Commit Graph

341 Commits

Author SHA1 Message Date
4425e0cd64 Subdivision: add support for vertex creasing
This adds vertex creasing support for OpenSubDiv for modeling, rendering,
Alembic and USD I/O.

For modeling, vertex creasing follows the edge creasing implementation with an
operator accessible through the Vertex menu in Edit Mode, and some parameter in
the properties panel. The option in the Subsurf and Multires to use edge
creasing also affects vertex creasing.

The vertex crease data is stored as a CustomData layer, unlike edge creases
which for now are stored in `MEdge`, but will in the future also be moved to
a `CustomData` layer. See comments for details on the difference in behavior
for the `CD_CREASE` layer between egdes and vertices.

For Cycles this adds sockets on the Mesh node to hold data about which vertices
are creased (one socket for the indices, one for the weigths).

Viewport rendering of vertex creasing reuses the same color scheme as for edges
and creased vertices are drawn bigger than uncreased vertices.

For Alembic and USD, vertex crease support follows the edge crease
implementation, they are always read, but only exported if a `Subsurf` modifier
is present on the Mesh.

Reviewed By: brecht, fclem, sergey, sybren, campbellbarton

Differential Revision: https://developer.blender.org/D10145
2022-01-20 12:21:34 +01:00
eb3ff1d6f9 Cleanup: spelling in comments 2022-01-20 11:59:20 +11:00
1d536c21dd Cleanup: clang-format 2022-01-20 11:59:20 +11:00
6dd89afa96 Fix obj exporter tests by deduping normals and printing with less precision.
Some new obj exporter tests were disabled because the normals were different
in the last decimal place on different platforms.
The old python exporter deduped normals with their coordinates rounded to
four decimal places. This change does the same in the new exporter.
On one test, this produced a file 25% smaller and even ran 10% faster.
2022-01-17 23:22:40 -05:00
0a08ac2528 Alembic: add support for reading override layers
Override layers are a standard feature of Alembic, where archives can override
data from other archives, provided that the hierarchies match.

This is useful for modifying a UV map, updating an animation, or even creating
some sort of LOD system where low resolution meshes are swapped by high resolution
versions.

It is possible to add UV maps and vertex colors using this system, however, they
will only appear in the spreadsheet editor when viewing evaluated data, as the UV
map and Vertex color UI only show data present on the original mesh.

Implementation wise, this adds a `CacheFileLayer` data structure to the `CacheFile`
DNA, as well as some operators and UI to present and manage the layers. For both
the Alembic importer and the Cycles procedural, the main change is creating an
archive from a list of filepaths, instead of a single one.

After importing the base file through the regular import operator, layers can be added
to or removed from the `CacheFile` via the UI list under the `Override Layers` panel
located in the Mesh Sequence Cache modifier. Layers can also be moved around or
hidden.

See differential page for tests files and demos.

Reviewed by: brecht, sybren

Differential Revision: https://developer.blender.org/D13603
2022-01-17 14:51:04 +01:00
9109ea0b96 Disable some failing new obj exporter tests.
The switch to how normals are kept has led to tiny differences in
the normal output values on different platforms. Disabling the failing
tests while working on a solution to this problem.
2022-01-14 12:34:07 -05:00
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00
0882069095 Cleanup: codestyle obj_exporter_tests.cc. 2022-01-12 13:02:28 +01:00
1552b86b55 Cleanup: Not needed if statement around delete. 2022-01-12 13:02:28 +01:00
d43b5791e0 BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).

####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.

####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`

####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
7f28084e2a Cleanup: use utility functions 2022-01-12 06:46:12 +01:00
947dc21979 Cleanup: Fix build warning with MSVC
comparing a bool > 0 make MSVC emit
warning C4804: '>': unsafe use of type 'bool' in operation.

