Multithreading makes collisions be detected in different orders, causing
the clustering step of collision resolution to generate possibly
slightly different results on each run. This commit makes collision
order consistent.
This increases stack memory usage some, and ideally we'd support a dynamic
size. But this is quite difficult on the GPU and hopefully 32 is enough even
for very complex cases.
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.
Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".
Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
This patch adds a new matte node that implements the Cryptomatte specification.
It also incluces a custom eye dropper that works outside of a color picker.
Cryptomatte export for the Cycles render engine will be in a separate patch.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Tags: #compositing
Differential Revision: https://developer.blender.org/D3531
metadata loading code was assuming all videos in Blender were from
FFMPEG... added empty place-holders for other types too, we probably
could load some metadata from pictures or AVI files too!
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.
Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D3503
Useful to store a snapshot of the current keymap state
so changes to the default keymap are ignored.
Also useful for testing keymap export works properly.
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.
Differential Revision: https://developer.blender.org/D3537
Previously CMake was raising a fatal error, which wasn't too helpful.
There is still some fatal messages about Audaspace and Game Engine,
but the latter one is on it's EOL and is removed in Blender 2.8.
The X resource database is to be explicitly destroyed. This fixes 46 bytes
leak per every window DPI query (which happens a lot on window move/resize
and even on areas resize).
Unfortunately, this does not fully fix the leak since the known leak:
https://bugs.freedesktop.org/show_bug.cgi?id=94604
The flag was only used in readfile.c, and resulted in a delayed call to
BKE_ocean_add(); this call is now immediately made instead as it's not
very expensive.
Textures in 16 bit integer format are sometimes used for displacement, bump and normal maps and can be exported by tools like Substance Painter. Without this patch, Cycles would promote those textures to single precision floating point, causing them to take up twice as much memory as needed.
Reviewers: #cycles, brecht, sergey
Reviewed By: #cycles, brecht, sergey
Subscribers: sergey, dingto, #cycles
Tags: #cycles
Differential Revision: https://developer.blender.org/D3523
This deduplicates the calls for tile (un)mapping and allows to have a target buffer that is different from the source buffer (needed for baking and animation denoising).
This reverts commit 357b72e0a7 which caused
the issue, we need a better fix for that cosmetic issue from T50862. For
now displaying keyframes and drivers is the more important one.
Assert from BLI_assert by default in debug builds
(instead of just printing a warning).
Some developers ignored this, causing errors for others.
Better debug builds cause hard error so code isn't ignored.
Disabling is still useful when bisecting or testing outdated code.
find_elem(olddata=NULL) doesn't work reliably for existence checks; it will
return NULL both when the field is found at offset 0 and when it is not
found at all.
The latest clang compiler (at least the one in Xcode 9.4.1) warns about the register keyword and macro expansions using defined().
Since these warnings come from third party code, we can't address them directly in Blender. Silencing them via #pramgas will
at least keep the warnings during a build down to the ones that are relevant to Blender code.
block and layout could be NULL and checking this everywhere
wasn't practical.
Instead of lazy initializing, add UI_popup_menu_end_or_cancel
which cancels empty popup menus.
Silences the following strict flags from external libraries:
- -Wclass-memaccess
- -Wswitch
- -Wtype-limits
- -Wint-in-bool-context
Needed to tweak macro a bit, since the old logic was wrong:
we can not use CXX flags for C compiler, need way more strict
separation between what goes where.
Again, we cannot actually get rid of G_MAIN global access here, so in
most case just 'marked' them as valid, and added assert checks to ensure
we do only work with IDs in G_MAIN in those cases.
Validate some cases using G_MAIN instead (I don't think we want to work
on any other Main than G.main one when registering/unregistering nodes
etc.).
And when freeing, all ID not in Main shall now be tagged accordingly, so
we *should* not need to do that stupi search over all ntrees in G.main
to check wether we have to free it ourself or not!
SculptSession.mode_type wasn't initialized until painting,
making it unreliable for checks in other parts of the code.
Also remove unnecessary initialization,
matching sculpt mode more closely.
There were two issues here, introduced by rB66aa4af836:
* Forgot to change length of some filter_glob var deep in filebrowser code.
* Truncating filter_glob in general can be dangerous, generating
unexpected patterns.
Last point was the root of the issue here, truncating to 63 chars string
left last group as 'match everything' `*` pattern.
To fix that to some extent, added a new BLI_path_extension_glob_validate
helper to BLI_path_util, which ensures we do not have last
wildcards-only group in our pattern, when there are more than one group.
Limit to a restricted set of built-ins, as well as the math module.
Also restrict of op-codes, disallowing imports and attribute access.
This allows most math expressions to run
without any performance cost once the initial check is done.
See: D1862 for details.
This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.
Original patch by Lukas with further changes by Brecht.
Differential Revision: https://developer.blender.org/D3479
Need to use the 'use_partial_connect' option in island connect,
so changed signatures of various functions to pass that into and
then down from BM_mesh_intersect (making true for intersect, false
for boolean).
Then fix bm_face_split_edgenet_partial_connect to work when
input edges are not necessarily wire, but at least not in the
face they are being connected in. That caused generalization
of core BM_vert_separate_hflag_wire (which is only used in
this one place in all Blender).
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3478
The automatic mode checks all Enviroment Texture nodes and picks the largest image's resolution.
If there are no Enviroment Textures, it just uses the old default.
Also, the sampling map now isn't limited to square shapes. The automatic detection uses the exact image size,
the manual UI option now halves the value to get the height.
A default aspect ratio of 2:1 makes sense since this is what most HDRIs use.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3477
this is actually adding option to add buggy behavior, but.. NPR often
expects buggy behaviors, and its one of the main targets for normal editing.
So think it's reasonable to add that option (disabled by default of
course).
Note that am not really happy with UI, but:
* Not sure where to put it, it's kind of own self-contained area option.
* Don't to make it too much visible, using this should be the exception!
For grouped undo we should not skip the undo push, rather replace the
previous undo push. This way undo goes back to the state after the last
operation in the group.
Note that due to RNA get/setters issue, that one may actually add some
G.main usages to the total... But at least it's not hidden anymore in a
very low-level, dark corner of BKE pointcache code!
This is supposed to be handled by calling code! Henceforce, no need to
call BKE_sequencer_clear_scene_in_allseqs() here, and... no need for
that ugly G.main case. ;)
There is one legit place in the code where memcpy was used as an
optimization trick. Was needed for older version of GCC, but now
it should be re-evaluated and checked if it still helps to have
that trick.
In other places it's somewhat lazy programming to zero out all
object members. That is absolutely unsafe, at the moment when
less trivial class is used as a member in that object things
will break.
Other cases were using memcpy into an object which comes from
an external library. We don't control that object, and we can
not guarantee it will always be safe for such memory tricks
and debugging bugs caused by such low level access is far fun.
Ideally we need to use more proper C++, but needs to be done with
big care, including benchmarks of each change, For now do
annoying but simple cast to void*.
In C++ it is not really safe to memcpy objects, and newer GCC will warn
about this. However, we don't use our vector for unsafe-to-memcpy objects,
so just explicitly silence that warning.
thanx bblanimation (Christopher Gearhart) for spotting the issue and
providing the fix!
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3449
atoi usage in BLI_stringdec could overflow, use strtoll instead and
check
valid range with INT_MIN and INT_MAX
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3452
use better poll and get ob with 'ED_object_active_context' (instead of
'CTX_data_active_object')
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3467
All keyboard events were sending double key events (including modifiers)
when xinput was enabled with gnome (causing much confusion!).
I cant test if XIM works,
but this isn't useful to send double events, so disabling for now.
Notes:
* Really need to address RNA setters case, end up adding way too much
G.main here these days... :/
* Added Main pointer into bAnimContext, helps a lot in anim code ;)
Not sure why exactly it is called a cleanup, the code was much more clear
and robust against possible missing return statements which are MANDATORY.
Missing return statement will:
- Cause two different BVH traversals to be run.
Not is happening currently, but if more BVH layouts are added, it will
become a problem.
- It is already causing assert() statements to fail, since functions are
no longer returning when they are supposed to.
If there is any measurable reason to keep this change, let me know.
Otherwise just stick to reliable/tested/robust code.
This reverts commit ba65f7093b.
The recent change also used the buildtools instead of the regular compiler, you now have to explicitly state what you want to use :
2017 - the standard msvc compiler
2017pre - the msvc compiler from the preview installation
2017b - the msvc compiler from the buildtools installation
This helps making things clearer and cleaner. Func returning filepath of
G.main is separate, so that we can easily track its usages, and
hopefully deprecate it at some point. Though that usage of G.main is
likely the less evil one, you nearly always want current blendfile path
in those cases anyway.
When run from make.bat the environment is setup correctly and the VCToolsRedistDir environment variable exists, on later invocations of cmake this may no longer be the case and a warning was emitted about the missing runtime. we can't rely on InstallRequiredSystemLibraries.cmake here since it uses the compiler version to figure out the correct location and it doesn't know how to deal with clang.
-expanded build_deps.cmd with 2017 support, it can't locate msvc2017 so needs to be run from developer prompt.
-Newer cmake was unhappy with openal's cmakelists.txt
-collada has warning as error on and errored out on new msvc2017 warnings.
This is really convenient for development. Either for profiling the
generated shaders or to check if the generated code is correct.
It writes the shaders to the temporary blender session folder.
(ported over from blender2.8)
This will currently only work for the RelWithDebInfo configuration since asan
does not support the debug crt. for source line information in the reports,
you need a copy of llvm-symbolizer in the blender folder or set the
ASAN_SYMBOLIZER_PATH environment variable to point to it. Currently (as of
6.0.0) llvm-symbolizer does not ship with the binary clang/llvm distribution.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3446
This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming
Things to note:
1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it)
2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370)
victor_cpu
msvc:3099.51
clang:2796.43
pavillon_barcelona_cpu
msvc:1872.05
clang:1827.72
koro_cpu
msvc:1097.58
clang:1006.51
fishy_cat_cpu
msvc:815.37
clang:722.2
classroom_cpu
msvc:1705.39
clang:1575.43
bmw27_cpu
msvc:552.38
clang:561.53
barbershop_interior_cpu
msvc:2134.93
clang:1922.33
3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs.
4) X64 only currently, X86 builds but crashes on startup.
5) Tested with llvm/clang 6.0.0
6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration
7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc.
8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows.
9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3304
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.
Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.
The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.
The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.
Reviewers: #cycles, dingto, sergey, brecht
Reviewed By: #cycles, dingto, brecht
Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey
Differential Revision: https://developer.blender.org/D1543
ninja is an alternative to msbuild designed for fast rebuilds. However there is no IDE support, builds only from the command line.
Comparison between msbuild and ninja for a full build, build time in seconds.
Full Clean Build
msbuild 867.5
Ninja 801.2
Difference -66.3 (-7.6%)
Minor Change
msbuild 43.0
Ninja 14.9
Difference -28.1 (-64.4%)
No Changes
msbuild 23.0
Ninja 6.1
Difference -16.9 (-73.5%)
make.bat was starting to become hard to maintain, this refactors it into separate batch files for each stage of the process.
-Improved detection of msvc2013/2015
-Improved failure handling.
-Added check for working msbuild and C++ compiler
-Added verbose switch to ease trouble shooting.
-Added Check if svn/cmake/git are in the path before using them
-Display the build configuration before asking to download the libraries
-Offer an option to recover an interrupted checkout of the libraries.
-Automatically check out sub-modules in-case they are missing.
This commit adds number formatting (thousands separator) to the baking panel. It also adds a new function to format memory sizes (KB/GB/etc) and applies it to the baking panel and scene stats. The new function is unit tested.
