Commit Graph

19737 Commits

Author SHA1 Message Date
55c1021be4 Cleanup: extract function to get node ui storage
This function will be used by multiple functions.
2021-02-19 12:03:27 +01:00
47fc1e11db Nodes: ensure ui storage implicitely
This makes it easier to use the api.
2021-02-19 11:27:40 +01:00
a7c1aa245f Cleanup: Remove type from global namespace in C++ header 2021-02-18 17:53:08 -06:00
f3bf87e588 GPencil: Small frame evaluation speed up improvement
Avoid look for frame if the actual frame is already available.
2021-02-18 18:30:07 +01:00
9df9269173 Cleanup: sort structs, file-lists 2021-02-19 02:19:53 +11:00
e1fe1fcc79 Cleanup: rename AttributeInfo to AttributeKind
"Kind" is a bit less generic than "Info" for me. Especially, it implies
that the struct does not contain the name of a specific attribute
(for me anyway).
2021-02-18 12:32:40 +01:00
72e2b5060d Geometry Nodes: support adapting point to corner domain
This allows accessing per-point attributes on the corner domain,
which can be useful e.g. when adding per-point displacement
to per-corner uv coordinates.

Also it is required to make an upcoming patch work well, that
makes the Point Distribute node use density weights per corner
instead of per point, giving the user more precise control over
the distribution.
2021-02-18 11:03:38 +01:00
e3f0b6d5cb Geometry Nodes: support accessing vertex colors
This makes vertex colors available in geometry nodes similar to
how uvs are available. They can be used using the attribute system.
Vertex colors are stored per corner (as are uvs, but not like vertex weights).

Ref T84297.

Differential Revision: https://developer.blender.org/D10454
2021-02-18 10:24:02 +01:00
999abee874 Geometry Nodes: convert point cloud to mesh vertices for modifiers
Previously, when a Geometry Nodes modifier outputs a point cloud
(e.g. generated using the Point Distribute node), other modifiers
could not use that data. Now, the point cloud data is converted to
mesh vertices for such modifiers.

Ref T85281.

Differential Revision: https://developer.blender.org/D10451
2021-02-18 10:13:56 +01:00
89c79c3ed8 Cleanup: Abbreviate enums with 'UNSIGNED_' in the name 2021-02-17 12:38:21 -03:00
859118d8f6 BLI: add BLI_simd.h header to wrap SSE includes
In preparation of adding Neon support.

Ref D8237, T78710
2021-02-17 16:26:24 +01:00
53bf04f284 Geometry Nodes: Expose material index attribute
The `material_index` attribute can adjust which material in the list
will be applied to each face of the mesh. There are two new things
about this attribute that haven't been exposed by the attribute API yet.
Each comes with limitations:
 1. Integer data type: Most attribute nodes are currently written to use
    float data types. This means that they can't write to this attribute
    because they can't change the type of a built-in attribute.
 2. Polygon domain: This is our first attribute using the polygon domain,
    meaning until some of the interpolations are implemented, some
    operations may not work as expected.

Currently the two nodes that work with this attribute are Attribute Fill
and Attribute Randomize.

Differential Revision: https://developer.blender.org/D10444
2021-02-17 08:30:15 -06:00
55a69d5707 Geometry Nodes: realize instances before deform modifier
This is a follow up commit for rB96da8e9ca302b8d879744.

Ref T85281.
2021-02-17 13:17:50 +01:00
96da8e9ca3 Geometry Nodes: realize instances before passing geometry to constructive mesh modifier
Previously, when the output of a Geometry Nodes modifier would
contain instances, those could not be accessed by other existing
modifiers (e.g. the Array modifier). That is because those modifiers
don't know about instances.

Upcoming commits will improve an this in two ways:
* Also realize instances before deform modifiers.
* Convert a point cloud in the geometry to mesh vertices so that
  they can be accessed as well.

Note, making instances real can result in loosing some information
that we do not support in Geometry Nodes yet. That includes some
special builtin attributes like bevel weights.

