Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.
Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.
Implemented by Lukas, with tweaks by Brecht.
Differential Revision: https://developer.blender.org/D4837
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep.
This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode.
This was needed to allow clamping when **To Max** is less than **To Min**.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D5827
Adds a `text` parameter to `bpy.types.uiLayout.template_ID()` which
causes a label to be added, as usual. Adding the label also makes the
template respect the `bpy.types.uiLayout.use_property_split` option.
Also fixes wrong layout being used in the template-ID, although I think
that didn't cause issues in practice.
Sergey requested this for usage in the Movie Clip Editor.
Adds a check when starting blender if your platform is supported. We use a blacklist
as drivers are updated more regular then blender (stable releases).
The mechanism detects if the support level changed or has been validated by the user previously.
Changes can happen due to users updating their drivers, but also when we change the support
level in our code base.
When the user has seen the limited support level message it is saved in the user config.
It would be better to have a system specific config section, but currently not clear
what could benefit from that.
When the platform is unsupported or has limited support a dialog box will appear including a link
to our user manual describing what to do.
**Windows**
Windows uses the MessageBox that is provided by the windows kernel.
**X11**
We use a very lowlevel messagebox for X11. It is very limited in use and can be fine tuned when needed.
**SDL/APPLE**
There is no implementation for SDL or APPLE at this moment as the platform support feature targets mostly Windows users.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5955
The bug was basically just caused by a missing 'edit_image' and
'edit_image_user' pointer in context for
'node_shader_buts_tex_environment_ex'.
So adding the following there would be enough to fix the bug:
uiLayoutSetContextPointer(layout, "edit_image", &imaptr);
uiLayoutSetContextPointer(layout, "edit_image_user", &iuserptr);
However, I would suggest using the full-flegged uiTemplateImage (just as
'node_shader_buts_tex_image_ex' does -- instead of a "handmade" subset)
for the following consistency reasons:
- Layout was using single column for image textures, but not environment
textures
- Save / Discard feature on editing the image was there for image
textures, but not environment textures
- Environment textures: Color Space was displayed on node (but not
properties)
- Environment textures: Animation / Sequence settings were displayed on
node (but not properties)
Cant think of a reason for _not_ displaying the whole set for
environment textures (just as for regular image textures)?
Maniphest Tasks: T70454
Differential Revision: https://developer.blender.org/D5988
This disable the indirect drawcall on all Nvidia hardware.
This has to be until nvidia fixes their drivers or instruct us
how to correctly fix the issue.
Related to T70011 Various display issues on NVIDIA
after draw call batching.
This reverts commit 44d042094e and adds a
simpler workaround for just the node links display issue. There are other
issues though so this is not a full workaround.
This patch adds a new Vertex Color node. The node also returns the alpha
of the vertex color layer as an output.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5767
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space.
It also adds a Randomness input to control the randomness of the texture.
Additionally, it adds three new modes of operation:
- Smooth F1: A smooth version of F1 Voronoi with no discontinuities.
- Distance To Edge: Returns the distance to the edges of the cells.
- N-Sphere Radius: Returns the radius of the n-sphere inscribed in
the cells. In other words, it is half the distance between the
closest feature point and the feature point closest to it.
And it removes the following three modes of operation:
- F3.
- F4.
- Cracks.
The Distance metric is now called Euclidean, and it computes the actual
euclidean distance as opposed to the old method of computing the squared
euclidean distance.
This breaks backward compatibility in many ways, including the base case.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5743
This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D
space. The Color output was also removed because it was identical
to the Fac output.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5566
The `dimensions` property of the noise nodes has been renamed to
`noise_dimensions` because it conflicted with and overwrote the
`dimensions` property of the base node.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5705
This patch rewrites the Mapping node to support dynamic inputs. The
Max and Min options have been removed. They can be added as Min and
Max Vector Math nodes manually.
Texture nodes still use the old matrix-based mapping. A new SVM node
`NODE_TEXTURE_MAPPING` has been added to preserve this functionality.
Similarly, in GLSL, a `mapping_mat4` function has been added.
Reviewers: brecht, JacquesLucke
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D
space. The noise code has also been refactored to be more readable.
The Color output and distortion patterns changed, so this patch
breaks backward compatibility. This is due to the fact that we
now use random offsets as noise seeds, as opposed to swizzling
and constants offsets.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5560
Since OpenImageDenoise requires a CPU with SSE 4.1 or newer,
let the node act as passthrough on unsupported CPUs and display
a message in the node itself.
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
struct {
void *data;
} id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
This patch updates it to:
```
typedef struct PointerRNA {
struct ID *owner_id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D5558
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5550
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.
The patch doesn't include tests for the new operators. Tests will be added
in a later patch.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5523
The Normal vector socket in the Normal node wasn't drawn properly and
couldn't be controlled. Additionally, the socket name was drawn over it.
This happened because the socket had a default value of a zero vector.
To fix this, we set the default value to the unit vector `(0, 0, 1)`.
Moreover, we don't draw the UI name if the subtype is `PROP_DIRECTION`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5503
If the option is enabled, the output is clamped to the target range.
The target range is [To Min, To Max]. The option is enabled by default.
The clamp option is implemented in EEVEE by linking to the `clamp_value`
GLSL function. And it is implemented in Cycles using a graph expand
function.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5477
Change the default drawing method of vector sockets to use a column layout.
This allows more interactive use of nodes and avoids the one or two clicks
needed to edit vector sockets in the old default component layout.
Developers may still use the component layout by flaging the socket with the
`SOCK_COMPACT` socket flag. For now, we choose to draw the SSS scale vector
of the Principled and SSS nodes in a compact form because they don't require
much interactivity.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5458
Don't allow changing it for painted images until they have been saved, similar
to sidebar panels. This could be solved better, for now the important thing is
not to lose changes.
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807
Add a callback to allow custom node editors to draw their own
backdrop.
Differential Revision: https://developer.blender.org/D4709
Reviewed by: JacquesLucke
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
This is in order to make the API more multithread friendly inside the
draw manager.
GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.
For now it only print a warning if the uniform was not queried before.
Too many things done wrong in original rBd12b3767f81d to list them all
here, hopefully nothing bad sneaked in again this time :|
Also cleaned up a little the 'sort by name', even though (since we only
have two options by default, sort by index and by name) we can abuse it
as a binary option for now, this is not a bitflag...
Now, it was possible to invert the order of the UIlist using the filter, but it was impossible to know if the list was inverted or not.
The problem with this is that any other element depending of this value could not be adjusted.
See https://devtalk.blender.org/t/how-to-access-uilist-properties/2268
The new parameter allows to set the reverse order by default. When the list is set as reverse, it cannot be inverted again, so the invert button is removed of the filter.
This change is needed to fix a requested feature for Grease Pencil (T56985) and because a lot of 2D softwares use the drawing layers in the inverse order used in Blender.
In a real world it is very weird to disable AA on a mask,
it will give ugly looking result. For some fast preview
passes (like in the node preview) the system can decide
to disable AA without asking user to do anything.
One thing we can consider doing is to remove Feather
option as well. If real compo becomes measurably slower
in cases when mask has no real feather, we can disable
feather internally, without user input. Disabling
feather in the interface is like making things faster
but giving a wrong result, which doesn't sound that
helpful either.
Reviewers: brecht
Reviewed By: brecht
Subscribers: hype, sebastian_k
Differential Revision: https://developer.blender.org/D3677