The logic to remove one Python module before installing another
only worked in simple cases where a file replaced a file.
- Installing a single file add-on over a Python package with the same
name caused an error as the directory isn't empty.
- Removing existing module directories from the zip-file did nothing
as the directories from the zip-file that end with a slash were
compared with directories from `os.listdir` that don't.
- `module_filesystem_remove` assumed ZipFile.namelist() was a list of
files in the root of the zip-file when it's a list of all files.
While I couldn't find any bugs caused by this, it performed checks
that don't make sense, comparing files at different depths of the
file-system.
Reloading preferences didn't update Python's `sys.path` to account
for the modified `script_directory`.
This meant the operator to load settings from a previous version
required a restart to initialize Python when this directory was set.
Updates the descriptions and labels for outliner sync in the properties
editor popover to be more clear.
Differential Revision: https://developer.blender.org/D10010
Corrects approximately 36 spelling errors in source variable names.
Differential Revision: https://developer.blender.org/D10347
Reviewed by Hans Goudey
This is a complete refactor over the old system. The goal was to increase quality
first and then have something more flexible and optimised.
|{F9603145} | {F9603142}|{F9603147}|
This fixes issues we had with the old system which were:
- Too much overdraw (low performance).
- Not enough precision in render targets (hugly color banding/drifting).
- Poor resolution near in-focus regions.
- Wrong support of orthographic views.
- Missing alpha support in viewport.
- Missing bokeh shape inversion on foreground field.
- Issues on some GPUs. (see T72489) (But I'm sure this one will have other issues as well heh...)
- Fix T81092
I chose Unreal's Diaphragm DOF as a reference / goal implementation.
It is well described in the presentation "A Life of a Bokeh" by Guillaume Abadie.
You can check about it here https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04
Along side the main implementation we provide a way to increase the quality by jittering the
camera position for each sample (the ones specified under the Sampling tab).
The jittering is dividing the actual post processing dof radius so that it fills the undersampling.
The user can still add more overblur to have a noiseless image, but reducing bokeh shape sharpness.
Effect of overblur (left without, right with):
| {F9603122} | {F9603123}|
The actual implementation differs a bit:
- Foreground gather implementation uses the same "ring binning" accumulator as background
but uses a custom occlusion method. This gives the problem of inflating the foreground elements
when they are over background or in-focus regions.
This is was a hard decision but this was preferable to the other method that was giving poor
opacity masks for foreground and had other more noticeable issues. Do note it is possible
to improve this part in the future if a better alternative is found.
- Use occlusion texture for foreground. Presentation says it wasn't really needed for them.
- The TAA stabilisation pass is replace by a simple neighborhood clamping at the reduce copy
stage for simplicity.
- We don't do a brute-force in-focus separate gather pass. Instead we just do the brute force
pass during resolve. Using the separate pass could be a future optimization if needed but
might give less precise results.
- We don't use compute shaders at all so shader branching might not be optimal. But performance
is still way better than our previous implementation.
- We mainly rely on density change to fix all undersampling issues even for foreground (which
is something the reference implementation is not doing strangely).
Remaining issues (not considered blocking for me):
- Slight defocus stability: Due to slight defocus bruteforce gather using the bare scene color,
highlights are dilated and make convergence quite slow or imposible when using jittered DOF
(or gives )
- ~~Slight defocus inflating: There seems to be a 1px inflation discontinuity of the slight focus
convolution compared to the half resolution. This is not really noticeable if using jittered
camera.~~ Fixed
- Foreground occlusion approximation is a bit glitchy and gives incorrect result if the
a defocus foreground element overlaps a farther foreground element. Note that this is easily
mitigated using the jittered camera position.
|{F9603114}|{F9603115}|{F9603116}|
- Foreground is inflating, not revealing background. However this avoids some other bugs too
as discussed previously. Also mitigated with jittered camera position.
|{F9603130}|{F9603129}|
- Sensor vertical fit is still broken (does not match cycles).
- Scattred bokeh shapes can be a bit strange at polygon vertices. This is due to the distance field
stored in the Bokeh LUT which is not rounded at the edges. This is barely noticeable if the
shape does not rotate.
- ~~Sampling pattern of the jittered camera position is suboptimal. Could try something like hammersley
or poisson disc distribution.~~Used hexaweb sampling pattern which is not random but has better
stability and overall coverage.
- Very large bokeh (> 300 px) can exhibit undersampling artifact in gather pass and quite a bit of
bleeding. But at this size it is preferable to use jittered camera position.
Codewise the changes are pretty much self contained and each pass are well documented.
However the whole pipeline is quite complex to understand from bird's-eye view.
Notes:
- There is the possibility of using arbitrary bokeh texture with this implementation.
However implementation is a bit involved.
- Gathering max sample count is hardcoded to avoid to deal with shader variations. The actual
max sample count is already quite high but samples are not evenly distributed due to the
ring binning method.