Ref T85281.

Differential Revision: https://developer.blender.org/D10432
2021-02-17 12:28:00 +01:00
17dddc9417 Fix: NLA Blend Domain Enable All Typo
Introduced by my recent commit: rBc48360c2559a

Accidentally used 4 instead of `necs->length`.
2021-02-17 01:07:08 -05:00
Wayde Moss
c48360c255 Fix: NLA Blends Non-Animated Upper Channel Values
Issue introduced by my commit: rB40b7929cc040

**User-level Problem**:
The issue resulted in a full-replace upper strip with only a Z location
channel full-replacing the XY location channels of the lower stack.
replaced to default. The expected behavior is that only the Z location
channel is affected.

**Technical-level Problem**:
Before the problematic commit, fcurves were blended as they were read.
So only existing animated channels would blend. My recent commit
changed the process to read all fcurve values into an isolated
upper_snapshot then blend with the lower stack. There is no data stored
to know whether the upper snapshot channel values were sampled from
fcurves or were default values. Only those sampled from fcurves should
be blended.

**Solution**:
Added a `blend_domain` bitmask member to NlaEvalChannelSnapshot.
The blending function only blends values within the `blend_domain`.
Sampled fcurve values are now marked as within the `blend_domain`.
We also now always copy the lower snapshot to the result snapshot which
only matters when they aren't the same. Currently, it's always the same
so the change is more for future unseen cases.

Reviewed By: sybren, #animation_rigging

Differential Revision: https://developer.blender.org/D10339
2021-02-17 00:21:07 -05:00
62592af843 Cleanup: pass scene as const 2021-02-17 14:50:08 +11:00
99b4c856ef Cleanup: remove commented function 2021-02-17 14:50:08 +11:00
ab484ff22f Fix T85664: 3D Viewport issues with curve poly splines
Caused by cleanup in rBcdb3cbd64401, where an index
was used to index `float *` instead of `float[3]`.
2021-02-16 21:40:16 -06:00
461d4fc1aa Geometry Nodes: Node error messages
This patch adds icons to the right side of nodes when they encounter a
a problem. When hovered, a tooltip displays describing the encountered
while evaluating the node.

Some examples are: attribute doesn't exist, mesh has no faces,
incorrect attribute type, etc. Exposing more messages to the system
will be an ongoing process. Multiple warnings per node are supported.

The system is implemented somewhat generically so that the basic
structure can also be used to store more information from evaluation
for the interface, like a list of available attributes.

Currently the messages are just button tooltips. They could be styled
differently in the future. Another limitation is that every instance of
a node group in a parent node tree will have the same error messages,
the "evaluation context" used to decide when to display the tooltips
must be extended to support node tree paths.

Differential Revision: https://developer.blender.org/D10290
2021-02-16 17:15:08 -06:00
8971018eb6 UI: Add support for bl_description for panels
This commit adds support for `bl_description` and python docstrings for panels.
This is useful for pop-over panel types so they can have a label and description.

This commit also includes an example use case.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D10429
2021-02-16 09:51:37 -05:00
500bc99da5 Fix T85697: implement interpolation for float custom data type
This just hasn't been implemented before.
2021-02-16 14:25:55 +01:00
2442c85dc3 Merge branch 'blender-v2.92-release' 2021-02-16 13:58:03 +01:00
Pratik Borhade
c13754e647 Fixes T84928 : Lattice vertices at unexpected positions when changing lattice resolution from 1 to 3 or more.
Fix for T84928 .
Considering the changes , issue is resolved ( Ignoring readability issues) .

**Changes **:

  - `Change in value assignment of fu/v/w :`  Observing previous code , I noticed ,value assigned to them is equivalent to -0.5 ( i.e. co-ordinate of left most vertex of lattice size =1 where  centre of lattice is origin ) .

  - `Change in value assignment of du/v/w :`    Margin ( distance ) between each division of surface along any axis is equivalent to **( (length of surface along axis ) / (no of division line - 1) )** . that's why is changed it to (default_size/unew -1) .