Reviewers: Severin
Tags: #user_interface
Differential Revision: https://developer.blender.org/D1248
The registry hack we were using wasn't very reliable, the recommended way to locating visual studio is using vswhere (15.2 and up), using it also allows to switch between the regular and pre-release versions.
The GPU kernel needs to use atomics for accumulation since all offsets are processed in
parallel, but on CPUs that's not the case, so we can disable them there for a considerable speedup.
The Math node currently has the normal atan() function, but for
actual angles this is fairly useless without additional nodes to handle the signs.
Since the node has two inputs anyways, it only makes sense to add an arctan2 option.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3430
affects one item
UI editing multiple selected items missed the case of PROP_POINTER
properties
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3373
Some conversion helper functions were (most likely by accident) contained
inside an ifdef for SSE2 support, so on e.g. ARM they would be undefined
and therefore cause compilation to fail.
Regression in recent undo system changes,
This caused T55048.
When each mode had its own undo stack it was important
to initialize it when entering edit-mode.
Freeing sequencer would always do usercount, which is now forbidden when
called from main ID freeing code.
Annoying in 2.7x, much more critical issue in 2.8!
Also, moved RNA sequencer API functions to proper rna_scene_api.c file.
Readcode always set relative paths of indirectly linked libs relative to
*current* .blend file, not to the library using it.
But BKE_library_filepath_set was then setting them relative to their
parent library, breaking checking code (and saved files even :((( ).
Some years-old deprecated stuff has now been removed.
Correct solution is probably to use valid defines etc. in own code, but
this is more FFMEPG maintainer task (since it also may change how old
FFMPEG we do support...).
frames
caused division by zero if both dupli_frames_on and dupli_frames_off are
zero. doing this doesnt seem useful, dupliframes can be disabled in
other ways.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3132
The value of epsilon was never used to create this bvhtree because whenever we activate this constraint, a bvhtree with parameter epsilon 0.0 was created and cached.
Seems to be only related on linked nature of particles.
This is caused by some conflicting optimization done for viewport, which
does not do particles re-calculation if they do not depend on time
(which is crucial for big layout scene grass fields) and particle render
setting switch which was relying on fact that render pipeline will do
particle update via time dependency.
Now we extent an old workaround for invisible objects, which now also
deals with particles in the same way as old dependency graph was dealing
with this: tag object data for update if there is particle system.
There shouldn't be any speed difference between old and new depsgraph,
since tagging was already needed and was happening.
In Blender 2.8 such things should be easier to deal with since the whole
depsgraph is to be evaluated for render engine anyway.
`MREMAP_RAYCAST_APPROXIMATE_BVHEPSILON(ray_radius)` greatly increased the radius making for example that 0.1 becoming 1.5
Now the result is much more predictable.
Since area lights are affected by scaling them, it only makes sense to support applying the scale to the lamp size.
Of course, applying location or rotation does not work.
If a scaling that changes the aspect ratio is applied to a square lamp, the mode is automatically changed to Rectangle.
This commit does two things:
- Adds an option to do the calculation in different color spaces (BT601
or BT709).
- Changes the default caluclation from legacy BT601 to BT709.
This affects several areas:
- UI areas (mainly scopes)
- ViewLevelsNode
- Several other nodes that use `COM_ConvertOperation.h`
This caused too much trouble, also it's possible users run with
'release' in their CWD causing issues.
Developers can symlink "release/" to "bin/2.79".
There were two issues here actually:
* The hack to allow running Blender directly from the source directory
would just check for a 'release' directory, without actually ensuring it
is release dir from blender source tree, and not some other random
folder.
* GHOST_getSystemDir returns nothing for portable installations, now
we'll then check directly in the blender binary dir in that case.
This fix is more critical in 2.8 branch, where that system path is used
to retrieve new '3D' icons...
Each parameter of the function is copied into the memory stack.
This also brought an improvement in peformance of snapping functions between 5% and 12% in my tests.
Applied similar fix to T54233 to get the "Record with NLA" feature working with
active action blending + influence settings. Extrapolation is explicitly ignored
though, as it shouldn't be used with this feature (i.e. it is already disabled
with the new strips and also on the animdata by default)
It is hidden behind the --debug-io flag for now.
Idea is to try to catch broken libraries state in current Main before we
actually write the file on disk, should help catching and understanding
what happens in Spring corruption cases.
This is still broken I cant tell if it is the fact that the in_band
funtion does not work properally or an issue in the box algorithm, or
both.
It seems like the calculation of the size of the box while roatated
needs to be fixed also.
The work is mainly from Lukas Toenne, with some modifications from myself.
Includes following obvious changes:
- Particle system selection is now name-based, with lookup menu.
- Lots of new options to control varieties.
Changes comparing to the Gooseberry branch:
- Default values and versioning code ensures same behavior as the
old modifier.
- Custom data layers are coming from vertex color, the modifier
does not create arbitrary layers now. The hope is to keep data
more manageable, and maybe make it easier to select in the shader
later on.
This means, values are quantized to 256 values, but it should be
enough to get varieties in practice.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
Subscribers: eyecandy
Differential Revision: https://developer.blender.org/D3157
This statement is only relevant in 2.8, but causes confusion in master.
I kept the 'default' label to prevent compiler warnings about unhandled
cases. The break is needed because there should be at least one statement
after 'default'.
This finally allows us to use Random factor to add variations to the
interpolated children. This feature never worked since 2007L there was
random factor slider in the interface, but it was only used by simple
children. Now it has affect on interpolated children as well.
Technically, this will break compatibility if older file had random
factor set to something else than 0 (default value is 0 though). But
we are leaving 2.7 series, so can accept such breackage in the name
of supported features.
Tab after C++ comment broke parsing and didn't remove the line at all.
Was there since 2002 at least, probably confused some peeps.
This means commented out code was actually written to SDNA.
Why exactly this happens remains unclear, found that in the
autumn.blenrig file of Spring production while working on static
overrides... Tons of ugly IDProps in that rig. xD
Added a lock-free deferred queue for deletion. Now if ID icon
is requested to be freed from non-main thread, it will be added
to the deferred list. Actual deletion will happen later from main
thread.
Currently actual deletion only happens next time BKE_icon_id_delete()
is called, which might not be enough. But it's easy to enforce
deferred deletion.
Icons for preview images are not covered by deferred deletion yet.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3146
The tests as they are now make string comparisons. This only works
on Windows because the reference files look different for different
operating systems because of different number formatting.
The collada tests need a complete rework (wip)
- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.
- Move static undo variable into 'WriteData',
'memfile_chunk_add' used arguments in a confusing way,
sometimes to set/clear static var.
- Replace checks for 'wd->current' with 'wd->use_memfile'
move memfile vars into 'wd->mem' struct.
Having that one when opening a file or loading some lib makes absolutely
no sense, and switching that 'temp' editor to some other type can
trigger all kind of funny bugs...
Note that using the shortcuts keys (Shift-F5 etc.) is still possible,
removing those seems a bit more involved. :/
It's not just the Graph Editor that needed this - the NLA also uses similar code
and thus suffers from a similar problem.
(My first commit from the Blender Institute v2.0 - Just testing that everything works)
In preparation of the removal of blender internal render we
moved the vectorblur code that was placed in the render package
(legacy) to the compositor. The compositor is only using this
code even the blender internal renderer did not use the code at
all.
The previous assert assumed '..' is always there, which isn't necessarily
true (for example when in the root of an Asset Engine repository).
The new code asserts that if '..' is present it should be the first entry
(rather than forcing the first entry to be '..').
the Vector Transform node was added to the "Vector" category in
nodeitems_builtins.py
but was using the "NODE_CLASS_CONVERTOR" internally (thus using e.g. the
'wrong' theme color)
thanx @dingto for review
Differential Revision: https://developer.blender.org/D3138
Fixes the "emtpy scrolling" glitch by clamping the scroller offset to
the boundary of the view when it's smaller than the previous.
Fixes T45197. Patch by @januz.
Differential Revision: D1580
The new constraint is slower and not backward compatible, but should
be better, especially in the damping side. The new constraint also
has a different valid range of the damping coefficient, and a limit
implementation that bounces instead of making the object stationary.
Reviewers: sergof
Differential Revision: https://developer.blender.org/D3125
WEBM is the codec name, and VP9 is the encoder (the older encoder "VP8"
is less efficient than VP9).
WEBM/VP9 and h.264 both have options to control the file size versus
compression time (e.g. fast but big, or slow and small, for the same
output quality). Since WEBM/VP9 only has three choices, I've chosen to
map those to 3 of the 9 possible choices of h.264:
- BEST → SLOWER
- GOOD → MEDIUM
- REALTIME → SUPERFAST
The VERYSLOW and ULTRAFAST options give very little extra benefit.
Reviewed by: @Severin
The encoding panel mentions "None" in a few places, which is confusing.
- "Codec: None" now reads "No Video"
- "Audio Codec: None" now reads "No Audio"
- "Output Quality: None; ..." now reads "Constant Bitrate"
When selecting "No Video" the remaining video encoding options are
hidden, making it even more explicit that there will not be video in the
output file.
The label "Codec" now reads "Video Codec" for symmetry with "Audio
Codec".
When importing multiple materials for one object,
the imported material animation curves have all been
assigned to the first material in the object.
This fix also improves the console logging whenever the importer
finds a consistency problem with the imported animation data.
The MovieSequence and MovieClip classes now have a metadata() function
that exposes the `IDProperty *` holding the video metadata.
Part of: https://developer.blender.org/D2273
Reviewed by: @campbellbarton
This is useful to create a mapping from the frame range in the video to
frame index in the blend file.
Part of: https://developer.blender.org/D2273
Reviewed by: @campbellbarton
This is currently only supported by FFmpeg (so not frameserver, AVI RAW,
or AVI JPEG), and only seems to work when using Matroska or Ogg Theora
containers.
Only metadata that doesn't change from frame to frame is written to
video files. This distinction is visible in the UI by looking at the
stamp checkbox tooltips (they either mention "image" or "image/video").
Part of: https://developer.blender.org/D2273
Reviewed by: @campbellbarton
- Metadata handling is now separate from `ImBuf *`, allowing it to be
used with a generic `IDProperty *`.
- Merged `IMB_metadata_add_field()` and `IMB_metadata_change_field()`
into a more robust `IMB_metadata_set_field()`. This new function
doesn't return any status (it now always succeeds, and the previously
existing return value was never checked anyway).
- Removed `IMB_metadata_del_field()` as it was never actually used
anywhere.
- Use `IMB_metadata_ensure()` instead of having
`IMB_metadata_set_field()` create the containing `IDProperty` for
you.
- Deduplicated function declarations, moved `intern/IMB_metadata.h` out
of `intern/`. Note that this does mean that we have some extra
`#include "IMB_metadata.h"` lines now, as the metadata functions are
no longer declared in `IMB_imbuf.h`.
- Deduplicated function declarations, all metadata-related declarations
are now in imbuf/IMB_metadata.h.
Part of: https://developer.blender.org/D2273
Reviewed by: @campbellbarton
Free code should not handle ID refcounting at all. This has to be done
at higher level, since in some case we want to free (temp) data that
actually did not refcount at all its IDs.
This change seems to be working OK, but as usual in that area, only
lots of testing in real-case situation will say whether there are some
hidden bugs or not.
Issue was, *some* IDs (like infamous nodetrees from materials etc.)
would not go through the 'main' read_libblock() func, so their tags were
never reset.
So now, we ensure direct_link_id() always clear the tags, and move
setting them in read_libblock() after the call to direct_link_id().
Needed for depsgraph, but general healthier fix actually.
This is a part of copy-on-write sanitization, to avoid all the checks
which were attempting to keep sub-data pointers intact.
Point is: ID pointers never change for CoW datablocks, but nested
data pointers might change when updating existing copy.
Solution: Only bind ID data pointers and index of sub-data.
