Commit Graph

5213 Commits

Author SHA1 Message Date
8ab52daa3a BLO: Functions for temporarily loading a single datablock
This introduces two functions to the blenloader module, here shown as
calls for brevity:

* `temp_lib_ctx = BLO_library_temp_load_id(real_main, blend_file_path, idcode, idname, reports);`
* Now the data in `temp_lib_ctx->temp_id` can be used (but ought not to
  be not assigned to non-temp datablocks).
* `BLO_library_temp_free(temp_lib_ctx);`

The first loads a datablock from a blend file, and returns it as part of
a `struct TempLibraryContext`. This struct contains the temp-loaded ID,
as well as enough information to correctly free everything again.

Differential Revision: https://developer.blender.org/D10736
2021-03-18 11:09:15 +01:00
a41d3c0ebe Geometry Nodes: Rename "Subdivide Smooth" back to "Subdivision Surface"
Following concerns raised in the commit that changed the name initially,
rB2e19509e60b39837, it makes more sense to keep the "Surface" name for
this node because it has a specific meaning that should not be confused
with other types of subdivision.
2021-03-17 14:40:38 -04:00
96abe8a3e8 Add versioning code removed in 91561629cd
rB91561629cd0b removed the versioning code added in rBb617b4441961
for the spreadsheet status bar. This commit simply adds it back.
2021-03-16 21:27:32 -04:00
04e1feb830 VSE: Automatic proxy building
Build proxies automatically when added to sequencer timeline and when
switching preview size.

This behavior can be disabled in user preferences.

Reviewed By: sergey, fsiddi

Differential Revision: https://developer.blender.org/D10363
2021-03-16 18:56:44 +01:00
91561629cd VSE: Simplify proxy settings
- Remove Full Render size from VSE preview size. Use just 100% instead.
- Add Use Proxies checkbox to control whether proxies are used globally
- Move preview size to top so it is most prominent
- Set default to 100% preview size and use proxies

Reviewed By: sergey, fsiddi

Differential Revision: https://developer.blender.org/D10362
2021-03-16 18:50:32 +01:00
d49e7b82da Compositor: Redesign Cryptomatte node for better usability
In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.

This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.

With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.

Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.

Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.

In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.

Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel

Differential Revision: https://developer.blender.org/D3959
2021-03-16 07:43:17 +01:00
992abd4734 LibOverride: Add checks to address some degenerate blend file cases
Attempt to work around some full-corruption cases created at the studio.
Not clear how those were created, so not really fixing anything here,
just detecting and 'solving' as best as possible some high corruption of
local overrides.

This is good to have in general anyway, might help prevent further
corruption to happen too.
2021-03-15 15:21:40 +01:00
b617b44419 Spreadsheet: add status bar
This implements the status bar as footer region in the
spreadsheet editor.

It shows the total number of rows and columns as well
as how many rows are actually visible (based on the filter).

The implementation stores the stats in a runtime struct during
drawing and the status bar reads from that struct.

Ref T86142.

Differential Revision: https://developer.blender.org/D10693
2021-03-15 10:00:02 +01:00
88b24bc6bb Writefile: only include recovery info in auto-save & quit.blend
Previously all blend files included the path they were saved,
causing files distributed publicly to include users local paths.
This also included developers home directories for startup & userprefs
defaults & app-templates bundled with Blender.

Now recovery information is only written for auto-save & quit.blend
since this is the only time they're intended to be used.
2021-03-15 14:48:17 +11:00
d3b4ff6eaa Cleanup: rename G_FILE_RECOVER -> G_FILE_RECOVER_READ
No functional changes, make room for a write equivalent.
2021-03-15 14:48:17 +11:00
651fe243e6 Cleanup: const warning 2021-03-13 03:14:56 +11:00
bcac17196a Fix heap buffer overflow appending/linking from a blend file
Add new function `blo_bhead_is_id_valid_type()` to correctly check the
blend file block type.

File block type codes have four bytes, and two of those are only in use
when these blocks contain ID datablocks (like `"OB\0\0"`). However,
there are other types defined in `BLO_blend_defs.h` that have four
bytes, like `TEST`, `ENDB`, etc.