int does the job nicely.
2022-01-11 14:57:54 -07:00
d608b98145 Cleanup: quite missing-variable-declarations warnings 2022-01-11 18:16:00 +11:00
45bc4e3209 Fix T94713: Alembic crash with empty frames and velocities
Some software or processing tools (videogrammetry in this case) may
export malformed files with velocity data even when the frame is empty
for some reason. We need to explicity compare the data size with the
vertex size, and refuse to load the attribute if there is a data size
mismatch.
2022-01-08 20:46:28 +01:00
1642028310 Cleanup: use the ELEM macro 2022-01-07 17:48:25 +11:00
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
d31b8c316f Cleanup: typos in code. 2022-01-06 11:48:44 +01:00
88e15ff1e6 Fix T94674: crash reading ORCOs from an Alembic animation
The crash is caused as the data is only for the first frame, but the mesh
changes topology, so reading the data in subsequent frames causes a
buffer overflow. To fix this, we check that the data size matches the
mesh's vertex count.
2022-01-06 11:48:44 +01:00
ed3fecae8e Cleanup: USD/ABC, remove const from pass-by-value params
Remove `const` from pass-by-value parameters in function declarations.
The variables passed as parameters can never be modified by the function
anyway, so declaring them as `const` is meaningless. Having the
declaration there could confuse, especially as it suggests it does have
a meaning, training people to write meaningless code.
2022-01-06 11:41:03 +01:00
6f389f1bb8 Cleanup: move public doc-strings into headers
Some recent changes re-introduced public-style doc-strings
in the source file.
2022-01-06 19:25:24 +11:00
66a4da87f4 Cleanup: sort cmake file lists 2022-01-06 13:54:55 +11:00
499fec6f79 Cleanup: spelling in comments 2022-01-06 13:54:52 +11:00
0e1da8dd12 In obj exporter test, fix a strncpy length and a stray test file left behind. 2022-01-05 17:05:53 -05:00
4e44cfa3d9 Add a new C++ version of an exporter for the Wavefront .obj format.
This was originally written by Ankit Meel as a GSoC 2020 project.
Howard Trickey added some tests and made some corrections/modifications.
See D13046 for more details.

This commit inserts a new menu item into the export menu called
"Wavefront OBJ (.obj) - New".
For now the old Python exporter remains in the menu, along with
the Python importer, but we plan to remove it soon (leaving the
old addon bundled with Blender but not enabled by default).
2022-01-03 14:49:31 -05:00
6e0cf86e73 Cleanup: use new c++ guarded allocator API
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-24 22:18:04 -05:00
d2bf60cc17 Cleanup: Clang tidy, restore alphabetical sorting 2021-12-21 14:32:22 -06:00
7e712b2d6a Nodes: refactor node tree update handling
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
  after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
  algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
  when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
  more centralized update procedure.

The refactor consists of two main parts:
* Node tree tagging and update refactor.
  * Generally, when changes are done to a node tree, it is tagged dirty
    until a global update function is called that updates everything in
    the correct order.
  * The tagging is more fine-grained compared to before, to allow for more
    precise depsgraph update tagging.
* Depsgraph changes.
  * The shading specific depsgraph node for node trees as been removed.
  * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
    tagged when the output of the node tree changed (e.g. the Group Output
    or Material Output node).
  * The copy-on-write relation from node trees to the data block they are
    embedded in is now non-flushing. This avoids e.g. triggering a material
    update after the shader node tree changed in unrelated ways. Instead
    the material has a flushing relation to the new `NTREE_OUTPUT` node now.
  * The depsgraph no longer reports data block changes through to cycles
    through `Depsgraph.updates` when only the node tree changed in ways
    that do not affect the output.

Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.

Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
  `ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
  This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.

Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.

Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
8ad2642c47 Cleanup: use "filepath" term for Main, BlendFileData & FileGlobal
Use "filepath" which is the current convention for naming full paths.

- Main use "name" which isn't obviously a file path.
- BlendFileData & FileGlobal used "filename" which is often
  used for the name component of a path (without the directory).
2021-12-13 16:22:19 +11:00
bd2b48e98d Cleanup: move public doc-strings into headers for various API's
Some doc-strings were skipped because of blank-lines between
the doc-string and the symbol and needed to be moved manually.

- Added space below non doc-string comments to make it clear
  these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.