This will make CoW datablock 7update function was easier in 2.8.
In master we were only using pose channel pointers in callbacks,
this is exactly what this commit addresses. A linear lookup array
is created on pose evaluation init and is thrown away afterwards.
One thing we might consider doing is to keep indexed array of
poses, similar to chanhash.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D3124
Back in the days (2.4x and before), it was rather easy to get some
invalid utf-8 strings in Blender. This is totally breaking modern code,
so this commit adds a simple 'check & fix strings' operator, available
from the main File menu.
E.g. typing `bpy.data.bl_rna.properties[8].<tab>` in console would hard-crash
trying to dereference NULL pointer. Was a missing check in rna_Property_tags_itemf().
Better fix for T54457. It seems Debian compiles OpenVDB without ABI 3
compatibility, while Arch does enable it as is the default in the OpeVDB
CMake build system.
So now there's an option that the distribution can set depending on how
they compile their OpenVDB package.
Some functions always returned the input argument
which was never used.
This made code read as if there might be a leak.
Now return a boolean (true the imbuf is modified).
- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
undo data is restored.
- Some undo types accumulate changes (image & text editing)
others store the state multiple times (with de-duplication).
This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
manage restoring correct ID's.
Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
Previously this wasn't done, making history fail in some cases.
This can be optimized to skip some combinations of undo steps.
grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.
See D3113
- See `--log` help message for usage.
- Supports enabling categories.
- Color severity.
- Optionally logs to a file.
- Currently use to replace printf calls in wm module.
See D3120 for details.
Two issues are fixed with this commit:
1) When we build OIIO (on unixoid build environments) and no /src/doc/oiiotool was present we had no build target for it (which led to a build error). As we don't need docs for OIIO, we disable it now.
2) We specified a var that OIIO does not recognize (was removed upstream a long time ago): ILMBASE_VERSION.
This update adds a link to the Wikipedia article "Euler angles" to the description of the mathutils.Euler class.
I initially was not sure what a "Euler" represented in Blender API, but found the Wikipedia article helpful. I believe others will find the link helpful too if it appears in the class documentation.
This is similar to the Wikipedia links that appear in the mathutils.Matrix class, e.g: https://docs.blender.org/api/blender_python_api_current/mathutils.html?highlight=euler#mathutils.Matrix.adjugate
Author: @justasb
Reviewers: campbellbarton, trumanblending, Blendify
Reviewed By: Blendify
Subscribers: Blendify
Tags: #bf_blender
Differential Revision: https://developer.blender.org/D3077
This is required to T54437 (sequencer preview uses last updated scene).
Although the fix itself needs to be in 2.8, for the 2.8 specific
initialization code.
Roughness baking previously defaulted to 1.0 for all diffuse materials,
now we also bake roughness values of Oren-Nayer and Principled Diffuse.
Differential Revision: https://developer.blender.org/D3115
When importing an xfov curve, we must transformed the data to
Lens opening angles in degrees. While the curve value itself is
correctly transformed, the transformation of the tangents has been
forgotten. this is fixed now.
Use C++11 threads when available, and native critical section on Windows.
Later on we can remove pthread code when C+11 becomes required.
Differential Revision: https://developer.blender.org/D3116
- Get memory usage from MemFile instead of MEM API
avoids possible invalid when threads alloc memory.
- Use size_t instead of uint and uintptr_t to store size.
- Rename UndoElem.str -> filename
- Rename MemFileChunk.ident -> is_identical
Random numbers for step offset were correlated, now use stratified samples
which reduces noise as well for some types of volumes, mainly procedural
ones where the step size is bigger than the volume features.
Undo sometimes reserved too much space in the buffer,
now assert when this happens and allocate the exact size needed.
Note prepares for moving text editor undo out of the text block (D3113)
which will split the undo buffer into a list of undo steps.
With better directory layout and more proper include
statements we can avoid several local modifications,
such as changing config.h for Windows Glog and the
ones related on pass-through statements in logging
headers in Glog.
This commit also makes unused functions not-a-warning
for external code.
The list of editor-types is rather long by now, so better to arrange them into
sections.
Original patch by @jeske with updates by @Blendify and myself.
Design Task: T36028
Patch: D3112
* Pressing "OK" wouldn't close Blender anymore
* Using File -> Quit would use popup version, not OS native window
Cleaned up code a bit to avoid duplicated logic.
Steps to reproduce were:
* Open Blender (no need for factory settings, "Promt Quit" needs to be enabled)
* Edit the file (e.g. translate some object)
* Quit Blender but don't skip quit promt
* Press "Save & Quit"
* Save the file
Not sure if Windows supports the "Save & Quit" behavior, so this may not have
applied to Windows.
You only had to close Blender through File -> Quit.
Leaks happened because WM_exit() was called from within operator, UI wasn't able
to free some of it's heap data then. This data was the handler added in
uiTemplateRunningJobs() and the IDProperty group added in uiItemFullO_ptr_ex().
There was obviously a general design issue which only became visible in this
specific case.
We now delay the WM_exit call by wrapping it into a handler that gets registered
as usual. I didn't see a better way to do this, all tricks done in
ui_apply_but_funcs_after() to prevent leaks didn't work here. In fact they may
be redundant now, but am not brave enough to try ;)
Seems we can not use include directories order trick, since
files are included form inside ".." string, which forces current
directory to be checked first.
MSVC still defines __cplusplus as 199711L until it's in full conformance with the newer c++ standards, however the things we need from the standard are fully supported, hence a check for the msvc version was needed.
Without this a "Clearcoat" link could be moved to "Clearcoat Normal"
for example, which doesn't make much sense.
Differential Revision: https://developer.blender.org/D3105
Increasing the samplig dimensions like this is not optimal, I'm looking
into some deeper changes to reuse the random number and change the RR
probabilities, but this should fix the bug for now.
PointCache was having a collection of items of PointCache type, having a
collection of items of PointCache type, having...
Nuff said.
For now, chose the 'ugly' way to fix it, that is, the one that changes
nothing to API and scripts using it: we define another 'PointCacheItem'
RNA type for items of our point cache collection, which has exact same
interface as PointCache except for the collection.
This is doomed to be rewritten at some point anyway, not worth spending
time trying to define a really correct data layout for now.
* In the Collada Module parameters are typically ordered
in a similar way. I changed this to:
extern std::string get_joint_id(Object *ob, Bone *bone);
* The Object parameter was not used in get_joint_sid().
I changed this to:
extern std::string get_joint_sid(Bone *bone);
We had a mix of two issues here actually:
* First, Brush are currently using their own sauce for custom previews,
this is not great, but moving them to use common ImagePreview system of
IDs is a low-priority TODO. For now, they should totally ignore their
own ImagePreview.
* Second, BKE_icon_changed() would systematically create a PreviewImage
for ID types supporting it, which does not really makes sense, this
function is merely here to 'tag' previews as outdated. Actual creation
of previews is deferred to later, when we actually need them.
They are used to start and end colored output in console.
Use with care, it is up to you to check that console actually
supports Truecolor ANSII.
In thew future we can extend this to other consoles and platforms.
Unity itself is deprecated, but the API is also supported by KDE and the GNOME Dock extension,
which means that it will be useful for a wide variety of distributions.
To get a progress bar, the system must have a blender.desktop file and libunity installed.
The need for libunity is annoying, but the only alternative would be to integrate a DBus library...
Reviewers: campbellbarton, brecht
Differential Revision: https://developer.blender.org/D3106
Requires BLI_utildefines.h to be included first,
(already noted in other inline code).
Possible alternative could be to move BLI_assert into own header.
For IDProps IDarray, IDP_EqualsProperties was called for each item,
instead of IDP_EqualsProperties_ex, discarding value of `is_strict`
option.
Probably not an issue with current code, though.
- The common name in computer science are 'getters' and 'setters', so by
adding these names to the documentation (while 'get' and 'set are still
also mentioned) we improve findability. Having 'Getters/Setters' as a
title also makes it clearer that this example is not just about
getting or setting the property value.
- Added a little prefix to each printed value, so that print statement,
expected output, and real output can be matched easier.
The old example had two downsides:
- It promoted a blocking UI design, where the user is shown a popup
before actually executing the operator.
- It didn't show how to actually use the property values.
The new code avoids these mistakes. The properties are also shown in the
redo panel in the 3D view.
Note that I also changed the bl_idname, as this is an example about
properties, not about dialogue boxes, and changed the class name to use
the standard operator naming convention.
I also extended the example to include a panel that sets multiple
properties of the operator, since I see questions about this relatively
frequently.
When adding scene strips to the sequencer, the wrong scenes were
getting getting added if some were skipped. For example:
Given 4 scenes (A, B, C, D) if you're trying to add the last 3 scenes
(B, C, D) as strips to the first scene (A), it would ended up adding
"A, B, C" instead of "B, C, D" as expected.
Fix provided by Andrew (signal9).
Need Clear ID recalc flag on load. Otherwise it's possible to have
some IDs considered always updated by Cycles, when they were saved
in a tagged-for-update state.
Thanks Bastien for feedback and review!
Nothing user visible, only things needed for multi-object support,
making picking functions more flexible too.
- Support passing in an initialized hit-struct,
so it's possible to do multiple nearest calls on the same hit data.
- Replace manhattan distance w/ squared distance
so they can be compared.
- Return success to detect changes to a hit-data
which might already be initialized (also more readable).
* Suspicious usage of pointer:
short *type = 0; // this creates a null pointer
When this is later used for anything then blender would crash.
After following the code and check what happens i strongly believe
the author wanted to use a short and not a pointer to a short here.
* local variable where reused later in same function
While this did no harm, i still felt it was better to use a different
name here to make things more separated:
- moved variable declaraiotns into loop (for int a=0; ...)
- renamed uv_images to uv_image_set
- renamed index variable from i to j in inner loop that
reused same index name from outer loop
The iterator was redeclared 3 times. I fixed this to avoid future issues.
I commit separately because so the changes are less cluttered all over
the place.
The variable child was redeclared multiple times in the same function.
While this has not created any issues i still changed this to avoid
confusion and keep the usage of the variables more local.
The function validateConstraints() potentially causes a null pointer
exception. I changed this so that the function returns a failure as soon
as the validation fails. This avoids falling into the null pointer trap.
The 2 methods add_bezt() and create_bezt() do almost the same.
I combined them both into add_bezt() and added the optional parameter
eBezTriple_Interpolation ipo
Don't write the multichannel metadata when there is only a single layer,
and don't unnecessarily consider single layer images with Blender metadata
as multi layer.
This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
This is in preparation of making Transform affine only, and also gives us
a little extra type safety so we don't accidentally treat it as a regular
4x4 matrix.
The purpose of the previous code refactoring is to make the code more readable,
but combined with this change benchmarks also render about 2-3% faster with an
NVIDIA Titan Xp.
If no custom URL was set, add-ons would get a "Report a Bug" button opening
the default developer.blender.org bug tracker. Now we only add this default
button if the add-on is bundled and not installed by the user.
Premise: When pose bones are selected, applying a pose library should
only affect the selected bones.
This commit fixes a bug where the pose was also applied when there was
no overlap between the selected bones and the bones in the pose. For
example, applying a pose which contains only keyframes for the left
hand, while only right-hand bones are selected, would apply the pose
to the left hand anyway.
The code is now also slightly more efficient; the removed 'selcount'
counter was only used as a binary (i.e. zero or non-zero). It's now
stored as a bitflag instead.
Currently only covering handful of files from reports about wrong fps detected.
It will need D3083 applied first to get tests passed, also tests themselves
are to be committed to svn.
But there are some python code which needs to be reviewed, like blendfile
passed to run_blender().