The function `BKE_idtype_idcode_is_valid(short idcode)` was used to
check for ID datablocks while reading a blend file. This only takes a
2-byte parameter, and thus its result is invalid for the 4-byte codes.
For `TEST` blocks, it would actually consider it a `TE` block, which is
a valid identifier for a Texture. This caused the heap buffer overflow,
as the datablock is not a valid ID, and thus the bytes that were
expected to form an ID name actually encode something completely
different.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D10703
2021-03-12 15:58:58 +01:00
d4d03f736b Fix (unreported): crash on undo when using pinned id in spreadsheet
Now the behavior is the same as in the properties editor, as far as I can tell.
2021-03-11 13:28:28 +01:00
2e19509e60 Geometry Nodes: Rename subdivision nodes
This makes the following changes to the name of the two
geometry nodes subvision nodes:
 - `Subdivision Surface` -> `Subdivide Smooth`
 - `Subdivision Surface Simple` -> `Subdivide`
Most of the benefit is that the names are shorter, but it also better
mirrors the naming of operations in edit mode, and phrases the names
more like actions. This was discussed with the geometry nodes team.
2021-03-08 13:37:49 -05:00
9cb5f0a228 Spreadsheet: add boilerplate code for new editor type
This adds the initial boilerplate code that is required to introduce
the new spreadsheet editor. The editor is still hidden from the ui.

It can be made visible by undoing the change in `rna_screen.c`.

This patch does not contain any business logic for the spreadsheet editor.

Differential Revision: https://developer.blender.org/D10645

Ref T86279.
2021-03-08 16:25:08 +01:00
9e09214979 PyAPI: add bpy.types.BlendFile.temp_data for temporary library loading
This adds support for creating a `BlendFile` (internally called `Main`),
which is limited to a context.

Temporary data can now be created which can then use
`.libraries.load()` the same as with `bpy.data`.

To prevent errors caused by mixing the temporary ID's with data in
`bpy.data` they are tagged as temporary so they can't be assigned
to properties, however they can be passed as arguments to functions.

Reviewed By: mont29, sybren

Ref D10612
2021-03-09 01:01:31 +11:00
cfd11af981 readfile: add id_tag_extra argument
This allows adding ID tags when linking/loading data.

This is needed to implement loading non 'G.main' ID data-blocks,
see D10612.
2021-03-09 00:55:55 +11:00
cbf033c055 Fix T86026: Crash Opening Cryptomatte File.
But this time the root cause. Writing undo files is done in a separate
thread. This patch moved the updating of the matte_id when the user
actually changes the matte.
2021-03-08 08:47:22 +01:00
b4f5128b21 Cleanup: rename offs to offset 2021-03-08 14:44:57 +11:00
3bc406274b Cleanup: comments 2021-03-06 18:33:54 +11:00
63b7ff9f4e Cleanup: Main foreach ID code: Remove MAX_LIBARRAY and improve comments.
The `MAX_LIBARRAY` define was an annoying doublon to the `INDEX_ID_MAX` enum value
now defined in `DNA_ID.h`, and it is no more useful.

And comments were somewhat outdated. Also added an explanation about
chosen order for the `INDEX_ID_<IDTYPE>` order.
2021-03-04 18:43:30 +01:00
b9bb69a114 EEVEE: Avoid old files with too many volume shadow sample being too slow
This clamp the volumetric shadow samples to the actual old max to avoid
problematic slowdown after the bugfix rB3a29c19b2bff.
2021-03-03 15:20:35 +01:00
b3886c1f2a Fix crash on NULL dereference
Caused by e1f3996d74, `seq_update_meta_disp_range()` did not check if
sequencer data exists.
2021-03-02 15:21:09 +01:00
fece538e3d Cleanup: remove unused arguments 2021-03-02 14:21:30 +01:00
e1f3996d74 VSE: Refactor meta operators
Move low level logic to module code and versioning logic to versioning code.

