Commit Graph

13 Commits

Author SHA1 Message Date
0a44c4b594 Merge branch 'blender-v2.92-release' 2021-01-16 15:26:43 +01:00
1e193a0b56 Fix T84757: feedback loop with when modifying vertex group with nodes
The issue was that the mesh shared its vertex weights with the
original mesh (to reduce memory consumption). The solution is
to make a local copy of the vertex weights in this case.
2021-01-16 15:24:22 +01:00
3459f75f5b Merge branch 'blender-v2.92-release' 2021-01-15 11:04:53 -06:00
0b0e45252b Geometry Nodes: Use a default value in the point scale node
This commit adds the ability to provide a default value to
`attribute_try_get_for_output` and uses it for the `Point Scale` node,
which is important because the node uses multiplication.

The idea is to keep "name-specific" functionality in nodes rather than in
the attribute API, otherwise the complexity will be hard to keep track of.
So this fix doesn't apply to the Attribute Vector Math node, but hopfully
that is okay since that's now a lower level node for this purpose anyway.

Differential Revision: https://developer.blender.org/D10115
2021-01-15 11:04:32 -06:00
33a558bf21 Geometry Nodes: support accessing UV layers with attribute system
Note that uv layers still can't be accessed with nodes, because those
only access attributes on the point domain currently, while uv data
is stored per corner. Implicit domain conversion hasn't been
implemented yet.
2021-01-14 18:11:44 +01:00
e5ee7e9a2d Geometry Nodes: don't delete existing attribute before new attribute is computed
This fixes the behavior of some nodes when the same attribute
name is used for input and output. If both attributes have a
different type, they can't exist at the same time. Therefore,
the input attribute has to be removed in order to create the
output attribute.

Previously, the input attribute was remove before it was used
in any computations. Now, the output is written to a temporary
buffer and only later saved in the geometry component. This
allows both attributes to coexist within the node.

The temporary attribute is only create when necessary. The
normal case without name collisions still works the same
as before.

Differential Revision: https://developer.blender.org/D10109

Ref T83793.
2021-01-14 15:52:08 +01:00
3a254b93fd Geometry Nodes: support reading from spans of WriteAttribute
Previously, the span returned by `WriteAttribute`s might not contain the
current value of the attribute for performance reasons. To avoid some
bugs, the span now always contains the old values (they might have to
be copied over from the internal storage, dependending on how the
attribute is stored).
The old behavior is still available with the `get_span_for_write_only`
method. The span that it returns might not contain the current
attribute values. Therefore, it should only be used when you want
to overwrite an attribute without looking at the old values.
2021-01-12 12:50:29 +01:00
c9f8f7915f Geometry Nodes: Make random attribute node stable
Currently, the random attribute node doesn't work well for most
workflows because for any change in the input data it outputs
completely different results.

This patch adds an implicit seed attribute input to the node, referred
to by "id". The attribute is hashed for each element using the CPPType
system's hash method, meaning the attribute can have any data type.
Supporting any data type is also important so any attribute can be
copied into the "id" attribute and used as a seed.

The "id" attribute is an example of a "reserved name" attribute,
meaning attributes with this name can be used implicitly by nodes like
the random attribute node. Although it makes it a bit more difficult
to dig deeper, using the name implicitly rather than exposing it as an
input should make the system more accessible and predictable.

Differential Revision: https://developer.blender.org/D9832
2020-12-17 07:43:31 -06:00
c484b54453 Geometry Nodes: Boolean attribute type
This adds a boolean attribute and custom data type, to be used in the
point separate node. It also adds it as supported data types in the
random attribute and attribute fill nodes.

There are more clever ways of storing a boolean attribute that make
more sense in certain situations-- sets, bitfields, and others, this
commit keeps it simple, saving those changes for when there is a proper
use case for them. In any case, we will still probably always want the
idea of a boolean attribute.

Differential Revision: https://developer.blender.org/D9818
2020-12-16 12:33:13 -06:00
8bdd996cd0 Geometry Nodes: Add helper function to check if attribute exists 2020-12-10 10:50:37 -06:00
4a5f36638b Geometry Nodes: simplify supporting different input socket types for attributes
This is a non-functional change. The functionality introduced in this commit
is not used in master yet. It is used by nodes that are being developed in
other branches though.
2020-12-09 16:20:57 +01:00
168909d974 Cleanup: Clang-Tidy, modernize-use-override
No functional changes.
2020-12-04 12:02:52 +01:00
6be56c13e9 Geometry Nodes: initial scattering and geometry nodes
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate

It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.

Notes on the Generic attribute access API

The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
  This is mainly necessary, because we have to deal with "legacy" attributes
  such as vertex weights and attributes that are embedded into other structs
  such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
  attribute is stored on. So we want to abstract away the interpolation that
  that adapts attributes from one domain to another domain (this is not
  actually implemented yet).

Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
  access and one for write access might be enough, because we know all the ways
  in which attributes are stored internally. We don't want more different internal
  structures in the future. On the contrary, ideally we can consolidate the different
  storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.

It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
2020-12-02 15:38:47 +01:00