Ref T92709
2021-12-10 21:42:06 +11:00
715f57371b Cleanup: spelling in comments 2021-12-10 21:28:56 +11:00
d812e46f40 Cleanup: move public doc-strings into headers for 'io/usd'
Ref T92709
2021-12-09 22:47:58 +11:00
74e57efb2d Cleanup: move public doc-strings into headers for 'io/alembic'
Ref T92709
2021-12-09 22:37:24 +11:00
50f378e5c8 Cleanup: move public doc-strings into headers for 'io/collada'
Ref T92709
2021-12-09 22:25:45 +11:00
cd4a7be5b2 Cleanup: move public doc-strings into headers for 'io/gpencil'
Ref T92709
2021-12-09 20:34:14 +11:00
a7b64a714d Cleanup: Silence clang-tidy warnings. 2021-12-08 09:52:38 +01:00
c1279768a7 Cleanup: Clang-Tidy modernize-redundant-void-arg 2021-12-08 00:31:20 -05:00
f1b0b0ffb8 Cleanup: spelling in comments 2021-12-02 16:02:34 +11:00
0de1d2e84e Cleanup: FIx build with USD after recent refactor
rB218360a89217f4e8321319035bf4d9ff97fb2658 missed a couple renames in USD code paths.
2021-12-01 23:34:51 -05:00
02ab4ad991 Fix T92561: unstable particle distribution with Alembic files
When enabling or disabling a Mesh Sequence Cache modifier of an Object
with a hair particle system, the hair would switch positions. This is
caused because original coordinates in Blender are expected to be
normalized, and toggling the modifier would cause the usage of different
orco layers: one that is normalized, and the other which isn't.

This bug exposes a few related issues:
- if the Alembic file did not have orco data,
`MOD_deform_mesh_eval_get`, used by the particle system modifier, would
add an orco layer without normalization
- `MOD_deform_mesh_eval_get` would also ignore the presence of an orco
layer (e.g. one that could have been read from Alembic)
- if the Alembic file did have orco data, the data would be read
unnormalized

To fix those various issues, original coordinates are normalized when
read from Alembic and unnormalized when written to Alembic; and a new
utility function `BKE_mesh_orco_ensure` is added to add a normalized
orco layer if none exists on the mesh already, this function derives
from the code used in the particle system.

Reviewed By: brecht

Maniphest Tasks: T92561

Differential Revision: https://developer.blender.org/D13306
2021-12-01 12:44:32 +01:00
7d5ef64bfb Cleanup: fix typos in comments and docs
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D13264
2021-11-19 12:46:49 +01:00
6d35972b06 Merge branch 'blender-v3.0-release' 2021-11-16 09:58:47 +01:00
7d985d6b69 Fix T93066: Alembic export ignores Mantaflow particles
`ABCPointsWriter::is_supported` already checked for valid particle
system types (liquid, spray, foam, bubbles, ...).

`AbstractHierarchyIterator::make_writers_particle_systems` did not
create a writer for these though, so now bring these in line and also
create writers for these.
2021-11-16 09:41:09 +01:00
Cody Winchester
4e2478940e Alembic: Allow exporting of animated vertex colors
Allow exporting of animated vertex colors to Alembic.

The changes are made to be in line with the way the UV Maps are written.
Each vertex color gets a OC4fGeomParam created and mapped into the
CDStreamConfig to avoid recreating the Param on each frame.

The time sample index is also stored in the config now and set onto the
UV and Vertex Color params each frame. Without this the exports would
get inconsistent timing results where animated UV maps and Vertex Colors
were not playing back at the original speed.

Reviewed By: sybren

Maniphest Tasks: T88074

Differential Revision: https://developer.blender.org/D11278
2021-11-09 10:54:13 +01:00
e1c4e5df22 GPencil: New option to export PDF full scene
This new mode export all frames of the scene.

Reviewed By: pepeland

Differential Revision: https://developer.blender.org/D13055
2021-11-08 16:03:30 +01:00
c3f5fca8a2 Cleanup: avoid error prone struct declarations in C++
Reference struct members by name instead relying on their order.
This also simplifies moving back to named members when all compilers
we use support them.
2021-11-08 17:00:36 +11:00
b280699078 Cleanup: use elem macros 2021-10-20 11:16:43 +11:00