Metas strip position was handled in diffrent way compared to other strips.
This was introduced in c8b0d25794 as bugfix for T28158.
I disagree with such design. Meta strips should be handled in same way as
any other strips.

I have tested this change and haven't found any problems.
No problems after checking T28158 as well.
There should be no functional changes on user level.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D9972
2021-03-02 12:54:45 +01:00
f4a9883294 UI: Correct output attribute name in proximity node
I made an incorrect comment in patch review that "Location"
should be used instead of position. "Position" is more appropriate
here since it refers to generic data rather than an object origin.
"Position" is also the name we chose for the attribute for this reason.
2021-03-01 09:32:48 -06:00
aad2f1510a Fix T86028: Crash when loading file with missing libraries.
Regression from rB53d13b6f5387c68.
2021-02-27 13:12:07 +01:00
Victor-Louis De Gusseme
f7933d0744 Geometry Nodes: Add "Location" output to Attribute Proximity node
This patch adds an output field to the Attribute Proximity node and
renames the existing string socket from "Result" to "Distance".
  - The "Distance" output contains distance to the closest position
    on the Target geometry.
  - The new "Location" output contains the coordinates of the closest
    position on the Target geometry.

A basic use case for this data is a simple shrinkwrap operation.

Differential Revision: https://developer.blender.org/D10415
2021-02-26 15:23:09 -06:00
87ace46827 Cryptomatte: Manifest Parsing.
This patch adds manifest parsing to Cryptomatte. Normally when loading
cryptomatte layer from an OpenEXR file the manifest contains data to
convert a hash to its original name of the object/material. In the
future we want to use this to support lookup of cryptomatte
hashes and show it to the user.

Currently this logic isn't available to users (for now), but is required
by D3959 where a new cryptomatte workflow is implemented.
2021-02-26 14:13:15 +01:00
53d13b6f53 UX: Readfile: Libraries error messages: avoid wall of warnings.
When a lot of libraries or linked IDs were missing/not found when
loading a .blend file, Blender used to show one warning report for each
missing item, potentially covering the user's screen with a giant
unuable popup.

Now it will instead generate a single warning with amount of missing lib
files and linked IDs. Each missing item is still reported individually,
but only as `INFO`, so it will still show up in the console or Info editor.
2021-02-26 11:59:14 +01:00
8f6fd07b54 Fix T85947: Missing check of master collection for objects being instanced.
`object_in_any_collection` used during linking/appending to check
whether an object is already instanced by at least one collection, was
not taking into account embedded master collections from scenes.
2021-02-24 14:14:46 +01:00
6bba830589 GPencil: Interpolate Tools refactor
Following with the changes included to interpolate strokes of different number of points, a full review has been done in the interpolation tools.

* Interpolate now is a tool and not an operator. It was not logic to have this tool as a button.
* Interpolate tool parameters have been moved to topbar.
* Interpolate popover has been removed from topbar and interpolate `Sequence` operator has been moved to grease pencil menu.
* Interpolate Sequence now include a Redo panel.
* Interpolate tool now allows to select the strokes by pairs. This allows to interpolate any stroke with any stroke and not as before that it was only possible by drawing order. If no stroke is selected, the interpolation is done as before.
* Now is possible interpolate again if a previous keyframe exist. Before, it was impossible to interpolate two times in same frame and this made impossible to do the interpolation by groups of frames.
* New automatic option to `Flip strokes` if the stroke and end are not in the right position. Also the flip can be set manually for corner cases.
* Cleanup of menus related to interpolate.
* Fixed some bugs and removed parameters from scene because now all are tool or operator contained.
* Some code cleanup and function renames.

This commit also includes the some codebase to future implementation of the concept `Vertex Active` that now does not exist in grease pencil.
2021-02-19 17:41:28 +01:00
1f5647c07d UI: FModifier layout updates, drag and drop
This patch implements the list panel system D7490 for FCurve modifiers.

The UI layouts are updated to make use of subpanels and to be consistent
with the rest of the interface, and easier to understand.

See the differential revision for screenshots.