  - ` New variable declared "default_size"  :`  As far as I gone through the code , I noticed values  1 < du ,fu < 1  , which indicates these values were calculated with respect to default lattice of size 1 .

  - `removed pntsu/v/w != 1 check :`  Following changes inside the if block worked properly for pntsu/v/w = 1 .

Reviewed By: lichtwerk, campbellbarton

Differential Revision: https://developer.blender.org/D10353
2021-02-16 13:47:12 +01:00
5688f791f5 Geometry Nodes: move realize-instances code to blenkernel
I need to access this functionality from modifier code. Therefore it should
not be in the nodes module.
2021-02-16 12:30:42 +01:00
21de1f9148 Geometry Nodes: move geometry set instance handling to separate file
In an upcoming commit I'll also move the make-instances-real functionality
to this file. This code is not essential to working with geometry sets in general,
so it makes sense to move it to a separate header.
2021-02-16 12:07:10 +01:00
39f60e6909 Geometry Nodes: move some attribute utilities to blenkernel
I need to access these utilities from modifier code as well.
Therefore, they should not live in the nodes module.
2021-02-16 11:55:12 +01:00
c03650073e Cleanup: spelling 2021-02-16 21:15:45 +11:00
c53022768b Fix T85587: Crash on selecting multiple frames
Blender would crash when selecting multiple keyframes while multiframe edit was
active. This was due to the active frame being NULL in some instances.

The fix checks if the active frame is not NULL.

Reviewed By: antoniov

Maniphest Tasks: T85587

Differential Revision: https://developer.blender.org/D10421
2021-02-15 20:30:13 +01:00
d396016416 Cleanup: clang tidy 2021-02-15 15:30:17 +01:00
5b2bfb2fed FFmpeg: Improve multi-threading settings
Allow use all system threads for frame encoding/decoding. This is very
straightforward: the value of zero basically disables threading.

Change threading policy to slice when decoding frames. The reason for
this is because decoding happens frame-by-frame, so inter-frame threading
policy will not bring any speedup.

The change for threading policy to slice is less obvious and is based on
benchmark of the demo files from T78986. This gives best performance so
far.

Rendering the following file went down from 190sec down to 160sec.

  https://storage.googleapis.com/institute-storage/vse_simplified_example.zip

This change makes both reading and writing faster. The animation render
is just easiest to get actual time metrics.

Differential Revision: https://developer.blender.org/D8627
2021-02-15 12:29:14 +01:00
0ed0b1164a Cleanup: Use enum class for CryptomatteLayerState. 2021-02-15 11:09:17 +01:00
853c4e74ee Cleanup: Grammar in comments 2021-02-15 11:07:11 +01:00
fa093ef2ff Cleanup: correct/update comments 2021-02-14 11:44:37 +11:00
luzpaz
f362dad19b Cleanup: Source Code Typos
Corrects approximately 36 spelling errors in source variable names.

Differential Revision: https://developer.blender.org/D10347

Reviewed by Hans Goudey
2021-02-13 15:23:49 -08:00
fea335fe8b Cleanup: spelling 2021-02-13 17:44:51 +11:00
2da649cc50 Cleanup: use doxy sections 2021-02-13 17:40:03 +11:00
cdb3cbd644 Cleanup: Simplify three functions in displist.c
A few related improvements to the three functions:
 - Reduce variable scope
 - Use for loops instead of while loops
 - Use const, bool instead of int
 - Generally make logic easier to read
2021-02-12 16:06:17 -06:00
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
a4baedea91 Geometry Nodes: Make instances real on-demand
This commit makes the geometry output of the collection info usable.
The output is the geometry of a collection instance, but this commit
adds a utility to convert the instances to real geometry, used in the
background whenever it is needed, like copy on write.

The recursive nature of the "realize instances" code is essential,
because collection instances in the `InstancesComponent`, might have no
geometry sets of their own containing even more collection instances,
which might then contain object instances, etc.

