based
on C++ templates). Unlike the existing APIs byte
and float colors are interpolated identically.
Interpolation does happen in a squared rgb space,
this may be changed in the future.
- Vertex paint now uses the sculpt undo system.
Reviewed By: Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D14179
Ref D14179
The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
This adds a new node editor overlay that helps users to see where
named attributes are used. This is important, because named
attributes can have name collisions between independent node
groups which can lead to hard to find issues.
Differential Revision: https://developer.blender.org/D14618
This change moves the grid panel UI from the View tab up into the
Overlay panel.
Reasons to move to the Overlay panel include:
- Consistency with the grid options in the 3D viewport
- The grid has been drawn as an Overlay for quite some time already
Additional changes that now make sense to have:
- The grid responds to the main Overlay show/hide toggle
- Adds a toggle to show/hide the grid which is consistent with overlays in general
As before, these grid controls are only available for active UV edit
sessions.
Differential Revision: https://developer.blender.org/D11862
Expose the "Connected" mode from the weld modifier in the
"Merge by Distance" geometry node. This method only merges
vertices along existing edges, but it can be much faster
because it doesn't have to build a KD Tree of all selected
points.
Differential Revision: https://developer.blender.org/D14321
color attribute system.
This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors. Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.
Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).
Note: this commit does not include vertex paint mode,
which is a separate patch, see:
https://developer.blender.org/D14179
Differential Revision: https://developer.blender.org/D12587
Ref D12587
This patch adds channel region to VSE timeline area for drawing channel
headers. It is synchronizedwith timeline region. 3 basic features are
implemented - channel visibility, locking and name.
Channel data is stored in `SeqTimelineChannel` which can be top-level
owned by `Editing`, or it is owned by meta strip to support nesting.
Strip properties are completely independent and channel properties are
applied on top of particular strip property, thus overriding it.
Implementation is separate from channel regions in other editors. This
is mainly because style and topology is quite different in VSE. But
also code seems to be much more readable this way.
Currently channels use functions similar to VSE timeline to draw
background to provide illusion of transparency, but only for background
and sfra/efra regions.
Great portion of this patch is change from using strip visibility and
lock status to include channel state - this is facilitated by functions
`SEQ_transform_is_locked` and `SEQ_render_is_muted`
Originally this included changes in D14263, but patch was split for
easier review.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D13836
When creating with hierarchies, core code only generates system
overrides, responsibility to define 'user overrides' is then for the
higher-level calling code (Editor/Operator-level).
do_version code uses fairly basic euristics, should be good enough here
though in most cases. and can always be refined later if needed.
Ref: {T95707}.
This patch makes the grease pencil smooth operation symmetric.
It also increases the performance a lot if strong smoothing is
required. Additionally there is an option for the position smooth
operation to keep the shape closer to the original for more iterations.
Since the result differs from the previous algorithm, versioning is used
to change the iterations and factor to match the old result.
Differential Revision: http://developer.blender.org/D14325
There is a dedicated Library Override display mode now, and showing
these elsewhere just adds noise and makes the code problematic to
maintain (since the same element hierarchy will be used in two entirely
different contexts). The corresponding filter settings are removed too.
Part of T95802.
Reviewed by: Bastien Montagne
Differential Revision: https://developer.blender.org/D14411
This adds a new Add brush for the new curves object type in sculpt mode.
The brush is used to insert new curves (typically hair) on the surface object.
Supported features:
* Add single curve exactly at the cursor position when `Add Amount` is 1.
* Front faces only.
* Independent interpolate shape and interpolate length settings.
* Smooth and flat shading affects curve shape interpolation.
* Spherical and projection brush.
This also adds the `surface_triangle_index` and `surface_triangle_coordinate`
attributes. Those store information about what position on the surface each
added curve is attached to:
* `surface_triangle_index` (`int`): Index of the internal triangle that a curve
is attached to. `-1` when the curve is not attached to the surface.
* `surface_triangle_coordinate` (`float2`): First two numbers of a barycentric
coordinate that reference a specific position within the triangle.
Ref T96444.