This commit also significantly cleans up the FModifier UI code, and
improves, mainly by replacing the old button creation code is with
the newer interface API using RNA. In turn there is a bit of complexity
added because each FModifier has a separate panel.

Although reordering of FModifiers was not implemented before, we get
drag and drop basically for free here, so it is also included.
As noted in some older to do tasks, FModifiers aren't evaluated
in perfect order, which may be a point of improvement for the future.

Differential Revision: https://developer.blender.org/D7997
2021-02-19 10:11:35 -06:00
782bed1984 Merge branch 'blender-v2.92-release' 2021-02-18 19:05:09 +01:00
c297bef9af Fix T85762: Crash when opening 2.83 VSE file
Crash happened in versioning code on NULL dereference in function
seq_convert_transform_crop() for Strip crop and transform
fields.

Strips created after rB1fd7b380f4cf were assumed to have crop and
transform always initialized, but this wasn't the case. This has been
fixed in 2.90, but not in versioning code.

Initialize these fields if they are not initialized already.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D10463
2021-02-18 18:59:42 +01:00
9df9269173 Cleanup: sort structs, file-lists 2021-02-19 02:19:53 +11:00
c03650073e Cleanup: spelling 2021-02-16 21:15:45 +11:00
ef02e1be5d Fix: incorrect versioning for Attribute Randomize node 2021-02-15 10:36:35 +01:00
67c8d97db3 Cleanup: spelling 2021-02-14 20:58:04 +11:00
fa093ef2ff Cleanup: correct/update comments 2021-02-14 11:44:37 +11:00
fea335fe8b Cleanup: spelling 2021-02-13 17:44:51 +11:00
000a340afa EEVEE: Depth of field: New implementation
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.
2021-02-12 22:35:52 +01:00
d4fd06d6ce Geometry Nodes: Add operation setting to attribute randomize node
This commit adds a drop-down to the attribute randomize node to support
a few operations on the values of existing attributes: "Replace/Create"
(the existing behavior), "Add", "Subtract", and "Multiply".
At this point, the operations are limited by what is simple to implement.
More could be added in the future, but there isn't a strong use case
for more complex operations anyway, and a second math node can be used.

Differential Revision: https://developer.blender.org/D10269
2021-02-12 13:25:45 -06:00
26481eabe1 Cycles: Use Blender Settings For AOV
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
2021-02-12 11:35:05 +01:00
Fabian Schempp
9a9e19fdcc Geometry Nodes: Use multi-input socket in join geometry node
This updates the join node to use the new multi-input socket from D10067.
The change just requires slightly changing the arguments of the exec
function, and changing the socket input list.

Note that this commit does not contain the UI changes, it only allows for
more input links, and combines the two sockets into one. The UI changes
will come next.

Reviewed By: Hans Goudey

Differential Revision: https://developer.blender.org/D10069
2021-02-11 00:23:15 -06:00
7b84a5a370 Cleanup: spelling 2021-02-10 09:38:24 +11:00
510db9512f Outliner: Enable render visibility column by default
The render visibility column in the outliner should be enabled by
default. This change makes it more obvious which objects will be
rendered which can be misleading when only viewport visibility toggles
are shown by default. This commit enables the render visibility column
in all existing and new Outliner editors.

Differential Revision: https://developer.blender.org/D10365
2021-02-09 12:03:53 -07:00
494913f17a Merge branch 'blender-v2.92-release' 2021-02-09 08:13:33 +01:00
549d9f8727 Fix T81206: Do not limit gl texture size in image editor
This patch will show textures in the image editor with the maximum
available resolution determined by the GPU Hardware/Driver.
Currently the size is limited by the user preference texture size limit.

An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request
gpu textures in the max supported resolution. When this flag isn't
set the gpu texture is limited by the user preference setting.

When the gl resolution limit is disabled the GPU texture is always
created for the max supported resolution.

Reviewed By: Clément Foucault

Maniphest Tasks: T81206

Differential Revision: https://developer.blender.org/D9160
2021-02-09 08:12:29 +01:00
10f44a4135 Fix versioning code of previous commit 2021-02-09 08:11:56 +01:00