Reviewers: sybren, mont29
Reviewed By: sybren, mont29
Subscribers: mont29
Differential Revision: https://developer.blender.org/D3096
This is an issue with which value to trust: fps vs. tbr. They both cam be
somewhat broken. Currently the idea is:
- If file was saved with FFmpeg AND we are decoding with FFmpeg we trust tbr.
- If we are decoding with Libav we use fps (there does not seem to be tbr in
Libav, unless i'm missing something).
- All other cases we use fps.
Seems to work all good for files from T53857, T54148 and T51153. Ideally we
would need to collect some amount of regression files to make further tweaks
more scientific.
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D3083
Each AnimData block has a set of Blend/Extrapolation/Influence settings
that can be used to control how the active action is blended with the
NLA stack. However, these settings were not getting copied over to the
newly created strips (as the push-down code existed long before these
settings were added).
This commit solves this in several ways:
* Active Action Blend/Extrapolation/Influence settings now get copied
to the new strips when adding them to the NLA stack via Push Down.
Note: This doesn't happen when there are no existing NLA tracks,
as these settings don't get used in that case.
* Strip Influence will be copied across when inf < 1.0 (i.e. when a
non-default value is used), to maintain the effect. To make this work,
the influence value will get added as a keyframe to the strip's
"Influence" Control FCurve.
- See code comments for an alternative approach and why that was not chosen
- Strip Time still doesn't get keyframes added automatically yet.
* To ensure the "extrapolation mode" settings don't get always overwritten,
I've put in place a compromise: the extrapolation will only get changed
if the chosen setting will cause problmes (i.e. hold forward & back -> hold forward
if there are other tracks before it already).
Not safe for backporting to 2.79[x] stable releases.
Now repeating the operator will use the previously chosen offset, either with
the modal operator or typed in. The modal operator will still start at zero.
Vertex group remapping utility function,
now shared between object join and array modifier cap-ends.
Weights which don't exist are removed.
D3092 by @Foaly
Main purpose is to make it possible to cover FPS detection with regression test.
But it might also be handy for some other scripters.
Thanks Campbell for review!
The issue was happening with fast Gaussian blur, and caused by NaN value pixels
in the input buffer.
Now made it so Map Range output does not produce NaN, by returning arbitrary
value of 0. Still better than NaN!
Previous fix for T53430 caused T54200.
The edge case for soft & hard cuts weren't working,
where the strip used start/end-still & the frame was placed exactly on
the start/end of of the sequence content.
T54200 fixed the end-still case but broke hard-cuts for all other cases.
This fixes the case for soft/hard cuts with/without start/end-still.
Introduced explicit ID property node for driers in depsgraph,
so it is clear what is the input for driver, and what is the
output.
This also solved relations builder throwing lots of errors
due to ID property not being found.
It was possible to have relations like A -> B -> C -> A (import thing is
that no other operations points into this cluster) which were not detected
or reported by dependency cycle solver.
Now this is solved by ensuring we don't leave unvisited nodes behind.
This is probably a better way to handle it: instead of totally
discarding scaling of non-free axes, keep the ratio between them.
Basically the logic of the constraint is now that it rescales the
object uniformly in the non-free axis plane in order to force the
total volume change to the desired value.
It seems the reason the old version of the constraint overcompensates
as reported in T48079 is to allow the constraint to work with uniform
scaling on all axes. However the way it did that actually _requires_
uniform scaling for the constraint to work correctly, and breaks if
only the free scaling axis is used to avoid redundant channels.
This version attempts to allow both by discarding scaling in the non-
free directions instead of applying the correction on top of it.
This merges changes in internals, runtime-only of existing custom
normals code, which make sense as of themselves, and will make diff of
soc branch easier/lighter to review.
In the details, it mostly changes two things:
* Now, smooth fans (aka MLoopNorSpaceArray) can store either loop
indices, or pointers to BMLoop themselves. This makes sense since in
BMesh, it's relatively easy to get index from a BMElement, but nearly
impracticable to go the other way around.
* First change enforces another, now we cannot rely anymore on `loops`
being NULL in MLoopNorSpace to detect single-loop fans, so we instead
store that info in a new flag.
Again, these are expected to be totally non-functional changes.
around the volume.
We generate a tight mesh around the active voxels of the volume in order
to effectively skip empty space, and start volume ray marching as close
to interesting volume data as possible. See code comments for details on
how the mesh generation algorithm works.
This gives up to 2x speedups in some scenes.
Reviewed by: brecht, dingto
Reviewers: #cycles
Subscribers: lvxejay, jtheninja, brecht
Differential Revision: https://developer.blender.org/D3038
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.
For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
* Use a subsurface color equal to the base color, and give the subsurface
radius skin like values by default. This is how the parameter should
typically be used.
* Use GGX by default, multiscatter GGX is still quite noisy and has some
fireflies so let's keep it optional for now.
While doing so with Bone_R.001, Bone_R.003, Bone_R.003 etc. is doomed to
issues, doing that on duplicates of actually correctly named bones can
be handy, and safe.
So adding back as an option (was removed in rB702bc5ba26d5).
Flip names operator changed in rB702bc5ba26d5, to some sensible
behavior. But this breaks common workflow of 'duplicate part of the
bones, scale-mirror new ones, and flip their names'.
So now, instead of doing this in two steps, trying to guesstimate which
bones should get which name, just add option to flip names to duplicate
operator itself. Simpler, safer, and much, much more consitent behavior
and predictable results.
This solves issue with tweaking brush size when interleaving particle edit
and texture paint modes. The issue was caused by texture paing setting more
operator properties then it's done for particle edit mode, which made window
manager to use saved proeprties for the "missing" ones.
Don't see any reason why we would want to save any of those properties.
This is a regression since rB83b60dac57a1.
Note that setting `glDepthFunc` isn't important,
since 2.8 branch changes this value it might seem like an error
however it's harmless in this case - so better make note of this.
The exporter does export matrix data (4*4 Transformation matrix) only for Skeletal animation. For object animation only exporting to trans/rot/loc is implemented.
This task implements Matrix export also for simple Object animation.
Differential Revision: https://developer.blender.org/D3082
This started with a fix for an animated Object Hierarchy. Then i decided to cleanup and optimize a bit. But at the end this has become a more or less full rewrite of the Animation Exporter. All of this happened in a separate local branch and i have retained all my local commits to better see what i have done.
Brief description:
* I fixed a few issues with exporting keyframed animations of object hierarchies where the objects have parent inverse matrices which differ from the Identity matrix.
* I added the option to export sampled animations with a user defined sampling rate (new user interface option)
* I briefly tested Object Animations and Rig Animations.
What is still needed:
* Cleanup the code
* Optimize the user interface
* Do the Documentation
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D3070
This is used to determine which voxels are to be considered empty space.
Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.
This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
Some other software cannot handle grid names with spaces in them. We still check for names with spaces so as to not break old
files.
This fixes T53802.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
When you were using autosmooth to generate some custom normals, and
created empty custom loop normal data, you would go back to an 'all
smooth' shading, cancelling some sharp edges generated by the mesh's
smooth threshold.
Now we will first tag such edges as sharp, such that shading remains the
same. This is not crucial in current master, but it is for clnors
editing gsoc branch!
Regression caused by earlier commits to improve the automerge behaviour.
In this case, the problems only occurred when moving a selected keyframe
forwards in time to overlap an unselected keyframe.
While it is necessary to ignore duplicates when doing Deselect/Column Select
(where double-updates may result in nothing being selected), for borderselect,
not including the duplicates meant that sometimes, nothing would happen
if you were trying to borderselect keyframes originating from hidden channels.
This was first noticed in the greasepencil-object branch, but affects all
animation channel types.
This allows us to:
- Not mock around with tags stored in a global space,
and not to iterate over all datablocks in the database
to clear the tags.
- Properly deal with datablocks which might not be in main database.
While it sounds crazy, it might be handy when dealing with preview,
or some partial scene updates, such as motion paths.
- Avoids majority of places where depsgraph construction needed bmain.
This is something what could help in blender2.8 branch.
From tests with production file here did not see any measurable slowdown.
Hopefully, there is no functional changes :)
We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.
The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.
Fixes T53914 and T54103.
The other approach was causing too much error in some cases (e.g. favouring
the lower-valued keyframes). This fix should make the resulting curves less
bumpy/jagged.
This commit removes an earlier attempt at optimising the lookups
for duplicates of a particular tRetainedKeyframe once we'd already
deleted all the selected copies. The problem was that now, instead
of getting rid of the unselected keys (i.e. the basic function here),
we were only getting rid of the selected duplicates.
With this fix, unselected keyframes will now get removed (as expected)
again. However, we currently don't take their values into account
when merging keyframes, since it is assumed that we don't care so much
about their values when overriding.
that end up on the same frame
Currently, when scaling keyframes in the Dopesheet, if multiple
selected keyframes end up on the same frame post-scaling, they
would not get removed by the "Automerge" setting that normally
removes duplicates on the same frame.
This commit changes the behaviour so that when multiple selected
keyframes end up on the same frame, instead of keeping all these
around on the same frame (e.g. resulting in a column of keyframes
on different values), we will instead merge them into a single
keyframe (by averaging the values). This should result in a
smoother F-Curve with fewer "stair-steps" that need to be carefully
cleaned out afterwards.
Requested by @hjalti
This bug took a while to track down. In the test file with this report,
the Nla-Strip Control Curve for strip time would get disabled if you
changed the NLA Editor to a second Graph Editor instance.
It turns out that because this second Graph Editor would have the
"filter fcurves by name" option enabled, this would trigger a lookup
of the referenced property's name (in order to test whether it matched
the filtering criteria). However, since that filtering code was written
before the introduction of these curves, it still assumed that the names
for these Control Curves should be handled the same as for standard FCurves.
Unfortunately, that doesn't work, as the property lookups fail if the standard
method is used - when the lookups fail, the F-Curves get tagged as being
invalid/disabled (and need to be reset using the "Revive Disabled FCurves"
operator).
Note: The changes in this patch look complicated, as I've had to shuffle
a bit of code around so that the name-filtering check can have access to
the additional info it needs. In the process, I've also removed the earlier
(hacky) approach where the control curves were getting added to a temp
buffer to get changed from normal FCurves to special ANIMTYPE_NLACURVES.
Not sure why we need a relation from solver to a tip local transform, this
will be handled via parent relation.
Fixes remaining dependency cycles reported in T54083.
It is not possible to address transform at particular position of constraint
stack, and when constraint is being addressed is usually from driver variable.
This fixes some of dependency cycles reported in T54083.
This is a regression in rB4f1c0a1 which only allowed cutting haior at the
second segment only, while there is nothing wrong with cutting hair at the
first segmewnt.
Don't use dm->get*Array for DM you don't own. This call can allocate temporary
CD layer, which is not thread safe at all.
Also removed hard-coded logic around CDDM check. new functions will do same
logic, but are mode DM-type-=independent.
We shouldn't mix image pool acuisition with and without user provided,
the fact that internally image.c uses last frame from Image datablock
confuses the logic.
Optionally don't remap indices for objects.
Checking all objects parent's would reference a freed pointer
while freeing all objects.
In the case of dynamic topology there is no use in keeping track
of hook/vertex-parent indices.
Also disable this when creating meshes for undo storage
since adding an undo step shouldn't be modifying other objects.
This reuses the Cycles regression test code to also work for OpenGL UI drawing.
We launch Blender with a bunch of .blend files, take a screenshot and compare
it with a reference screenshot, and generate a HMTL report showing the failed
tests and their differences.
For Cycles we keep small reference renders to compare to in svn, but for OpenGL
developers currently have to generate the references manually. How to use:
* WITH_OPENGL_DRAW_TESTS=ON in CMake
* BLENDER_TEST_UPDATE=1 ctest -R opengl_draw
* .. make code changes ..