Differential Revision: https://developer.blender.org/D14340
This commit removes the implementations of legacy nodes,
their type definitions, and related code that becomes unused.
Now that we have two releases that included the legacy nodes,
there is not much reason to include them still. Removing the
code means refactoring will be easier, and old code doesn't
have to be tested and maintained.
After this commit, the legacy nodes will be undefined in the UI,
so 3.0 or 3.1 should be used to convert files to the fields system.
The net change is 12184 lines removed!
The tooltip for legacy nodes mentioned that we would remove
them before 4.0, which was purposefully a bit vague to allow
us this flexibility. In a poll in a devtalk post showed that the
majority of people were okay with removing the nodes.
https://devtalk.blender.org/t/geometry-nodes-backward-compatibility-poll/20199
Differential Revision: https://developer.blender.org/D14353
This commit adds three nodes:
- `Remove Attribute`: Removes an attribute with the given name
- `Named Attribute`: A field input node
- `Store Named Attribute`: Puts results of a field in a named attribute
They are added behind a new experimental feature flag, because further
development of attribute search and name dependency visualization will
happen as separate steps.
Ref T91742
Differential Revision: https://developer.blender.org/D12685
So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3db we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
This patch enables all 8 combinations of Nurbs modes: Cyclic,
Bezier and Endpoint. Also removes restriction on Bezier Nurbs order.
The most significant changes are mode combinations bringing new
meaning. In D13891 is a scheme showing NURBS with same control
points in a modes, and also further description of each possible case.
Differential Revision: https://developer.blender.org/D13891
`3DView`'s `use_snap` option has little or nothing to do with using
snapping in `UV`, `Nodes` or `Sequencer`.
So there are no real advantages to keeping these options in sync.
Therefore, individualize the option to use snap for each "spacetype".
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13310
The flags overlapped ever since normalize was added, so this
requires versioning to copy the flag value. This needs to be
done both in Blender 3.1 and 3.2.
Differential Revision: https://developer.blender.org/D14165
The flags overlapped ever since normalize was added, so this requires
versioning to copy the flag value.
Differential Revision: https://developer.blender.org/D14165
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Previously, nearest interpolation filter was used for preview, because
it offered good performance and bilinear was used for rendering. This
is not always desirable behavior, so filter method can now be chosen by
user. Chosen method will be used for preview and for rendering.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12807
Adds a second output to the edge angle node that shows the signed angle
between the two faces, where Convex angles are positive and Concave angles
are negative. This calculation is slower than the unsigned angle, so it
was best to leave both for times where the unsigned angle will suffice.
Differential Revision: https://developer.blender.org/D13796
Conceptually, this is the geometry that data is taken from,
not the target of an operation, so rename it from "Target"
to "Source". This was common user feedback and agreed
on in a recent sub-module meeting.
Today many users seem to think the output from
this node is a single curve with multiple splines.
This patch renames the geometry output socket
from "Curves" to "Curve Instances" to avoid confusion.
Differential Revision: https://developer.blender.org/D13693
Assert that only the file name component is passed in
since special handling for UDIM should only be applied to the file name.
Also remove an unnecessary NULL check on the filename argument.
When weight painting the bone overlay is extremely intrusive,
effectively requiring either extensive use of hiding individual
bones, or disabling the whole bone overlay between selections.
This addresses the issue by adding a bone opacity slider that
is used for the 'wireframe' armature drawing mode. It directly
controls the uniform opacity as a straightforward option.
Differential Revision: https://developer.blender.org/D11804
This completes 1a721c5dbe by versioning old files to correct the
region type. The "tools" region type is relatively standard for this type
of region and doesn't require any changes to the theme, unlike
the "nav bar" type, which would have been a reasonable choice.
This implements the design detailed in T92696 to support virtual
filenames for UDIM textures. Currently, the following 2 substitution
tokens are supported:
| Token | Meaning |
| ----- | ---- |
| <UDIM> | 1001 + u-tile + v-tile * 10 |
| <UVTILE> | Equivalent to u<u-tile + 1>_v<v-tile + 1> |
Example for u-tile of 3 and v-tile of 1:
filename.<UDIM>_ver0023.png --> filename.1014_ver0023.png
filename.<UVTILE>_ver0023.png --> filename.u4_v2_ver0023.png
For image loading, the existing workflow is unchanged. A user can select
one or more image files, belonging to one or more UDIM tile sets, and
have Blender load them all as it does today. Now the <UVTILE> format is
"guessed" just as the <UDIM> format was guessed before.
