Commit Graph

7996 Commits

Author SHA1 Message Date
dedc679eca Geometry Nodes: Split transfer attribute node
This patch replaces the existing transfer attribute node with three
nodes, "Sample Nearest Surface", "Sample Index", and "Sample Nearest".
This follows the design in T100010, allowing for new nodes like UV
sampling in the future. There is versioning so the new nodes replace
the old ones and are relinked as necessary.

The "Sample Nearest Surface" node is meant for the more complex
sampling algorithms that only work on meshes and interpolate
values inside of faces.

The new "Sample Index" just retrieves attributes from a geometry at
specific indices. It doesn't have implicit behavior like the old
transfer mode, which should make it more predictable. In order to not
change the behavior from existing files, the node has a has a "Clamp",
which is off by default for consistency with the "Field at Index" node.

The "Sample Nearest" node returns the index of the nearest element
on a geometry. It can be combined with the "Sample Index" node for
the same functionality as the old transfer node. This node can support
curves in the future.

Backwards compatibility is handled by versioning, but old versions can
not understand these nodes. The warning from 680fa8a523 should make
this explicit in 3.3 and earlier.

Differential Revision: https://developer.blender.org/D15909
2022-09-23 13:56:35 -05:00
392855ce50 GPencil: Improve Fill Tool Extend lines
* Improve how the extend lines collision is calculated.
* Added `S` key to switch between modes.
*  Now extend factor does not disable visual aids (thi sis done with checkbox).
* Reduce the use of linked list and now memory array is used.
* Refactor Radius functions.
* Fixed bug of Radius mode when object is rotated.
* Cleanup code.

Differential Revision: https://developer.blender.org/D16022
2022-09-23 19:29:02 +02:00
a8a454287a Mesh: Move edge crease out of MEdge
This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.

There are two functional differences here:
 * Operators are used to add and remove layers instead of a property.
 * The "crease" attribute can be created and removed by geometry nodes.

The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.

Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.

One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.

Differential Revision: https://developer.blender.org/D15927
2022-09-23 09:02:28 -05:00
187d8ba362 Cleanup: avoid unnecessary access to context.space_data 2022-09-23 14:33:46 +10:00
c50335b359 UV: add toggle to show the grid over the image
In UV editor, previously unable to see grid and image at same time.

Maniphest Tasks: T78391

Differential Revision: https://developer.blender.org/D16038
2022-09-22 17:20:11 +12:00
Miguel Porces
01a4d38606 Fix: Group input and output always show in node add menu
In D10241, both NodeItems for NodeGroupInput and NodeGroupOutput in the
were moved from their categories into the 'node_group_items' generator.

As the NodeItem.poll() is called by the NodeCategory class and not by
the NodeItem class, the poll functions associated with those NodeItems
were never called. This should correct that.

Differential Revision: https://developer.blender.org/D16013
2022-09-20 12:07:59 -05:00
RedMser
1f828a5a06 Animation: Add redo panel to Dopesheet and NLA
Add the Redo panel to the dopesheet & NLA editors. This also implicitly
adds it to the timeline editor, since it's a kind of action editor
internally.

This feature is needed for changing advanced properties of animation
operators, such as select grouped (see D14811). But it can also be
useful for existing operators, like precise keyframe position tweaking.

Changes are basically the same as in D6286 (which added the redo panel
for Graph Editor).

Some operators have internal properties that should be hidden. A full
list can be found in T98195. These will be fixed in a follow-up patch.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D14960
2022-09-20 14:37:16 +02:00
22efaa2e7b Fix T101201: Missing filter from outliner header
This was missing in Blender File & Orphan Data view.

Typo in rBb5fc8f611e39.

Maniphest Tasks: T101201

Differential Revision: https://developer.blender.org/D16016
2022-09-20 12:20:14 +02:00
a24fc6bbc1 UV: extend custom grid sizes to set each axis separately
For example, allows a custom UV grid size of 4 x 12.

TODO: Fix snapping with custom UV grid sizes.

Manifest Tasks: T78391

Differential Revision: https://developer.blender.org/D16000
2022-09-20 10:00:41 +12:00
bdb5754147 Nodes: Add node group assets to search menus
Currently node group assets are supported, but using them by dragging
from the asset browser is cumbersome. This patch adds all node group
assets from user asset libraries and the current file libraries to the
add node search menu and the link drag search menu.

Node groups added through the search will have their "options" hidden,
meaning the data-block selector is displayed. This helps keep the UI
clean, and the selector shouldn't be necessary anyway.

To make that possible, metadata like the node tree type and its inputs
and outputs has to be saved in the file. This requires re-saving the
files that contain the assets with the patch applied.

