Caused by own {rB5aa3167e48b2}.
Related commit: {rBebaa3fcedd23}.
For stereo renders, `BKE_image_is_multilayer` is true, however we seem
to get to down to `space_image_gpu_texture_get` [where this is called]
from `IMAGE_cache_init` with a NULL Image->RenderResult.
So what then happens is that `BKE_image_multilayer_index` is called and
even though it has an appropriate codepath for stereo, it earlies out
and does not set multi_index correctly.
Still a bit puzzled why RenderResult is NULL for a render, but since
other places also check for a valid RenderResult before going down the
_multilayer_ route (and doing _multiview_ instead), now do the same
thing, BKE_image_multiview_index is now called in these cases (and seems
to behave correctly, checked with layers and passes and all seems to
display correctly, either in stereo or choosing individual eyes).
thx @jbakker & @brecht for double-checking.
Maniphest Tasks: T92608
Differential Revision: https://developer.blender.org/D13063
This patch adds support for selecting pointclouds.
Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader variant for pointclouds which supports these two attributes and renders the points appropriately.
{F11652666}
Addresses T92415
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13059
Lattice wires are drawn as part of "Extras". Unlike the other types
details (Cameras, Lights, Lightprobes and Speakers), Lattices actually
have boundingboxes defined, so hide the lattice wires if only the
boundingbox is requested.
Maniphest Tasks: T88443
Differential Revision: https://developer.blender.org/D11343
This adjusts some calculations and visibility flags for XR viewports in
order to account for a possible scale factor in the XR view matrix.
This scale factor can be introduced via the XR session settings base
scale, which allows a viewer to begin their session at a specific
reference scale, or the XR session state navigation scale, which allows
a viewer to adjust their scale relative to the reference scale during
the session.
Reviewed by Severin as part of D11501, but requested to be committed
separately.
There were several places attempting to check to see if scene lights
and world were enabled for display. This tries to find a common place
for both of these to reduce duplication.
Honestly, I couldn't find a really good spot for these and settled on
DRW_engine. It's not the best spot since they're not strictly drawing
related, but let's start here.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12658
This was caused by camera background being rendered in world space, causing
floating point imprecision issues when camera was far from origin.
Adding a uniform to change vertex shader to process everything in viewspace
to fix the problem.
The planar reflections being rendered at the same resolution as the HiZ max
buffer, do not need any uv correction during raytracing.
However, the GTAO horizon buffer being at output resolution do need the
uv factors in order to match the pixels visible on screen. To avoid many
complication, we increase the size of the GTAO texture up to the hiz buffer
size. This way, if planar reflections need GTAO the texture is big enough.
We change the viewport of the GTAO framebuffer for the main view in order
to not have to modify Uvs in many places.
Implements T89789, T89792, custom grid (described as dynamic grid in
T78389) and UV grid snapping (T78391)
Replaces the default UV editor grid with 2 new types of grid :
* Custom grid: Allows the user to create an NxN grid, where the value
of N is specified by the user.
* Subdividing grid: Subdivides the UV editor grid when the user
zooms in the viewport and vice versa when zooming out.
UV snapping improvements :
* Increment snapping: Increment values for snapping are calculated based
on which grid type is being used in the UV editor
(subdividing or custom). In general the increment value is equal to
the distance between 2 visible grid lines.
* Absolute grid snap: New toggle added to increment snapping option in
the UV editor, allows UV grid snapping during translation.
Reviewed By: campbellbarton
Ref D12684
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair.
Reviewed By: #eevee_viewport, brecht
Differential Revision: https://developer.blender.org/D10481
Using a RenderResult (or a Viewer) was never really working (think you
cant get a real ImBuff from these) -- cannot use it as a clone, stencil
or canvas [Single Image paint texture slot].
In the case of using it as a 2D paint clone image this would also crash
[due to the Image Editor drawing refactor in 2.91].
Now [in the spirit of T73182 / D11179], prevent using these where
unappropriate by using rna pointer polling functions.
Also add a security check for the 2D paint clone image crash in case a
stencil ImBuff cannot be provided for some reason, but generally old
files are now patched in do_versions_after_linking_300 (thx @brecht!).
Fixes T91625.
Maniphest Tasks: T91625
Differential Revision: https://developer.blender.org/D12609
Up lower clamp on spec_angle to prevent NaN from being generated on intel GPUs at low roughness.
Fixes T88754
Reviewed By: fclem
Maniphest Tasks: T88754
Differential Revision: https://developer.blender.org/D12508
The issue was caused by `textureSize()` returning the size of the level 0
even when the min texture level is higher than 0.
Using a uniform to pass the correct size fixes the issue.
This issue also affected the downsampling of radiance for reflections and
refractions.
This does not affect anything other than the recusive downsampling shaders.
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.
Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.
Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycleshttps://wiki.blender.org/wiki/Source/Render/Cycles
Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)
For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.
Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
With this commit, curve objects support the geometry nodes modifier.
Curves objects now evaluate to `CurveEval` unless there was a previous
implicit conversion (tessellating modifiers, mesh modifiers, or the
settings in the curve "Geometry" panel). In the new code, curves are
only considered to be the wire edges-- any generated surface is a mesh
instead, stored in the evaluated geometry set.
The consolidation of concepts mentioned above allows remove a lot of
code that had to do with maintaining the `DispList` type temporarily
for modifiers and rendering. Instead, render engines see a separate
object for the mesh from the mesh geometry component, and when the
curve object evaluates to a curve, the `CurveEval` is always used for
drawing wire edges.
