bNodeTree blocks.
This was broken by rB6e99fb0 (own commit). I expected the `do_action`
argument to be of no importance in this case due to node trees using
material animation, but this is not the case.
Anyway, this patch adds back a do_action to the BKE_libblock_copy_nolib
function as well to restore the previous behavior.
Although these crashes were quite sporadic, they seemed to happen most when
rmb-dragging strips randomly in quick succession. The most likely cause seems
to be a null check I accidentally took out during one of my commits yesterday.
Show that modifier may not be supported in dyntopo rather than sculpt
mode in general. This is useful information since users may confuse the
two. Multires for instance is surely supported in sculpt mode, but not
in dyntopo.
Warn when a modifier does not support optimal drawing and mask/hidden
parts display.
User report was that hidden parts became visible after adding a new
modifier subdivision. Subdivision was added with the Ctrl+number keys.
First part of the fix was to make sure we add a multires instead of the
subsurf modifier in sculpt mode with the PageUp/Down Ctrl+number keys.
We can't really stop users from having added a subsurf modifier already.
We could be "smart" and convert subsurf to mulrires upon entering sculpt
mode maybe but that can easily backfire - or users may actually want
that. For now, just warn that the modifier won't support Hiding/Masking
and optimal drawing.
Multires did not support hiding in zero level. It's a case of PBVH not
being used in drawing due to code reporting active modifiers being used.
However multires level zero can be treated as effectively no modifier
and we can use mesh PBVH.
Now that Freestyle employs a separate Main, this workaround is no longer necessary.
Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D513
It seems that since the changes to how new NLA strips are handled, accumulating
these in a temporary buffer and then trying to combine the results didn't
work that great anymore.
data.
Saving a file with a new blender node that uses bNode->storage data and
then loading that in an older version will make the node undefined, but
still retain the original type identifier (in case it is defined later).
If the file is then saved over and loaded again in the newer version,
where the node type is defined, it won't have a valid storage struct.
To handle such cases gracefully, check if storage data is expected but
doesn't exist when initializing node types. User then at least get a
chance of fixing the problem manually.
Suggested fix by @brecht.
Sculpt mode drawing fails after deleting a subsurf modifier
in sculpt mode and undoing.
This was quite difficult to spot. Main cause was that mesh data was not
synchronized properly between undo and sculpt code because we generated
a pbvh on derivedmesh invalidation without really refreshing the rest of
the data. This could result in undo and drawing operating on different
data.
To solve this and avoid bad level calls I had to move quite some code
around. Crazyspace is now moved to blenkernel, as did some sculpt calls
that make sure sculpt data are properly refreshed.
It's still gives some slowdown when painting a locked
key in the solid view, but since shape key is now longer
being re-used by DM.
but this change should still give some degree of speedup
propagating delta onto the keyblock if i remember the
code correct.
Avoid filling up buffers when total buffer triangles are zero.
Better still would be to tag a node as hidden when doing recreation of
the PBVH tree by checking for any visible elements. Original bug report
probably has to do with OpenGL doing something funky but hidden nodes
should be tagged as hidden to completely avoid iterating for painting.
This is to be done in a later commit.
Also some naming cleanup for consistency, GPU_build_pbvh_mesh_buffers to
GPU_build_mesh_pbvh_buffers.
* The automatically calculated influence was overriding the value we were passing
into the dummy strip, making this seem like it doesn't work
* Made some tweaks to prevent some potential memory-related bugs
- nlastrips_ctime_get_strip() actually saves off references to the list of strips
it gets, so declaring dummy_strip in an inner scope like this could potentially
be quite dangerous
- Prevented a potential memory leak for the early abort when there are no strips
for whatever reason (it shouldn't occur though)
The issue has been introduced in 0985bb4, made it so curves and masks
stick to old behavior.
FCurves are still flaky, namely, grabbing both handles selected would
change the length of one of the handles which is not nice imo.
The issue was caused by the temporary CD layers being allocated for subsurf
meshes, same as we've got back in 881fb43.
In the long run this temporary storage is to be re-considered, but it'll also
imply re-considering of the Derivedmesh interaction as well. For now let's
use a simpler solution which is forbidding modifiers to call getArray for other
objects' derivedMeshes but use an API calls which would allocate local copy of
the data preventing race condition of shared data in DM.
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
show diffuse option not correctly calculated on opening a file.
Make sure we call pbvh_show_diffuse_color_set after building the pbvh so
vertex data are available to it.