Another consideration is that currently, every single instance contains
a reference to its data. This is inefficient since most of the time
there are many locations and only a few sets of unique data. So this
commit adds a `GeometryInstanceGroup` to support this future optimization.
The API for instances returns a vector of `GeometryInstanceGroup`.
This may be less efficient when there are many instances, but it makes
more complicated operations like point distribution that need to iterate
over input geometry multiple times much simpler.

Any code that needs to change data, like most of the attribute nodes,
can simply call `geometry_set_realize_instances(geometry_set)`,
which will move any geometry in the `InstancesComponent` to new "real"
geometry components.

Many nodes can support read-only access to instances in order to avoid
making them real, this will be addressed where needed in the near future.

Instances from the existing "dupli" system are not supported yet.

Differential Revision: https://developer.blender.org/D10327
2021-02-12 11:58:15 -06:00
ff3df2ea56 Merge branch 'blender-v2.92-release' 2021-02-12 17:50:44 +01:00
98db4cc639 Fix T84899: instance ids are not unique in common cases
Ids stored in the `id` attribute cannot be assumed to be unique. While they
might be unique in some cases, this is not something that can be guaranteed
in general. For some use cases (e.g. generating "stable randomness" on points)
uniqueness is not important. To support features like motion blur, unique ids
are important though.

This patch implements a simple algorithm that turns non-unique ids into
unique ones. It might fail to do so under very unlikely circumstances, in
which it returns non-unique ids instead of possibly going into an endless
loop.

Here are some requirements I set for the algorithm:
* Ids that are unique already, must not be changed.
* The same input should generate the same output.
* Handle cases when all ids are different and when all ids are the same
  equally well (in expected linear time).
* Small changes in the input id array should ideally only have a small
  impact on the output id array.

The reported bug happened because cycles found multiple objects with
the same id and thought that it was a single object that moved on every
check.

Differential Revision: https://developer.blender.org/D10402
2021-02-12 17:44:27 +01:00
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
9a7dc41dd9 Fix T85545: changing position attribute does not tag normals dirty
This makes it so that normals are tagged dirty whenever the position
attribute is requested for writing. This seems like a good default. If the
calling code is aware of normals, it could untag normals when they are
not changed by the operation.

Differential Revision: https://developer.blender.org/D10397
2021-02-12 11:31:15 +01:00
18ac37a39b Merge branch 'blender-v2.92-release' 2021-02-12 00:42:36 +11:00
196dfc01a3 Fix T84114: Existence of vertex groups slows down mesh editing
Having a vertex group in a mesh slowed down unrelated operations
such as selection.

De-duplicating custom-data arrays for layers that contain pointers
can become slow without any benefit as the content never matches.

Use full copies when storing custom-data for edit-mesh undo.
2021-02-12 00:40:58 +11:00
Fabian Schempp
8f707a72e8 UI: Multi-input node socket spacing and interaction
This commit makes links connected to multi-input sockets spread verticaly
along the socket. Sockets grow if more links are connected and the node
layout updates accordingly. Links are sorted by their incoming angle
to avoid crossing links. Also, link picking is updated to work with
spread links and bezier links.

Currently the multi-input sockets are used in the join geometry node.

The mutli-input sockets look like a vertical rounded rectangle.
Currently they do not support the other custom socket shapes.

Reviewed By Hans Goudey, with cleanup and additional edits

Differential Revision: https://developer.blender.org/D10181
2021-02-11 01:16:17 -06:00
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
54cbfeedd7 Cleanup/fix warnings.
Own dummy mistakes in rBf269fbd64a5a0cb7.
2021-02-10 17:48:49 +01:00
f269fbd64a LibOverride: Refactor: Switch more code to using Main.relations.
This potentially could fix some missed cases in dependency tagging (when
dealing with overrides hierarchies), since relying on tag in ID itself
is not a good idea to check whether an ID has been propcessed or not
(exterior code may have forced that tag on some IDs e.g., which would
prevent them from ever being processed properly).
2021-02-10 17:10:43 +01:00