The node add search operator is moved from Python to C++ to ease
development and allow more flexibility. It supports a tooltip that
gives the description of assets.

Currently the node groups are added with the asset system's existing
"Append & Reuse" behavior. It's likely that linking should be possible
in the future too, but for now the idea is to use the more foolproof
option that doesn't create dependencies between files.

Because loading assets can potentially take a long time, the search
menu refreshes its items as new assets are loaded. However, changing
the search field is necessary to see the update.

Differential Revision: https://developer.blender.org/D15568
2022-09-19 11:57:10 -05:00
Iyad Ahmed
b6e26a410c Geometry Nodes: Distribute Points in Volume
This commit adds a node to distribute points inside of volume grids.
The "Random" mode usese OpenVDB's "point scatter" implementation, and
there is also a "Grid" mode for uniform distributions. Both methods
operate on all of the float grids in the volume, using every voxel with
a value higher than the threshold. The random method is not stable as
the input volume deforms.

Based on a patch by Angus Stanton (@abstanton), which was based on a
patch by Kenzie (@kenziemac130).

Differential Revision: https://developer.blender.org/D15375
2022-09-19 10:14:08 -05:00
Wannes Malfait
3ff15a9e23 Geometry Nodes: New Face Set Boundaries node
With the recent addition of the UV unwrapping node, there is a need to
be able to create seams easily. This node does that by outputting a
selection of the boundaries between different input face sets. In the
context of UV mapping, one inputs the "patches" you want, and the node
gives you the seams needed to make those patches.

Differential Revision: https://developer.blender.org/D15423
2022-09-17 22:18:52 -05:00
742268c50b GPencil: Move Gap Closure option to separated subpanel
Also removed leak size
2022-09-17 12:30:13 +02:00
Dave Pagurek
468f2ccc0e GPencil: Add more types of stroke extensions when filling
The motivation for this change: while working on an animation recently, I found that there are some gaps that won't close easily via stroke extension or leak size checking. In D14698, I attempted to address this by changing the algorithm of the raster-space flood fill. This patch attempts to address the same issue in vector space by adding two new cases where stroke extensions are added, as suggested by @frogstomp:

  # **Points of high curvature:** when the curvature at a point is high enough that it's hard to visually distinguish between it and an endpoint, add a stroke extension out along the normal (pointing in the opposite direction of the stroke's acceleration.) This addresses cases where technically the endpoint points up, but there's a sharp corner right below it that should extend to connect.

  # **Stroke endpoints within a radius**: when two endpoints are close together, regardless of the angle they make, connect them if they are within a radius. This addresses cases like where the two endpoints have effectively parallel tangents, so extensions won't close the gap.

Reviewed By: antoniov, mendio, frogstomp

Differential Revision: https://developer.blender.org/D14809
2022-09-17 12:30:13 +02:00
b5115ed80f UV: rename "Pixel Snap Mode" to "Pixel Round Mode"
Maniphest Tasks: T78391

Differential Revision: https://developer.blender.org/D15952
2022-09-15 10:36:13 +12:00
39c341bf4a Cleanup: remove redundant braces from assert & raise
autopep8 v1.7 added a space after assert & raise,
remove the braces as they aren't needed.
2022-09-14 16:18:59 +10:00
Charlie Jolly
e1a9c16176 UI: Add Mix Node to color section of add node menu
This adds back the new mix node to the Color sections
of the add node menu.

The add menu now contains two entries for the mix node.

One under Utilites/Converter which defaults for float.

One under Color which defaults to color with `Mix Color` label.

This was moved as part of D13749.

The issue was reported on BlenderArtists.

Differential Revision: https://developer.blender.org/D15887
2022-09-13 23:06:40 +01:00
Jeroen Bakker
8068b89a68 EEVEE-Next: Cryptomatte render passes.
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.

{F13482749}

A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.

During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.

NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.

Reviewed By: fclem

Maniphest Tasks: T99390

Differential Revision: https://developer.blender.org/D15753
2022-09-13 11:07:38 +02:00
33abb68cf2 UI: add a Custom Properties panel to the View Layer tab of properties.
Although view layers aren't ID, they do support custom properties,
so not providing the UI to access them seems to be a simple oversight.
2022-09-12 10:31:53 +03:00
8b612c6496 GPencil: Add new Set Start Point operator to context menu 2022-09-10 16:12:18 +02:00
98c4e1e590 GPencil: New Set Start point operator
This operator allows to set the start point for any cyclic stroke.

This is very handy to fit interpolation issues or
use thickness modifier.

Note: There is small change in this commit to fix
a typo error in the name of the operator.