* ctest -R opengl_draw
* open build_dir/tests/opengl_draw/report.html
Differential Revision: https://developer.blender.org/D3064
Once 'losing lib' issue is fixed (in previous commit), we have new issue
that this could lead to several copies of the same linked data-block in
.blend file. Which is not good. At all.
So had to add a GHash-based check in libraries reading code to ensure we
only load a same ID from a same lib once.
The issue was that when a same lib was found several times in loaded
.blend, we'd only keep the first occurence. But since Blender expects
next data-blocks to belong to last found library, we could actually
be adding data-blocks assigned to copies of the duplicated lib to
another, totally unrelated lib.
Those data-blocks were then obviously not found when actually loading
libs content, and lost.
Note that this only fix one part of the issue, current code can
generate several copies of same linked data-block now, will fix in
another commit.
While the script should be using INVOKE_PREVIEW for operators in clip view,
window manager was lacking some switch statements.
Thanks Brecht fore review!
- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
This is kind of doesn't matter where macro itself is defined.
We should stick to the following:
- If some macro is actually more an inline function, follow regular
function name conventions.
- If macro is a macro, type it in capitals. Use module prefix if that
helps readability or it if helps avoiding accidents.
This completes twist feature, which is now possible to also control by
texture. Since textures can not easily contain negative values as well,
same trick with 0.5 neutral as vertex groups is used.
All in all, this twist features allows to do following things.
Original hair:
{F2287535}
Hair with scientifically calculated twist value of 0.5:
{F2287540}
And we can also twist braids in opposite directions dependent on left/right
side:
{F2287548}
The idea is to give a control over direction of twist, and maybe amount of
twist as well. More concrete example: make braids on left and right side of
character head to be twisting opposite directions.
Now, tricky part: we need some negative values to flip direction, but weights
can not be negative. So we use same trick as displacement map and tangent normal
maps, where 0.5 is neutral, values below 0.5 are considered negative and values
above 0.5 are considered positive.
It allows to have children hair to be twisted around parent curve, which is
quite an essential feature when creating hair braids.
There are currently two controls:
- Number of turns around parent children.
- Influence curve, which allows to modify "twistness" along the strand.
This isn't supported since there are subsequent reads to all point coordinates
after modification started.
Probably we need to create a temp copy of point, but that's like extra CPU
ticks.
It seems to be useful still in cases where the particle are distributed in
a particular order or pattern, to colorize them along with that. This isn't
really well defined, but might as well avoid breaking backwards compatibility
for now.
This is like the only way to add variety to hair which is created
using simple children. Used here for the hair.
Maybe not ideal, but the time will show.
Burley SSS uses a bit of strange thing where the albedo and closure weight are
different, which makes the subsurface color act a bit like a subsurface radius
indirectly by the way the Burley SSS profile works.
This can't work for random walk SSS though, and it's not clear to me that this
is actually a good idea since it's really the subsurface radius that is supposed
to control this. For now I'll leave Burley SSS working the same to not break
backwards compatibility.
This can be very slow if it contains a big texture, and it's not
necessarily setup in a useful way anyway, and materials can be used
in multiple scenes.
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.
This gives much more accurate results for thin features and low density.
Some challenges remain however:
* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
darken the skin on the outside. We may be able to reduce this effect,
or users can compensate for it by reducing the scattering radius in
such areas.
* Sharp corners are quite bright. This matches actual volume rendering
and results in some other renderers, but maybe not so much real world
objects.
Differential Revision: https://developer.blender.org/D3054
Looks like there was no way to avoid that so far, since
WM_event_add_timer_notifier can set mere int-in-pointer there, this can
cause issues. So added mere flags system to wmTimer to allow
controlling this.
Instead of calling an operator I just call `collection.new()`. Moving the
code into a separate function also simplifies it. In its new form there is
also no undefined behaviour when me.vertex_colors is non-empty but without
active layer.
- normalize → average the vector: the vector isn't normalized here, because
it doesn't necessarily becomes unit length. Instead, the sum is converted
to an average vector.
- angle is the acos()…: the dot product between the vertex normal and the
average direction of the connected vertices is computed, and not the
opposite.
- The initial `con` list was discarded immediately and replaced by a new
list.
- File didn't end with a newline.
We've got quite comprehensive BMesh based implementation, which is way easier
for maintenance than abandoned Carve library.
After all the time BMesh implementation was working on the same level of
limitations about manifold meshes and touching edges than Carve. Is better
to focus on maintaining one boolean implementation now.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3050
Previously quads always split along first-third vertices.
This is still the default, to avoid flickering with animated deformation
however concave quads that would create two opposing triangles now use
second-fourth split.
Reported as T53999 although this issue has been known limitation
for a long time.
This brings separate initialization for libcuda and libnvrtc, which
fixes Cycles nvrtc compilation not working on build machines without
CUDA hardware available.
Differential Revision: https://developer.blender.org/D3045
The reason it appeared working was due to left-over debug code to force
time dependency.
Real fix seems to include force tagging objects used by duplication,
similar to what we do for some other modifiers already.
Add a enum headers to DNA, to be included in other headers
so function signatures can use enums for better type safety.
Add DNA_*_enums.h matching DNA_*.types.h as needed.
The check to see if `use_advanced_hair` was enabled was actually in two places
(render panel `draw` function and physics panel `poll` function). As these
properties are only in one place now the check in `draw` isn't needed anymore.
Related: T53513, a6c69ca57f
We should actually be using CL_DEVICE_MEM_BASE_ADDR_ALIGN for sub buffers,
previous change in this code was incorrect. Renamed the function now to
make the specific purpose of this alignment clear, it's not required for
data types in general.
T53783.
Before, profile=1 ("square outside") only worked well in a few cases
(some "pipes", cube corners). This makes it work well pretty much
everywhere.
This patch changes the huge list of projects in visual studio into a nice tree matching the source folder structure. see D2823 for details.
Differential Revision: http://developer.blender.org/D2823
nvcc is very picky regarding compiler versions, severely limiting the compiler we can use, this commit adds a nvrtc based compiler that'll allow us to build the cubins even if the host compiler is unsupported. for details see D2913.
Differential Revision: http://developer.blender.org/D2913
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
Was happening when viewport visibility on the particle system is disabled.
This became an issue after c45afcf, but the actual issue goes a bit deeper
and the following aspects were involved:
- Relations builder for particle system was ignoring particle system if
it's visibility is not enabled for viewport. This is something what
shouldn't have been done -- depsgraph relations are supposed to be the
same no matter if it's viewport or render.
- Relation builder was only dealing with duplication set to object, but
was ignoring group duplication.
This is technically a regression in 2.79a-RC as well, so would need to
backport this fix to the branch after extra testing is done here in the
studio.
This is rather a workaround to avoid main thread freeing all glyph caches
at the same time as sequencer uses fonts to draw text sequences.
Ideally we need to either make cache more local, or user-counted or to make
somewhat more global locks. All this ends up in a bigger refactor which is
better for 2.8. For the meantime let's make Blender more stable with a tiny
workaround.
Downside is that keeping zooming things up and down in interface during render
will increase memory usage by unused glyph caches. It's not too bad though,
all unused caches will be freed first time at area zoom after render.
Thanks Bastien for review!
At some point, we could probably think about removing IRIS file format
support, don't think there are much of those around anymore. But for
now, let's add a translation context to wipe effect. :)
Reported in T43295 by @blend-it, thanks.
The issue was introduced by eb016eb as a fix for T41258, which added depsgraph
tagging with zero flag. The comment was saying that it's to make derived caches
to be updated, however bot sure how that could possibly work: tagging ID for
update with 0 flag only sets updated tags in bmain in old dependency graph.
In the new depsgraph, where object data is a part of depsgraph, doing such a
tag forces object to be updated, which re-triggers viewport rendering, which
is causing such an infinite viewport render rest.
Can not reproduce any crashes here, so maybe it's fine to move on with this
change.
This was disabled to avoid updating the geometry every time when the
material includes displacement, because there was no way to distinguish
between surface shader and displacement updates.
As a solution, we now compute an MD5 hash of the nodes linked to the
displacement socket, and only update the mesh if that changes.
Differential Revision: https://developer.blender.org/D3018
This code was disable a while back and got re-enabled by some previous debug
process. Having relation names in dot file helps understanding what's going
on in one cases, but makes things spread too far away in others.
The new depsgraph was only considering the active action
when attaching relations from the AnimData component/operation
to the properties that are affected by the animation data.
As a result, only properties animated by the active action
were working, while those animated by NLA strips did not change
when playing back/scrubbing the timeline.
This commit fixes this introducing a recursive method to properly
visit all NLA strips, and calling DepsRelBuilder::build_animdata_curves_targets()
on each of those strips.
- Rename eViewOpsOrbit to eViewOpsFlag
since VIEWOPS_ORBIT_DEPTH isn't just used for orbiting.
- Move use_ensure_persp & use_mouse_init into the flag.
- Remove viewops_data_create_ex.
Technically this was not a bug, as this functionality was not meant to
work. (Drivers were already handled though, as they are part of the rig)
It was assumed that there was little value in having this functionality
available, as in most pipelines, animation production only begins after
the rig has been locked down (see bug report comments for more details).
On reflection, in most common situations, there's probably no harm in
doing these rna path fixups. This commit takes advantage of some similar
code I recently put in place in the Grease Pencil branch (for joining GP
objects and their layers).
Important Note for Animators/Riggers/TD's:
Please be aware that after joining armatures, some of the animation may
still need to be redone (due to changes in the transform hierarchies/
transform spaces that the animation is applied in). We do not attempt
to correct for these problems, and it is unlikely that we will in future.
The "Apply Pose as Rest Pose" operator now affects Bendy Bone settings
too, making it possible to use interactive posing tools (e.g. Pose Sculpting
brushes) to get the desired shape for the rest-pose shape of Bendy Bones.
When such posing tools are available, this change makes it easier to get
the desired Bendy Bone shapes, as you are no longer restricted to using
buttons to get the desired effects.
USER_ZBUF_ORBIT -> USER_DEPTH_NAVIGATE
The name didn't make sense since it's used for all view navigation.
Also rename USER_ZBUF_CURSOR -> USER_DEPTH_CURSOR since zbuf
is an internal detail.
- Group initial/previous/current members
Was using terms old/prev/last/orig in confusing way.
- Replace x,y variables with vectors.
- Remove unused members.
When accessing view-port operators from widgets
we need the ability not to use auto-depth or zoom-to-mouse.
Trackball rotation still needs to be supported.
The old algorithm depended on vertex order.
The new one uses a global least squares solution on chains
and cycles of edges where loop slide induces a dependency.
See https://wiki.blender.org/index.php/Dev:Source/Modeling/Bevel
in the "Consistent Widths for Even Bevels" for derivation of
the new algorithm.
There was a check for volume bounces at every surface intersection. That could lead to a volume scattered path being terminated
when passing through a transparent surface. This check was superfluous, as the volume shader evaluation already checks the
number of volume bounces and once it passes the max, volume shaders will not return scatter events any more.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Subscribers: brecht, #cycles
Tags: #cycles
Maniphest Tasks: T53914
Differential Revision: https://developer.blender.org/D3024
Previously we stored each color channel in a single closure, which was
convenient for sampling a closure and channel together. But this doesn't
work so well for algorithms where we want to render multiple color
channels together.
FFMPEG uses int for the numerator, while Blender uses a short. So in
cases people gave weird exotic framerate values and we cannot reduce
enough the numerator, we'd get totally weird values (even negative frame
rates sometimes!)
Now we add checks for short overflow and approximate as best as possible
in that case (error should not matter unless you have shots of at least
several hundreds of hours ;) ).
This reverts commit dc2617130b, which disabled
writing of previews for undo. While this uses some memory, re-rendering all
previews is very expensive, especially if for example you have lots of materials
using high-res image textures.
