'Caused'/revealed by rBd29a720c45e5: Operators that fully re-create the
mesh would previously rely on `sculpt_update_object` called from update
code to get required sculpt-specific data layers re-added to the new
mesh.
Now instead put all code adding data to orig mesh for sculpt purpose
into a new util function (`BKE_sculpt_ensure_orig_mesh_data`), and call
that function when entering sculpt mode, and from voxel remesher code.
This is contonuing effort to more clearly separate orig data from evaluated
data handling/usage in sculpt code.
TODO: there are likely other code paths that would need to call that
new function?
Reviewers: @sergey, @pablodp606
Subscribers:
Rename it to mark it is only for `encode` callbacks, fix `encode`
callback of text undo to early fail in case it gets a NULL context, add
an assert to `BKE_undosys_step_push_with_type` that context is not NULL
when undotype requires a valid one.
Note that in practice this should not change anything, currently it
seems that we always get a valid context in
`BKE_undosys_step_push_with_type`?
This was caused when the BKE_pbvh_draw_cb function was used with
update_only_visible set to false. In that case, all nodes with the flag
were updating, but the update flag was only cleared for visible nodes.
This was causing constant updates per redraw in no visible nodes until
they enter the view frustum and their flag was cleared.
In order to fix this and prevent it from happening again:
- Updating the buffers, flushing the updates and clearing the flags are
now part of the same function. It does not make sense to do these in
separate places.
- The BKE_pbvh_draw_cb function was refactored so the
pbvh_update_draw_buffers is only called once. It should now be easier to
understand what the function does when it is used to update only visible
nodes or all nodes.
Reviewed By: mont29
Maniphest Tasks: T79146
Differential Revision: https://developer.blender.org/D9935
Stores cryptomatte hashes as meta data to the render result. Compositors could
use this for lookup on names in stead of hashes.
Differential Revision: https://developer.blender.org/D9553
Use the BMesh symmetrize operator instead of using the modifier code.
While we could support shape-keys with the existing code used by the
mirror modifier, we'd need to add code-paths for evaluated mesh & bmesh
conversion to handle shape-keys differently just for this one case,
since we want to avoid copying & processing shape-keys layers for
evaluated meshes in general.
In the report, the geometry is copied because it has two users and the
final join node needs to write to it. The join node also happens to
remove attributes apparently, because it exposed a mistake in the "copy"
method of the `MeshComponent` class. The copy is supposed to be
a deep copy, but the vertex group name map was not duplicated.
Differential Revision: https://developer.blender.org/D9991
This was introduced in rBe5c0d4613a8943c712b57fb336997ecd78e6508e.
The issue is that the new fluid system does not use the pointcache
system for caching anymore, but still relies on pointcache for
other things. For example, it uses DEG_add_collision_relations
which internally creates relations with pointcache. Not sure if
there are other issues.
Ideally, this dependence should be resolved in one way or another
at some point, but that is out of scope for this fix.
Differential Revision: https://developer.blender.org/D9984
Reviewers: brecht
- Remove ternary operators when both values are the same.
- Remove break after return.
- Remove redundant NULL checks for code which handles
those cases immediately beforehand.
These two operators (one for grease pencil, one for other objects)
copy a single modifier from the active object to all selected objects.
The operators are exposed in the dropdown menus in modifier headers.
Note that It's currently possible to drag and drop modifiers between
objects in the outliner, but that only works for dragging to one object
at a time. Modifiers can also be copied with the "Make Links" operator,
but that copies *all* modifiers rather than just one. The placement
and scope of these new operators allow for more useful poll messages
and error messages as well.
Every object type that supports modifiers is supported. Although hook
and collision modifiers aren't supported because of an unexplained
comment in `BKE_object_copy_modifier`, other than that, every modifier
type is supported, including particle systems, nodes modifiers, etc.
The new modifiers are set active, which required two small tweaks to
`object.c` and `particle.c`.
Reviewed By: Hans Goudey (with additional edits)
Differential Revision: https://developer.blender.org/D9537
Having a centeral place to find a list of all library overrides should be
useful for managing production scenes where library overrides are used a lot.
This change adds the individually overridden properties of a data-block under
the data-block itself. Just how we show modifiers, constraints or pose channels
there. This way we can also expose library override operations/options better
in future.
There's also a filter option for the library overrides now, so they can be
hidden. It is only available in the View Layer display mode though, like the
other filter options.
One internal change this has to do is adding more informative return values to
undo pushes and the library override functions called by it. That way we can
send a notifier when library overrides change for the Outliner to know when to
rebuild the tree.
Differential Revision: https://developer.blender.org/D7631
Reviewed by: Andy Goralczyk, Bastien Montagne, William Reynish
This node updates the "rotation" attribute on points.
Multiple ways to specify the rotation are supported.
Differential Revision: https://developer.blender.org/D9883
Ref T83668.
Disclaimer: This workaround avoids crashing with current state of the
code and is only committed as temporary band-aid until we can assess the
full issue and decide if/how it needs to be adressed.
This fixes the main issue there (essentially a followup to
rB90e12e823ff0: Fix T81854: crash when undoing switch between sculpt and
edit mode).