Reviewed By: mendio, frogstomp

Maniphest Tasks: T100827

Differential Revision: https://developer.blender.org/D15881
2022-09-10 15:43:20 +02:00
eae081f8fd Cleanup: format, spelling 2022-09-10 14:17:32 +10:00
291c313f80 Mesh: Move bevel weight out of MVert and MEdge
As described in T95966, the goal is to move to a "struct of arrays"
approach rather than gathering an arbitrary set of data in hard-coded
structs. This has performance benefits, but also code complexity
benefits (this patch removes plenty of code, though the boilerplate
for the new operators outweighs that here).

To mirror the internal change, the options for storing mesh bevel
weights are converted into operators that add or remove the layer,
like for some other layers.

The most complex change is to the solidify modifier, where bevel
weights had special handling. Other than that, most changes are
removing clearing of the weights, boilerplate for the add/remove
operators, and removing the manual transfer of bevel weights
in bmesh - mesh conversion.

Eventually bevel weights can become a fully generic attribute,
but for now this patch aims to avoid most functional changes.

Bevel weights are still written and read from the mesh in the old way,
so neither forward nor backward compatibility are affected. As described
in T95965, writing in the old format will be done until 4.0.

Differential Revision: https://developer.blender.org/D14077
2022-09-09 08:29:47 -05:00
e254d8867d Outliner: Hide library overrdies context menu when no IDs are selected
The library overrides context menu operators only make sense when at
least one ID is selected in the Outliner. So don't show them unless
that's the case. This also means the menu items don't show up anymore
for things like RNA properties, or the overridden properties in the
Library Overrides Properties view.

Also see 7eda9d8dda and the previous commit.
2022-09-09 14:04:27 +02:00
860c3dce1b Outliner: Don't show asset context menu when no IDs are selected
The asset context menu operators only make sense when at least one ID is
selected in the Outliner. So don't show them unless that's the case.
This also means the menu items don't show up anymore for things like RNA
properties, or the overridden properties in the Library Overrides
Properties view.

Also see 7eda9d8dda.
2022-09-09 14:04:27 +02:00
b5fc8f611e Outliner: Hide ID type filter for library overrides
a) There were two filter icons next to each other in the header which
isn't exactly professional, b) the filter was redundant since IDs are
now grouped under an ID type element ("Objects", "Collection", ...)
anyway.
In the hierarchies view it was already hidden (because the whole point
of it is to show relationships between IDs, you wouldn't want to have
any parts of the hierarchy hidden).
2022-09-08 14:19:59 +02:00
2a769e76a0 Outliner: Hide search options for library overrides hierarchies view
Searching isn't possible in the hierarchies view anymore, so the options
for it shouldn't be displayed either.
Followup to 21b92a5f31, forgot to remove these.
2022-09-08 14:10:58 +02:00
21b92a5f31 Outliner: Hide search button for library overrides hierarchies view
c9a9967903 added a workaround for performance issues in heavy
production scenes in the library overrides hierarchies view, reducing
the amounts of elements to be built. Searching for elements would still
have to build the entire tree, so Blender would essentially freeze when
searching in mentioned heavy scenes. Removing the search functionality
works around this issue for now.
2022-09-08 12:54:49 +02:00
3f5505b4cb Cleanup: de-duplicate bounding box center calculation 2022-09-07 15:14:50 +10:00
adb746415f Cleanup: add sections, use float literals 2022-09-07 15:14:50 +10:00
7c52f18f15 Cleanup: format 2022-09-07 15:14:49 +10:00
20daaeffce UV: add new operator, uvcalc_align_rotation
Adds a new operator to automatically rotate UV Islands into alignment.

Modes:
* Auto (All edges)
* Geometry (V direction will point in geometry direction) [1]
* Edge (Rotate until selected edge is in V direction)

Also adds uv_sync_selection support to UV Randomize Transform.

Resolves: T78399
Differential Revision: https://developer.blender.org/D15820

[1] Listed as "World" in Task description.
2022-09-07 16:26:32 +12:00
141d5cac3a GPencil: Move Outline operator in menu
Reviewed by: Matias Mendiola
2022-09-05 15:20:20 +02:00
fbf875a3da GPencil: Move Scale Thickness option in menu
The option is more logic in the Normalize group

Reviewed by: Matias Mendiola
2022-09-05 15:16:42 +02:00
Clément Foucault
65ad36f5fd DRWManager: New implementation.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.

This only ports features that are not considered deprecated or to be
removed.

The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.

The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.

Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.