If guessing fails, the user can simply go into the Image Editor and type
the proper substitution in the filename. Once typing is complete,
Blender will reload the files and correctly fill the tiles. This
workflow is new as attempting to fix the guessing in current versions
did not really work, and the user was often stuck with a confusing
situation.
For image saving, the existing workflow is changed slightly. Currently,
when saving, a user has to be sure to type the filename of the first
tile (e.g. filename.1001.png) to save the entire UDIM set. The number
could differ if they start at a different tile etc. This is confusing.
Now, the user should type a filename containing the appropriate
substitution token. By default Blender will fill in a default name using
the <UDIM> token but the user is free to save out images using <UVTILE>
if they wish.
Differential Revision: https://developer.blender.org/D13057
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
The RNA setter now ensures that driver variables are uniquely named
(within the scope of the driver).
Versioning code has been added to ensure this uniqueness. The last
variable with the non-unique name retains the original name; this
ensures that the driver will still evaluate to the same value as before
this fix.
This also introduces a new blenlib function `BLI_listbase_from_link()`,
which can be used to find the entire list from any item within the list.
Manifest Task: T94116
Reviewed By: mont29, JacquesLucke
Maniphest Tasks: T94116
Differential Revision: https://developer.blender.org/D13594
The versioning code was accidentally put not at the very bottom.
That lead to a situation where it wasn't run on some files that happened
to be within a specific short time frame.
Since the versioning code is idempotent, it can just run again on existing
files. Therefore, this commit just moves it back to the bottom so that it
is executed on all files again.
Broken Commit: rB5b61737a8f41688699fd1d711a25b7cea86d1530.
This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.
Notes:
This breaks forward compatibility as this node now uses data storage.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D12760
This patch refactors the instance-realization code and adds new functionality.
* Named and anonymous attributes are propagated from instances to the
realized geometry. If the same attribute exists on the geometry and on an
instance, the attribute on the geometry has precedence.
* The id attribute has special handling to avoid creating the same id on many
output points. This is necessary to make e.g. the Random Value node work
as expected afterwards.
Realizing instance attributes has an effect on existing files, especially due to the
id attribute. To avoid breaking existing files, the Realize Instances node now has
a legacy option that is enabled for all already existing Realize Instances nodes.
Removing this legacy behavior does affect some existing files (although not many).
We can decide whether it's worth to remove the old behavior as a separate step.
This refactor also improves performance when realizing instances. That is mainly
due to multi-threading. See D13446 to get the file used for benchmarking. The
curve code is not as optimized as it could be yet. That's mainly because the storage
for these attributes might change soonish and it wasn't worth optimizing for the
current storage format right now.
```
1,000,000 x mesh vertex: 530 ms -> 130 ms
1,000,000 x simple cube: 1290 ms -> 190 ms
1,000,000 x point: 1000 ms -> 150 ms
1,000,000 x curve spiral: 1740 ms -> 330 ms
1,000,000 x curve line: 1110 ms -> 210 ms
10,000 x subdivided cylinder: 170 ms -> 40 ms
10 x subdivided spiral: 180 ms -> 180 ms
```
Differential Revision: https://developer.blender.org/D13446
Since we have the overlays popover, it makes sense to allow toggling the
context path like in the 3D viewport. This commit adds a property,
and turns it on by default in existing files.
Differential Revision: https://developer.blender.org/D13248
Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.
The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
(using rgb_to_grayscale value as the brightness value)
Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.
Differential Revision: https://developer.blender.org/D13228
- Rename the Curve Parameter node to Spline Parameter.
- Add "Index on Spline" to the node. This output is the index of
the current point on it's parent spline rather than the entrire curve.
Differential Revision: https://developer.blender.org/D13275