We can't have more than one NOTE_SUBTYPE in the same notifier.
This is a partial revert of: cd4d5dcb46. In particular to the part concerning
"Also fixed a missing notifier of the object instancing operator".
Not only this was mixed with the original reason for the commit for no reason,
but it actually introduced a bug. Bad, bad developers ;)
Note: Although this commit is not needed for master, blender2.8 requires it for
the forementioned bug report.
Only do special handling of ob->data pointer in case we are remapping to
a valid (non-NULL) other obdata. Otherwise, handle it as any other
'remapping to NULL' case.
Hopefully not breaking anything else...
Move timer and tip out of button code,
now the only requests a tooltip,
passing a creation callback to run.
Needed for manipulators in 2.8,
also helps de-duplicate logic - since we never want
multiple tool-tips showing at once.
Compared to usual cddm one, ccgdm one was not applying the
ob->derivedDeform deformation to the pbvh generated from the
original mesh geometry, when possible.
We can only support painting from subsurf DM in a limited subset of
cases, others (like multiple subsurf, or topology-modyfying ones,
break mapping to original geometry).
This is not the most ideal fix (ideally, we should always be able to get
a mapping to original geometry from any point in modifiers stack...).
We do not always have that one available, and even without the
isDisabled callback this func is helpful.
Note that this is a bot stupid, only modifier actually needing a valid
Scene pointer here is subsurf... :|
Previously only scalar displacement along the normal was supported,
now displacement can go in any direction. For backwards compatibility,
a Displacement node will be automatically inserted in existing files.
This will make it possible to support vector displacement maps in the
future. It's already possible to use them to some extent, but requires
a manual shader node setup. For tangent space maps the right tangent
may also not be available yet, depends on the map.
Differential Revision: https://developer.blender.org/D3015
This converts object space height to world space displacement, to be
linked to the new vector displacement material output.
Differential Revision: https://developer.blender.org/D3015
This was we can introduce other types of BVH, for example, wider ones, without
causing too much mess around boolean flags.
Thoughs:
- Ideally device info should probably return bitflag of what BVH types it
supports.
It is possible to implement based on simple logic in device/ and mesh.cpp,
rest of the changes will stay the same.
- Not happy with workarounds in util_debug and duplicated enum in kernel.
Maybe enbum should be stores in kernel, but then it's kind of weird to include
kernel types from utils. Soudns some cyclkic dependency.
Reviewers: brecht, maxim_d33
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3011
This would lead to sock.default_value pointing to the wrong data type,
possibly causing crashes. Unfortunately, this bug will still exist for
older Blender versions that try to load newer files, which makes
changing the type of a node socket problematic.
Debug flags are to be controlling render behavior, nothing to do with low level
system utilities.
it was simple to hack, but logically is wrong. Lets do things where they are
supposed to be done!
The displacement shared was running before particle data was copied to the
device causing bad memory access when the particle info node was used. Fix
is simply to move particle update before mesh update so the data is
available to displacement shaders.
(Altho this fixes the crash the particle info node is still mostly useless
with displacement for now...)
Drawing hair weights read before the hair array start.
This code could be improved since it currently copy-pastes,
from do_particle_interpolation, but this would need larger changes.
For now just correct existing logic.
Solves these security issues from T52924:
CVE-2017-12102
CVE-2017-12103
CVE-2017-12104
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
Solves these security issues from T52924:
CVE-2017-12081
CVE-2017-12082
CVE-2017-12086
CVE-2017-12099
CVE-2017-12100
CVE-2017-12101
CVE-2017-12105
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
One thing i'm not fully happy with is all this is_same_* functions. Need to
get rid of this by probably adding explicit entry/init/whatever nodes and
maybe making node criteria aware of whether key will be used as "from" or
as "to" node.
By adding the ANIMFILTER_NODUPLIS flag to the filter it'll only be
processing each F-Curve once, which means we can remove while iterating.
This also solves a potential issue when a datablock has a driver and is
shared among multiple objects.
An index stored in Alembic wasn't used. Often this index is a no-op
(i.e. index[n] = n), in which case the result was fine. However, when it
isn't, it caused issues.
There was a fake cyclic dependency happening when node of node tree is driving
another node of the same tree.
This is related to T53794, but more fixes is needed here.
This patch fixes a 32-bit overflow that occurs on 64-bit systems due to a numeric literal being treated as 32-bit.
This patch allows for the generation of images that occupy more than 4GB of RAM, which previously caused a crash.
Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D2975
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
Adds the code to get screen size of a point in world space, which is
used for subdividing geometry to the correct level. The approximate
method of treating the point as if it were directly in front of the
camera is used, as panoramic projections can become very distorted
near the edges of an image. This should be fine for most uses.
There is also no support yet for offscreen dicing scale, though
panorama cameras are often used for rendering 360° renders anyway.
Fixes T49254.
Differential Revision: https://developer.blender.org/D2468
For experimental options, outside the scope of typical preferences.
While templates are developed we might want to make changes
to behavior which aren't fully compatible with typical work-flows.
Instead of mixing these options in with current preferences
expose separately (we could even force disable them when templates
aren't int use)
This can be enabled in the Film panel, with an option to control the
transmisison roughness below which glass becomes transparent.
Differential Revision: https://developer.blender.org/D2904
The offscreen dicing scale helps to significantly reduce memory usage,
by reducing the dicing rate for objects the further they are outside of
the camera view.
The dicing camera can be specified now, to keep the geometry fixed and
avoid crawling artifacts in animation. It is also useful for debugging,
to see the tesselation from a different camera location.
Differential Revision: https://developer.blender.org/D2891
Use the libraries if they exist in ../lib/linux_x86_64 or similar, so
that you can run "make deps && make full" to get a full static build.
Note that install_deps.sh is still the only officially supported way to
build Blender dependencies on Linux, but this may be useful to some.
Differential Revision: https://developer.blender.org/D2980
Remove the critical OMP sections used to protect mem allocation.
First one can be done in a separate loop before main, parallelized one.
Second one only affect 'private' data, so we only need to ensure
guardedalloc thread safety is enabled.
This is committed as separated step to ease troubleshooting in case
bisecting becomes necesary.
Gives about 40% speedup of object which has simple-ish deformation applied
on top of subdivided mesh.
This might easily happen with single character animation.
Helps in cases of not very complex scenes and lots of system threads available.
A bit hard to measure change on it's own, it works best with the upcoming
changes and gives measurable improvements.
Mutex is now local to particular CCGDM, and guarding edge hash which is only
used by a single function only. There is no need to acquire read lock after
edge hash was created.
This is quite common to have 64GB memory now, and even 128. There is no reason
to add any artificial caps on the cache and undo memory here. We can not protect
against using too much memory in one cases and allow use of full computer
potential in others.
Now 32 bit will use 2GB max (as it used to be), but 64bit will use whatever
number of megabytes fits into integer.
Reviewers: campbellbarton, mont29
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D2972
This reverts change to BKE_brush_add,
callers now remove the extra user.
Note this isn't very convenient for callers but
is consistent with other ID types.
In the future we will probably remove this and have new
ID's created with zero users.
When using a tablet, detecting absolute motion only worked
when activating a tool with the tablet.
Pressing Enter to run a tool for e.g. would use relative motion.
Now store is_motion_absolute in the event,
set for new events based on the most recent motion events.
The idea is to support following: allow doing parallel for on a small range,
each iteration of which takes lots of compute power, but limit such range to
a subset of threads.
For example, on a machine with 44 threads we can occupy 4 threads to handle
range of 64 elements, 16 elements per thread, where each block of 16 elements
is very complex to compute.
The idea should be to use this setting instead of global use_threading flag,
which is only based on size of array. Proper use of the new flag will improve
threadability.
This commit only contains internal task scheduler changes, this setting is not
used yet by any areas.
Now all the fine-tuning is happening using parallel range settings structure,
which avoid passing long lists of arguments, allows extend fine-tuning further,
avoid having lots of various functions which basically does the same thing.
This a small cleanup of something which I think is just a typo anyway.
With all the recent talks of harrassment and groping, I think we better avoid
that within our source code! :)
Reviewers: sergey
Reviewed By: sergey
Tags: #motion_tracking
Differential Revision: https://developer.blender.org/D2979
In that case it can now fall back to CPU memory, at the cost of reduced
performance. For scenes that fit in GPU memory, this commit should not
cause any noticeable slowdowns.
We don't use all physical system RAM, since that can cause OS instability.
We leave at least half of system RAM or 4GB to other software, whichever
is smaller.
For image textures in host memory, performance was maybe 20-30% slower
in our tests (although this is highly hardware and scene dependent). Once
other type of data doesn't fit on the GPU, performance can be e.g. 10x
slower, and at that point it's probably better to just render on the CPU.
Differential Revision: https://developer.blender.org/D2056
Technically this was introduced in 01b547f993 when
exposing size and randomness for particles.
This "fixes" makes sure particle size and size randomness is always in the
Render panel when it affects the particle system (i.e., always unless using
advanced hair or hair that is not rendering groups/objects).
Fix T52977: Parent bone name disappeared in the UI in pose mode.
Regression caused by own rBc57636f060018. So instead of changing widget
type, just flag it as disabled.
Note that core of the issue is elsewhere though - there is absolutely no
reasons to have a search widget for pointers we cannot change nor
search! But fixing this is not really top priority, one of the many
glitches of our UI code, so think we can live with current code.
To be backported to 2.79a.
SVM nodes need to read all data to get the right offset for the following node.
This is quite weak, a more generic solution would be good in the future.
We tried to do as much as possible in a single threaded callback, which
lead to using some nasty tricks like fake atomic-based spinlocks to
perform some operations (like float addition, which has no atomic
intrinsics).
While OK with 'standard' low number of working threads (8-16), because
collision were rather rare and implied memory barrier not *that* much
overhead, this performed poorly with more powerful systems reaching the
100 of threads and beyond (like workstations or render farm hardware).
There, both memory barrier overhead and more frequent collisions would
have significant impact on performances.
This was addressed by splitting further the process, we now have three
loops, one over polys, loops and vertices, and we added an intermediate
storage for weighted loop normals. This allows to avoid completely any
atomic operation in body of threaded loops, which should fix scalability
issues. This costs us slightly higher temp memory usage (something like
50Mb per million of polygons on average), but looks like acceptable
tradeoff.
Further more, tests showed that we could gain an additional ~7% of speed
in computing normals of heavy meshes, by also parallelizing the last two
loops (might be 1 or 2% on overall mesh update at best...).
Note that further tweaking in this code should be possible once Sergey
adds the 'minimum batch size' option to threaded foreach API, since very
light loops like the one on loops (mere v3 addition) require much bigger
batches than heavier code (like the one on polys) to keep optimal
performances.
This is a bit annoying to have per-DM locking, but it's way better (as in, up to
4 times better) for playback speed when having lots of subsurf objects,
The idea is to avoid any threading overhead when we start pushing tasks in a
loop. Similarly to how we do it from the new dependency graph. Gives couple of
percent of speedup here, but also improves scalability.
This statistics is only collected when debug_value is different from 0.
Stored in depsgraph node itself, so we can always have access to average data
and other stats which requires persistent storage. This way we also don't waste
time trying to find stats from a separately stored hash map.
This is something deliver form node type, there is no reason to try cache it
anywhere, especially since it's not used in any performance critical code.
Lighter weight dependency graph is what we want.
Since in Alembic the loop order seems to be reversed when exporting and
importing, and this was the only place where it was not, I was thinking
to match this to the convention of reversing the loop order as well.
Reviewers: sybren, kevindietrich
Tags: #alembic
Differential Revision: https://developer.blender.org/D2968
Annoyingly, need to convert vfont to nurbs, do minmax and toss nurbs away.