In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
   sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
   by their parent pass) and not from draw manager pools. So passes "can"
   potentially be recorded once and submitted multiple time (but this is
   not really encouraged for now). The only implicit link is between resource
   lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
   state stack concept anymore. Ensure the correct render state is set before
   drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
   This is to remove any implicit dependency between `Pass` and `Manager`.
   This was a huge problem in old implementation since the manager did not
   know what to pull from the object. Now it is explicitly requested by the
   engine.
- The pases need to be submitted to a `draw::Manager` instance which can
   be retrieved using `DRW_manager_get()` (for now).

Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
   of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
   culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
   breakage.
- `draw::View` now contains culling data for all objects in the scene
   allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.

What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15817
2022-09-02 18:45:14 +02:00
370b17a8c6 Merge remote-tracking branch 'origin/blender-v3.3-release' 2022-08-31 16:30:57 +02:00
0864ab5248 UI: Fix order of Geometry Nodes in the Add Nodes Mesh menu 2022-08-31 16:29:13 +02:00
ae79bc490a GPencil: Apply Brush Size to Outline thickness while drawing
The new factor allows to apply the current brush size to the
external stroke perimeter conversion done in draw mode.
2022-08-31 16:18:08 +02:00
f1c0249f34 Mesh: Move material indices to a generic attribute
This patch moves material indices from the mesh `MPoly` struct to a
generic integer attribute. The builtin material index was already
exposed in geometry nodes, but this makes it a "proper" attribute
accessible with Python and visible in the "Attributes" panel.

The goals of the refactor are code simplification and memory and
performance improvements, mainly because the attribute doesn't have
to be stored and processed if there are no materials. However, until
4.0, material indices will still be read and written in the old
format, meaning there may be a temporary increase in memory usage.

Further notes:
* Completely removing the `MPoly.mat_nr` after 4.0 may require
  changes to DNA or introducing a new `MPoly` type.
* Geometry nodes regression tests didn't look at material indices,
  so the change reveals a bug in the realize instances node that I fixed.
* Access to material indices from the RNA `MeshPolygon` type is slower
  with this patch. The `material_index` attribute can be used instead.
* Cycles is changed to read from the attribute instead.
* BMesh isn't changed in this patch. Theoretically it could be though,
  to save 2 bytes per face when less than two materials are used.
* Eventually we could use a 16 bit integer attribute type instead.

Ref T95967

Differential Revision: https://developer.blender.org/D15675
2022-08-31 09:09:01 -05:00
Charlie Jolly
bfa0ee13d5 Node: Mix node
This patch is a response to T92588 and is implemented
as a Function/Shader node.

This node has support for Float, Vector and Color data types.

For Vector it supports uniform and non-uniform mixing.

For Color it now has the option to remove factor clamping.

It replaces the Mix RGB for Shader and Geometry node trees.

As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.

Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht

Maniphest Tasks: T92588

Differential Revision: https://developer.blender.org/D13749
2022-08-31 00:13:57 +01:00
4d107041ec Merge branch 'blender-v3.3-release' 2022-08-30 10:43:36 -05:00
002f339aed Fix: Alphabetical order in duplicate data preferences panel 2022-08-30 08:22:31 -05:00
e0ab4b29a9 Merge branch 'blender-v3.3-release' 2022-08-30 21:07:31 +10:00
524d9a3e2f Fix error in operator poll functions
- PALETTE_OT_color_add: crashed without a brush.
- SCREEN_OT_actionzone: crashed without a window.
- PREFERENCES_OT_studiolight_show: exception when opening prefs failed.
2022-08-30 21:06:17 +10:00
24b8ccaa94 Cleanup: format 2022-08-30 16:22:49 +10:00
26487530f2 Merge branch 'blender-v3.3-release' 2022-08-30 11:14:08 +10:00
e9fe4aa7d7 Fix Dirty Vertex Colors failure when no vertex colors existed 2022-08-30 11:12:55 +10:00
Damien Picard
9120c86c3f I18n: disambiguate and make a few more strings translatable
Those strings were at least partly disambiguated:
- Area
  - Zone
  - Measurement
- Ease
  - BBone Ease In / Out
- Back
  - Camera BG image depth
  - GP interpolate sequence
- Edge Crease
  - Theme
- Jitter
  - Brush
  - GPencil
  - Lens distorsion compositing node
- Cineon color management
  - Black
  - Gamma
  - White

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15791
2022-08-29 16:04:03 +02:00
Damien Picard
9bf5c37bee I18n: translate newly created node group sockets
Translate:
- new group socket names
  - default names Input and Output
  - on connecting a link from another node
- new geometry nodes input and output socket names

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15763
2022-08-29 14:26:10 +02:00
Damien Picard
73bfd8058f I18n: make add-ons' info translatable
The info provided by add-ons is very valuable to users, yet it wasn’t translatable yet.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15747
2022-08-29 14:12:21 +02:00