- While this implementation does not need 32bit/channel textures to render correctly it does use
many other textures so actual VRAM usage is higher than previous method for viewport but less
for render. Textures are reused to avoid many allocations.
- Bokeh LUT computation is fast and done for each redraw because it can be animated. Also the
texture can be shared with other viewport with different camera settings.
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
The texture paint mode was accidentally removed from the list
Reviewed By: JacquesLucke
Maniphest Tasks: T83047
Differential Revision: https://developer.blender.org/D10216
These are similar to the regular "Combine XYZ" and "Separate XYZ" nodes,
but they work on attributes. They will make it easier to switch between
vector attributes and float attributes.
Differential Revision: https://developer.blender.org/D10308
As shown on the T85383, attempts are made to edit the precision mode key.
But that key was hardcoded.
That key now appears among the custom modal keymap items.
This commit is a refactor of the fill tool to solve several problems we had since the first version of the tool.
Changes:
* The filling speed has been improved for each step of the process with the optimization of each algorithm/function.
* New `AutoFit` option to fill areas outside of the viewport. When enable, the total size of the frame is calculated to fit the filling area.
* New support multiframe filling. Now it is possible to fill multiple similar frames in one go.
* New `Stroke Extension` option to create temporary closing strokes. These strokes can be displayed and adjusted dynamically using wheel mouse or PageUp/Down keys.
* Parameter `Resolution` now is named `Precision` and has been moved to topbar.
* `Resolution` now has decimals and can be lower than 1 to allow quick filling in storyboarding workflows. Maximum value has been set as 5.
* Parameter `Simplify` has been moved to Advanced panel.
* Improved fill outline detection. In some cases, the outline penetrated the area to be filled with unexpected results.
* Fixes some corner case bugs with infinite loops.
As a result of this refactor, also these new functionalities has been added.
* New support for multiframe in `Draw` mode. Any drawing in active frame is duplicated to all selected frame.
* New multiframe display mode. Keyframes before or after of the active frame are displayed using onion colors. This can be disable using Onion overlay options.
This implements an operator to flip the contents of an image buffer. It
supports flipping the image horizontally and vertically.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10310
This node takes a volume and generates a mesh on it's "surface".
The surface is defined by a threshold value.
Currently, the node only works on volumes generated by the
Points to Volume node. This limitation will be resolved soonish.
Ref T84605.
Differential Revision: https://developer.blender.org/D10243
This node calculates a distance from each point to the closest position
on a target geometry, similar to the vertex weight proximity modifier.
Mapping the output distance to a different range can be done with an
attribute math node after this node.
A drop-down changes whether to calculate distances from points,
edges, or faces. In points mode, the node also calculates distances
from point cloud points.
Design task and use cases: T84842
Differential Revision: https://developer.blender.org/D10154
This node outputs true when geometry nodes is currently evaluated
for the viewport and false for final renders.
Ref T85277.
Differential Revision: https://developer.blender.org/D10302
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
When adding a new preset the name would be converted to lower case and
then displayed in the interface in title case. This was confusing
because the name didn't reflect what was typed, and there are many cases
when the name shouldn't be forced into title case (like 8K UHDTV for
example).
This commit leaves the custom preset names in the original casing, and
removes the conversion of filenames to title case for preset lists.
Differential Revision: https://developer.blender.org/D10224
Before committing D10224, bundled preset names that are lowercase need
updating to title case for display in the UI. This changes several of
the preset file names to title case, and fixes a couple of other naming
issues in the preset names. A few strings in the code are also changed
to reflect the new filename of the Blender keymap.
Implements a node to get collection objects.
These objects are then passed along as instances in the node tree.
Follow up tasks:
Multiple nodes does not support instancing yet: T85159
Changing collection offset does not trigger a refresh: T85274
Reviewed By: Jacques, Dalai, Hans
Differential Revision: http://developer.blender.org/D10151
Most fields have Affect Location and Rotation options that switch
off their effect, but they are only checked as the last step after
the force is already computed. It is more efficient to check it
when building the list of field objects, just like zero weight.
It is also possible to check the strength-related fields for 0.
As an aside, this adds Location to Texture fields (they don't
handle rotation) and both Location & Rotation checkboxes to
Fluid Flow. Boid and Curve Guide remain without options for
now as they are completely different from others.
Differential Revision: https://developer.blender.org/D10087
- Grey out in wire/xray display.
- Expand the description for when this is used.
While this is working, the intended behavior wasn't clear,
address T85177.
The outline for the active modifier was abusing the property search
match theme color, as noted in a comment. This commit adds a new
theme color in RNA specifically for the active modifier outline.
"Lock Strips" (Shift-L), conflicted with "Select Pick Linked".
Use Ctrl-H, Ctrl-Alt-H for lock & unlock since selected linked
uses bindings which are used in other parts of Blender.