This is likely to be fine, since this function is not intended to be used
a lot, and this is the only way to get more meaningful result.
However, it's not very clear what to do with font on curve.
This fixes rendering of font object with auto texture space in Cycles
introduced in c34f3c7.
It is probably possible to introduce new mode to vfont_to_curve which
will do boundbox without extra allocations, but that's more like an
optimization.
Reviewers: campbellbarton, mano-wii
Reviewed By: campbellbarton
Subscribers: zeauro
Differential Revision: https://developer.blender.org/D2971
We can not store pointers to elements of collection property in the
case we modify that collection. This is like storing pointers to
elements of array before calling realloc().
The issue actually goes a bit deeper, converting curve to mesh will
change texture space just because font and bezier curves are using CV
to calculate texture space.
So now when those objects are converted to mesh, we disable auto
texture space and copy evaluated space over.
Original fix was assuming that particle init operation is updated on every
frame, which is wrong behavior and that was fixed in previous commit to the
original bugfix.
A comparison should have not just have been against an epsilon,
but relative to the edge length involved.
Thanks to mano-wii for patch on which this is based.
The idea is to de-duplicate logic in DEG_id_tag_update() and flushing where we
need to translate depsgraph tag or component type to ID level recalc flag.
Currently unused, but is required for Blender 2.8.
Not only this helps merges form master to the branch, but also:
- Allows us to production-check changes as soon as possible.
- Avoids some unnecessary editors update about ID changes.
- Adds small optimization on queue size by always keeping one of the pointers
outside of the queue.
The idea is to allow iterating over ID nodes in exact order of their
construction, and in order which will not change dependent on memory
pointers or anything.
Currently this is a no-visible-changes change, but the idea is to use this
dedicated flag to tell which exact components of ID changed, make it more
granular than just OBJECT and OBJECT_DATA. Allow setting this field based
on what components new dependency graph flushed on evaluation.
Currently unused, but this is where LIB_TAG_ID_RECALC* flags will go.
Also modified other DNA to make pointer property being followed by pointer.
Makes it easier to keep track of alignment and extend nested structures without
ruining anything.
This is a part of ongoing work in Blender 2.8, where we need to replace
`object->id.tag & LIB_TAG_ID_RECALC_DATA`
with
`object->data->id.tag & LIB_TAG_ID_RECALC`
Should be no user measurable difference.
Previously, hitting Shift-LMB will first invoke selection operator, which
then later on is transformed to mouse tweak used for reroute operator.
This was causing problems extending selection with Shift-LMB when clicking
fast or from a tablet.
Avoid creating new Python instances
every time a scene, object, mesh .. etc are accessed.
Also resolves crashes T28724, T53530
although it's only valid for ID types, not modifiers vertices etc.
Back-ported from blender2.8 branch.
Bug introduced on rB9f5bf197a0c3.
The offset for selection of vertices (`bm_vertoffs`) starts where the offset o edges ends (`bm_wireoffs`).
However, the `bm_wireoffs` depends on the offset of face selection (`bm_solidoffs`).
Before the commit that introduced the bug, the drawn of edges (in backbuff) was always computed along with the `bm_wireoffs`:
```
bm_wireoffs = bm_solidoffs + em->bm->totedge;
```
Now that the edges are not always drawn in backbuff, `bm_wireoffs` has to start from `bm_solidoffs`.
Our own implementation was behaving different comparing to OSL and GPU,
namely on the border pixels OSL and CUDA was doing interpolation with
black, but we were clamping coordinate.
This partially fixes issue reported in T53452.
Similar change should also be done for 3D interpolation perhaps, but this
is to be investigated separately.
This only applies to ID being copied outside of bmain. Handy for cases when it
is important to check if the copy corresponds to a data block coming from
library.
Example of that is proxy evaluation with copy on write.
Thanks Bastien for review!
Before that it was up to lots of other places to keep track on whether
something is to be dependent on time or not. Was annoying, and unreliable,
and fragile.
This commit avoids hacks in object builder. Other areas will be adopted
soon.
This is something what should be supported by the new dependency graph.
Fixed by making it so, build_animation() adds relation between Animation
component and whatever-is-being-animated. In fact, for now, only relations to
ID properties are added. Rest of the relations are kind of hacked in all over
the code and needs to be removed and verified with specific .blend files.
We can't use a single component here, sine it might consist of multiple
operations. So, for example, having driver operation will confuse targets
of another driver.
Fill-selection would only go upward in list of items to find an already
selected one and fill-select all items in-between. Now, in case upward
search fails, it will also intent to go downward, effectiviely allowing
to 'fill-select' from bottom to top.
Note that top-to-bottom keeps priority (i.e. if a top-to-bottom
fill-selection is possible, it will always happen, even if a
bottom-to-top one is also possible).
* For the T48988 fix (i.e. separate Ease In/Out properties for Bendy Bones
in Edit vs Pose modes), old animation data needed to be patched to use
the new property names. This is needed to partially fix some of the
issues in T53356 (though the Rigify code itself still needs to be patched).
* For the T52009 fix, old files needed to have the frame_start and frame_end
properties on the FModifier (base-class) updated to match that of the
FMod_Stepped type-specific class. This wasn't done in the earlier commit
since it wasn't worth going through all animation data just for the sake
of updating these relatively-rare settings, but since we're doing it anyway
now, it makes sense to include this here.
Patch from Richard Erhardt, with some additions & modifications.
Changes bevel profile shape parameter so that can get arbitrarily
near square profile as parameter -> 1.
Adds code to make profile=0 case work, at least for cube corners,
so changed hard min of profile parameter to 0 from 0.15.
Currently shouldn't make any difference, but this is something what needs to be
done to sanitize drivers relations )with the idea to re-use some generic code
to get operations for driver variables.
Those are unused, and not clear whether we will ever support this.
Seems to be better having more like "component" tags, would be less magic
involved to guess what exactly is to be tagged.
One or two are OK, but more make it rather unreadable, and future work
is likely to require more toggle specific behavior here. So switched to
bitflags, switching from short to int and using 16 upper bits for
'internal' ones defined in BLO_readfile.h, combined with 'public' ones
from user interaction, defined in DNA_space_types.h
The idea of this flag was to prevent snapping onto an object which depends on
currently modifying ones. Using single flag makes more sense here, and also
makes it possible to replace some ob->recalc based magic with depsgraph query
to set those flags.
It looks stupid to first force some flag being set and then have workaround
to ignore that flag in snapping code. Let's just not set the flag in the first
place.
The only useful situation where such snapping was usable is to move roots of
disconnected hair, which still works just fine. However, there might be some
other hidden corner case where this workaround was needed.
Previously, the NLM kernels would be launched once per offset with one thread per pixel.
However, with the smaller tile sizes that are now feasible, there wasn't enough work to fully occupy GPUs which results in a significant slowdown.
Therefore, the kernels are now launched in a single call that handles all offsets at once.
This has two downsides: Memory accesses to accumulating buffers are now atomic, and more importantly, the temporary memory now has to be allocated for every shift at once, increasing the required memory.
On the other hand, of course, the smaller tiles significantly reduce the size of the memory.
The main bottleneck right now is the construction of the transformation - there is nothing to be parallelized there, one thread per pixel is the maximum.
I tried to parallelize the SVD implementation by storing the matrix in shared memory and launching one block per pixel, but that wasn't really going anywhere.
To make the new code somewhat readable, the handling of rectangular regions was cleaned up a bit and commented, it should be easier to understand what's going on now.
Also, some variables have been renamed to make the difference between buffer width and stride more apparent, in addition to some general style cleanup.
For some blend modes there would be no effect with factor 1.0, even if factor
0.999 would give a very different image. Now the result should have no
discontinuity.
Differential Revision: https://developer.blender.org/D2925
Do a direct update of object transform instead, without involving
manual trickery of recalc flag.
Shouldn't be functional changes as far as artists are concerned,
but will allow us to get rid of recalc flags in 2.8.
Thanks Bastien for review!
Adds support for defining a number of tags as part of the rna-struct
definition, which its properties can set similar to property-flags.
BPY supports setting these tags when defining custom properties too.
* To define tags for a struct (which its properties can use then), define the tags in an `EnumPropertyItem` array, and assign them to the struct using `RNA_def_struct_property_tags(...)`.
* To set tags for an RNA-property in C, use the new `RNA_def_property_tags(...)`.
* To set tags for an RNA-property in Python, use the newly added tags parameter. E.g. `bpy.props.FloatProperty(name="Some Float", tags={'SOME_TAG', 'ANOTHER_TAG'})`.
No need to print status for basic & reliable operations,
build systems can output operations they run if needed,
or debug output changed in the source if developers are debugging.
Nice for ninja, so any printed text hints at a problem to fix.
This is fully unreadable to have lots of boolean arguments scattered across the
whole argument list. What does `false, true, true` mean in terms of behavior?
Replace those with bitfield which has advantage of having more human readable
meaning.
Pretty straightforward this time, we already have a single struct
pointer containing all needed data (or nearly).
And we gain about 10-15% speed on tracking! :)
Two more 'not really useful' cases (OMP only shows some noticeable
speedup with above 1M elements, and since this is quick operation anyway
compared to even ather basic operators, gain is in the 1% area of total
processing time in best case).
So not worth parallelizing here, we'll gain much more on tackling heavy
operations. ;)
And BMesh is free from OMP now!
Performances tests on this one are quite surprising actually...
Parallelized loop itself is at least 10 times quicker with new BLI_task
code than it was with OMP. And subdividing e.g. a heavy mesh with 3
levels of multires (whole process) takes 8 seconds with new code, while
10 seconds with OMP one. And cherry on top, BLI_task code only uses
about 50% of CPU load, while OMP one was at nearly 100%!
In fact, I suspect OMP code was not properly declaring outside vars,
generating a lot of uneeded locks.
Also, raised the minimum level of subdiv to enable parallelization,
tests here showed that we only start to get significant gain with subdiv
levels of 4, below single threaded one is quicker.
Those three ones were actually giving no significant benefits, in fact
even slowing things down in one case compared to no parallelization at
all (in `BM_mesh_elem_table_ensure()`).
Point being, once more, parallelizing *very* small tasks (like index or
flag setting, etc.) is nearly never worth it.
Also note that we could not easlily use per-item parallel looping in
those three cases, since they are heavily relying on valid
loop-generated index (or are doing non-threadable things like allocation
from a mempool)...
Previously outcome depended on order of edges,
now the longest boundary edges are rotated first,
then the faces connected edges.
This gives more predictable results, allowing regions containing
a vertex fan to be rotated onto the next vertex.
That was a nasty one, Debug build would never have any issue (even tried
with 64 threads!), but Release build would deadlock nearly immediately,
even with only 2 threads!
What happened here (I think) is that gcc optimizer would generate a
specific path endlessly looping when initial value of virtual_lock was
FLT_MAX, by-passing re-assignment from v_no[0] and the atomic cas
completely. Which would have been correct, should v_no[0] not have been
shared (and modified) by multiple threads. ;)
Idea of that (broken) for loop was to avoid completely calling the
atomic cas as long as v_no[0] was locked by some other thread, but...
Guess the avoided/missing memory barrier was the root of the issue here.
Lesson of the evening: Remember kids, do not trust your compiler to
understand all possible threading-related side effects, and be explicit
rather than elegant when using atomic ops!
Side-effect lesson: do check both release and debug builds when messing
with said atomic ops...
Using atomic cas correctly is really hairy... ;)
In this case, the returned value from cas needs to validate *two*
conditions, it must not be FLT_MAX (which is our 'locked' value and
would mean another thread has already locked it), but it also must be
equal to previously stored value...
This means we need two steps per loop here, hence using a 'for' loop
instead of a 'while' one now.