However, currently the `DispList` type is still maintained and used as
an intermediate step in implicit mesh conversion. In the future, more
uses of it could be changed to use `CurveEval` and `Mesh` instead.
This is mostly not changed behavior, it is just a formalization of
existing logic after recent fixes for 2.8 versions last year and two
years ago. Also, in the future more functionality can be converted
to nodes, removing cases of implicit conversions. For more discussion
on that topic, see T89676.
The `use_fill_deform` option is removed. It has not worked properly
since 2.62, and the choice for filling a curve before or after
deformation will work much better and be clearer with a node system.
Applying the geometry nodes modifier to generate a curve is not
implemented with this commit, so applying the modifier won't work
at all. This is a separate technical challenge, and should be solved
in a separate step.
Differential Revision: https://developer.blender.org/D11597
This patch allows dropping material assets from material slot under the mouse
cursor. Before this change the material slot had to be hand-picked from the
properties panel.
For consistency it is chosen to do this in any shading mode as the tooltip shows
what is exactly going to happen during release.
The feature also works for other object types than Meshes as it uses the drawn surface on the
GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0
cards and are very responsive.
Reviewed By: fclem, Severin
Differential Revision: https://developer.blender.org/D12190
Allow the UDIM grid to be shown and adjusted when there are images
loaded in UV edit mode. Right now the grid feature disappears once an
image is loaded and many have found this to be confusing.
Based on community and artist feedback, there was support to change this
behavior[1]
This patch does the following:
- Allows the grid to be shown even when images are present
- The max allowable dimensions for the grid has been increased from
10x10 to 10x100 to match the underlying maximum UDIM range that blender
supports
Note: This should not affect other Image editor modes like Paint/Mask or
the Render Result viewer etc. Future work in this area is currently
documented in a dedicated design task[2]
[1] https://devtalk.blender.org/t/the-udim-tile-grid-design-and-feedback-thread/20136
[2] https://developer.blender.org/T90913
Differential Revision: https://developer.blender.org/D11860
When the object display type was set to wireframe or boundbox the depth
buffer wasn't updated resulting in not visible weightpaint overlay.
Thanks to Demeter Dzadik for mentioning it.
Remove redundant code for drawing text strings that contain only ASCII.
See D12293 for much more detail.
Differential Revision: https://developer.blender.org/D12293
Reviewed by Campbell Barton
The idea is to only allocate pixel storage only when there is an actual
data to be written to them.
This moves the code forward a better support of high-res rendering when
pixel storage is not allocated until render engine is ready to provide
pixel data.
Is expected to be no functional changes for neither users no external
engines. The only difference is that the motion and depth passes will
be displayed as transparent for until render engine provides any tile
result (at which point the pixels will be allocated and initialized to
infinite depth).
Differential Revision: https://developer.blender.org/D12195
selected pass
Caused by {rBebaa3fcedd23}.
Seems this above commit assumed an ImageUser's multi_index is only used
for Multiview/Stereo? This is not the case, multi_index also stores the
index for layer/pass combination.
If we call both BKE_image_multilayer_index and BKE_image_multiview_index
(even though this is not appropriate/needed for multilayer images?), we
might end up overwriting multi_index again.
note: looking at this I was also wondering why we update the ImageUser
in image-buffer-aquiring funnctions [and not from the UI, e.g.
template_image_layers, but that is a whole different story I guess, see
comment in T90772 as well]
note2: this could also use a utility function (this is not the only
place where this is done), this is fo a cleanup commit.
Maniphest Tasks: T90772
Differential Revision: https://developer.blender.org/D12267
This was working differently in 2.79, tried tracking this down and it
seems this was wrong since the 2.8 beginning in {rB7907dfc40018}.
This would not only crash without an active scene camera, but would also
result in different tracks from different camera's constraints could not
be selected.
So select id depends on corresponding camera, remove the dependency on
scene camera completely.
Maniphest Tasks: T90651
Differential Revision: https://developer.blender.org/D12230
Master multiplied the weight paint on top of the rendered image. This
reduced readability.
This patch removes the multiplication for weight painting and adds a
hint of the geometry below the overlay.
Reviewed By: Mets, pablodp606, campbellbarton
Maniphest Tasks: T73434
Differential Revision: https://developer.blender.org/D12170
When using wireframe opacity, the paint overlay needs to be drawn
before the wireframes in order to alpha blend correctly.
Sculpt overlays were also affected by this, so this commit refactors
this part of the code in case other overlays needs to be added in
the future.
Reviewed By: Mets
Differential Revision: https://developer.blender.org/D12235
Add Apply Constraint, Duplicate Constraint, and Copy To Selected
operators, and include them in a menu similar to the menu for modifiers.
The shortcuts in the extras menu are also matched to modifiers.
All the here added operators are intended to work exactly like the
analogous ones for modifiers. That means the apply operator should apply
a constraint as if it was first in the list, just like modifiers do. I
have added the same warning message as for modifiers when that happens.
The decision to use this approach of appling the constraint as if it was
first, was made for consistency with modifiers. People are already used
to how it works there. Is also provides more intricate control over the
applied transforms, then just applying all constraints up to that one.
Apply all constraints is already kinda implemented in Bake Animation.
Reviewed By: HooglyBoogly, sybren, #user_interface
Differential Revision: https://developer.blender.org/D10914
This is a simple engine used only to debug the texture of select ids.
It is only used when the `WITH_DRAW_DEBUG` option is enabled and the
debug value is 31.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5490