We basically remove more (hopefully all the remaining!) modifications of
orig mesh from `sculpt_update_object`, as those done here will not be
immediately available in the evaluated data (that specific bug happened
because masking data was added to orig mesh there, but not flushed to
depsgraph evaluated one).
This also goes towards a better separation between handling of evaluated
data and orig one.
Note that modification of orig mesh data can still happen, e.g. values
in some cdlayers, but at least all pointers should now be valid in the
evaluated mesh.
There are still some issues, e.g. we now get an assert/crash in
`multires_reshape_assign_final_coords_from_ccg` when undoing out of the
Sculpt mode, presumably because subdiv_ccg data remains unchanged then
(and hence still has the `has_mask` flag set), while actual mesh data do
not have that cdlayer anymore...
This commit also cleans up/simplifies some code,
`ED_object_sculptmode_enter_ex` was (indirectly) calling
`BKE_sculpt_face_sets_ensure_from_base_mesh_visibility` twice e.g.
Mainly updated the Mantaflow version. It includes the new viscosity solver plugin based on the method from 'Accurate Viscous Free Surfaces for Buckling, Coiling, and Rotating Liquids' (Batty & Bridson).
In the UI, this update adds a new 'Viscosity' section to the fluid modifier UI (liquid domains only). For now, there is a single 'strength' value to control the viscosity of liquids.
Sometimes multiple calls to `bpy.data.orphans_purge()` are needed to
delete all orphans, because a call can turn previously-used datablocks
into orphans. Returning the number of deleted datablocks makes it
possible to keep looping until nothing can be deleted any more.
This patch keeps track of deletions in `id_delete()` so that it can be
returned up the call stack.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9918
**Renames parms**:
| **old name** | **new name**
| old_value | lower_value
| target_value | blended_value
| value | strip_value
| inf | influence
**Reason**: {D8296} allows full nla stack evaluation with proper
keyframing support. These names should make it more intuitive how all
the data gets processed and inverted. Note, that I do use the term
"strip_value" instead of something like "fcurve_value" of the tweak
strip. Technically, "strip_value" is closer to what is solved for.
For example, if a noise fmodifier was active for the fcurve, then the
remapping would appear to be wrong. In the future, further solving can
be done afterward, outside of the nla system, to remove the effects of
fmodifiers.
**Renames functions**:
| nla_invert_blend_value | nla_blend_get_inverted_strip_value
| nla_invert_combine_value | nla_combine_get_inverted_strip_value
**Reason**: D8296 adds get_inverted_lower_value() variants,
so "invert" alone is too vague.
**Renames NlaKeyframingContext member**:
| nla_channels | lower_eval_data
**Reason**: D8296 evaluates the upper stack. This name makes it more
obvious what data is stored there.
No functional changes (relative to the dependency below)
Split from {D9247}
Depends on {D9694} since the code was so close to eachother.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9695
Always assume geometry nodes produce potentially animated meshes or point
clouds. In general it is hard to check if geometry nodes are animated, and
for modifiers this was already weak.
The better solution will likely involving checking which geometry was
modified by the depsgraph on frame change, to replace the current mechanism
of manually checking for certain types of modifiers and animation.
This new node increases the radiance of an image by a scalar value.
Previously, the only way to adjust the the exposure of an image was with
math node or using the scene's color management.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D9677
Ref: T82651
Normally people use "Combine XYZ" to input a vector, but it is more
interesting to have an explicit vector input.
So this is basically "Combine XYZ" without any input sockets, the values
are stored in the node itself.
Differential Revision: https://developer.blender.org/D9885
This patch introduces a partial update of GPUTexture. When rendering
a large image the GPUTexture could have been scaled. The old implementation
would rescale the image on CPU and create a new GPUTexture. This
resulted in flooding the PCI bus.
The new solution would only scale and upload the parts of the GPUTexture
that has been changed. It does this by keeping track of areas of 256x256
pixels. When something changes the tiles that cover that changes will be
rescaled and uploaded the next time the GPUTexture is requested.
Test situation: Default Cube, 4 samples, 19200x10800 tile size 512.
Blender 2.83.9: 4m27s.
Blender 2.91: 20+m (regression)
This patch: 1m01s.
There is still room for more optimizations:
* Reduce the time that an image is locked.
** Use task scheduling to update the tiles of an image.
** Generic optimization of the ImBuf scale method.
Maniphest Tasks: T82591
Differential Revision: https://developer.blender.org/D9591
This patch adds two related nodes, a node for separating points
and mesh vertices based on a boolean attribute input, and a node
for creating boolean attributes with comparisons.
See the differential for an example file and video.
Point Separate (T83059)
The output in both geometries is just point data, contained in the mesh
and point cloud components, depending which components had data in the
input geometry. Any points with the mask attribute set to true will be
moved from the first geometry output to the second. This means that
for meshes, all edge and face data will be removed. Any point domain
attributes are moved to the correct output geometry as well.
Attribute Compare (T83057)
The attribute compare does the "Equal" and "Not Equal" operations by
comparing vectors and colors based on their distance from each other.
For other operations, the comparison is between the lengths of the
vector inputs. In general, the highest complexity data type is used
for the operation, and a new function to determine that is added.
Differential Revision: https://developer.blender.org/D9876
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