Note that collisions are (as expected) very rare, less than 1 for 10k
typically, so did not catch the issue initially (also because I was
mostly working with release build to check on performances...).
`BM_mesh_normals_update` was converted from OMP to new parallel iterator code,
basic test with heavily subdivided cube (24.5k faces) gives:
- old OMP code: average 10ms per run.
- new BLI_task code: average 6ms per run.
So new code seems to be easily 40% quicker, in addition to getting rid of OMP. ;)
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D2930
It merely uses the new thread-safe iterators system of mempool, quite
straight forward.
Note that to avoid possible confusion with two void pointers as
parameters of the callback, a dummy opaque struct pointer is used
instead for the second parameter (pointer generated by iteration over
mempool), callback functions must explicitely convert it to expected
real type.
Also added a basic gtest for this new feature.
This will allow threaded tasks to 'consume' all mempool items in
parallel tasks, each one working on a whole chunk at once (to reduce
concurrency managing overhead).
Adapted from http://www.pixelbeat.org/programming/gcc/static_assert.html.
Note that this macro just discards error message, so error when building
is much less nice than with gcc's _Static_assert... But error log will
point to right place in code, so should still be OK.
Pixel size was not initial early enough. For first time this was not a problem
because the bevel amount starts at 0 then, and after the mouse moves the pixel
size is initialized. For the second time the bevel amount starts at a non-zero
value, and it failed then.
These and other non-RGB passes should always be stored as full float, the
precision loss is too unpredictable.
Related to T53381, but that one is about file output nodes where we don't
know the type of data being saved currently.
Reason is motsly that dealing with type conversion in calling code is
not great, makes it less readable, and can generate hidden bugs in case
original type changes and atomic primitive calls are not updated
accordingly...
This reverts commit d749320e3b.
It's possible the container struct is larger,
we could do sizeof checks that falls back to memmove
but rather avoid complicating things.
Just removing it, such cases are not bottlenecks and not worth the
complication of doing real threading with own BLI_task.
Other (remaining) usages may be relevant, need case-by-case check.
This was expected behavior for over-exposured lamps when the mode was originally
created for Tears of Steel. Turns out, there could be really bad green screen in
real production which will only have green (or rather screen) channel over
exposured.
Tweaked condition now so we use least bright channel to see if the area has
proper exposure or not.
Seems to work fine in tests, but further tweaks are possible.
CUDA 9.0.176 apparently caused some slow down on high-end Pascal cards that can be mitigated by increasing the number of registers. See https://developer.blender.org/F1142667 for a detailed comparison.
Was giving difference when using sharpness of 1.0 and 0.999 even though the
result was expected to be really close to each other.
This SSS profile will probably be removed in the future in favor of more
physically bases Burley, but for the time being don't see anything wrong
fixing an existing code.
Regression from rB823bcf1689a3 (VPaint 2017 GSoC, this is not in 2.79 release).
Also cleanup, using fake-array-ification to access struct members is
generally not a great idea, but when we already have a totally confusing
broken struct layout, this is pure evil, as demonstrated here!
Found while investigating T53341.
- initialize the cube-size from the bounding box when it's not set.
- no longer wrap faces to keep in 0-1 bounds,
other projection methods don't do this and calculating the scale
prevents the UV's from being too far outside the view.
Was using cursor position from within menu,
clicking on the same position for every selected item (toggling).
Now operate on each selected outliner element, without toggling.
This commit introduces the following changes:
* Modified the poll callback on the "Update Paths" operator for bones
so that it only checks if there are bones that have motion paths
(instead of checking whether the active bone has paths).
This makes it easier to update paths without having to first select one
that has them - useful when the paths are all on hidden/hard-to-select bones.
* Add a readonly property, "has_motion_paths" to the animviz.motion_path
RNA struct, providing easier access to the internal flag used above.
This makes it possible for the UI to display the "Update" button without
having to check various bones for motion paths.
Notes:
* The flag being used in these changes already existed, and was only really
intended for internal use. However, since it was already used in many places
for determining if auto-update of all bone paths was needed (e.g. after certain
editing ops), it should be safe to use here too.
* The update_paths operator currently bakes all paths when activated, so there's
currently no loss of functionality with changing to not checking if the active
bone has any paths (e.g. we couldn't only update the active bone only either).
That is still listed as a todo in the code.
There were 2 issues here (first was the one reported):
1) Curve shape changes if multiple consecutive pairs of keyframes
are selected. The problem is that after the first pair is handled,
subsequent pairs get sampled on the basis of the modified curve.
2) With multiple separate "islands" selected, unselected points in between
would get ignored, causing the entire curve to get sampled.
Previously, Mikktspace just bucketed the vertices based on one spatial coordinate and then ran full pairwise comparisons inside each bucket.
However, since models are three-dimensional, the bucketing has a massive false-positive rate, and since pairwise comparison is O(n^2), the merging process is very slow.
But, since we only care about exactly identical vertices, there is a much more efficient approach - we can just hash all values belonging to each vertex and form buckets based on the hash.
Since the hash has 32 bits and considers all values, false-positives are very unlikely - and since both hashing and the radixsort that's used for bucketing are O(n), both asymptotical and
real-world performance (as well as code complexity) are significantly improved.
No color pass because it's hard to define what to use as color in a volume.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D2903
UV project mixed up global/local space,
3D cursor offset didn't take object scale into account.
Minor improvements:
- Match Cube Project 'center' behavior w/ sphere & cylinder.
- Add active-element center.
- Wrap UV's in Cube Project based on center instead of first vertex.
The loc one (shift-alt-G) was same as 'remove selected from active group'
action... Clear delta transform is not a common operation, so we can
live without a default shortcut for it.
Note that using same key (G) in same space for two completely different
kind of operations is probably a rather bad thing, nice topic for future
keymap work. ;)
Probably nice to have in 2.79a.
The issue was caused by SpinLock implementation in old pthreads we ar eusing on
Windows. Using newer one (2.10-rc) demonstrates same exact behavior. But likely
using own atomics and memory barrier based implementation solves the issue.
A bit annoying that we need to change such a core part of Blender just to make
specific CPU happy, but it's better to have artists happy on all computers.
There is no expected downsides of this change, but it is so called "works for
me" category. Let's see how it all goes.
Faces that have the last two indices equal are considered triangles, and not those that the last index is 0
Improvement of 7% in performance of the `polygonize` function
There was some changes about namespaces, which causes ambiguities.
Replaces using namespace with an explicit symbols we need. Is good idea to NOT
pull in the whole namespace anyway!
Previously we picked one of the RGB channels with equal probability, but this
works poorly in a dense volume after many bounces. Now we take into account
the throughput and single scattering albedo.
This makes it a little more practical to do brute force SSS with volumes, but
is still very inefficient because we do direct light sampling at every volume
bounce even when inside an opaque mesh. In theory there could be a light inside
the mesh so we can't automatically disable direct lighting.
In fact this was an existing issue when exceeding the number of available
closure, but it's more common now that we set the number to 0 for shadows
and emission
Before this patch, the XBlur/YBlur compositor nodes would crash for me when run in a MSVC 2015 debug build (test scene: BMW27_cpu). I added the compiler instructions to explicitly align the local variables that the SSE instructions are accessing.
This was wrong since it's concenption in 28ee0f9218.
The if statement was returning true when pinid was NULL, and false otherwise.
However when scene is pinned we also want to run this code.
Code snippet by Brecht Van Lommel.
Goal is to reduce OpenCL kernel recompilations.
Currently viewport renders are still set to use 64 closures as this seems to
be faster and we don't want to cause a performance regression there. Needs
to be investigated.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2775
* Fix saving a multiview render from the image editor giving invalid files.
* Fix failure to load multiview images with a single view per part.
* Fix loss of multiview metadata when saving/loading a single view.
* Fix Z-Buffer writing option for single layer EXR not being respected.
Multiview EXRs are now always handled as multilayer internally, significantly
reducing the amount of code.
Reviewed By: dfelinto
Differential Revision: https://developer.blender.org/D2887
The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.
The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.
Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.
Differential Revision: https://developer.blender.org/D2803
This causes some difference in the classroom scene, where ray visibility
tricks are used and break the MIS balance. Otherwise there doesn't seem
to be much effect, but better to use the right formulas. Problem originally
identified by Lukas.
To help diagnose issues like T53259, it is useful to know the module causing the issue (is it us, or some opengl icd, or python module?) and while we cannot do stackdumps on release builds on windows, it is possible to display the faulting module. This commit changes the exception handler to output the following information:
Error : EXCEPTION_ACCESS_VIOLATION (Type of exception , this we had before)
Address : 0x0000000140193726 (Address of the exception, new)
Module : k:\BlenderGit\build_windows_Full_noge_x64_vc15_Release\bin\Release\blender.exe (module of the exception, new)
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
Inner DAG code would not check against NULL pointer, and in case of an
active linked scene, scene pointer will be NULL here, so we have to
check it ourself. ;)
With a Titan Xp, reduces path trace local memory from 1092MB to 840MB.
Benchmark performance was within 1% with both RX 480 and Titan Xp.
Original patch was implemented by Sergey.
Differential Revision: https://developer.blender.org/D2249
This is a prequisite for getting host memory allocation to work. There appears
to be no support for 3D textures using host memory. The original version of
this code was written by Stefan Werner for D2056.
Some drivers may report very large allocation sizes, which could cause
unnecessary memory usage. This is now limited to 2gb which should
still be enough to get the needed performance benefits without waste.
The legacy algorithm only considers two adjacent points when computing
the bezier handles, which cannot produce satisfactory results. Animators
are often forced to manually adjust all curves.
The new approach instead solves a system of equations to trace a cubic spline
with continuous second derivative through the whole segment of auto points,
delimited at ends by keyframes with handles set by other requirements.
This algorithm also adjusts Vector handles that face ordinary bezier keyframes
to achieve zero acceleration at the Vector keyframe, instead of simply pointing
it at the adjacent point.
Original idea and implementation by Benoit Bolsee <benoit.bolsee@online.be>;
code mostly rewritten to improve code clarity and extensibility.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D2884
This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters.
Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values).
Reviewers: aligorith
Subscribers: aligorith
Tags: #animation
Differential Revision: https://developer.blender.org/D2796
The idea is to make it possible to report extra meta data from
render engine to the file writing. This way we can provide
additional information such as number of samples rendered by
resumable Cycles rendering so we can easily combine files back.
Currently only report number of samples from Cycles when rendering
a single render-layer scene. This is something what was required
here at the studio. We can easily extend that further.
Ideally we would also need to support non-string metadata, but
that's for later.
Reviewers: mont29, campbellbarton
Reviewed By: mont29, campbellbarton
Subscribers: sybren, candreacchio
Differential Revision: https://developer.blender.org/D2502
cmake's link_directories will supply forward slashes for the search paths, the msvc linker has some issues with that, while it will search for the needed libs just fine, the incremental linker gets fed forward slashes for some libs, while the previous binary has backward slashes in it's metadata, the linker assumes obj files got added and performs a full link instead of an incremental link. This change brings down the link time with newer msvc versions for a trivial edit down from a few minutes to a few seconds.
- Only basis balls are exported, as they represent the resulting mesh.
As a result the mesh is written to Alembic using the name of the basis
ball.
- MetaBalls are converted to a mesh on every frame, then an
AbcMeshWriter is used to write that mesh to Alembic.
When the mesh changed topology but kept the vertex count the same, it would
result in a corrupt mesh. By checking the face & loop counts too, this has
become less likely.
I've checked IPolyMeshSchema::isConstant(), but it returns true even when
we see that the mesh changed topology.
Recent addition of 'reinsert' didn't match logic for ghash API.
Rename to BLI_heap_node_value_update,
also add BLI_heap_insert_or_update since it's a common operation.
The single byte version of hash_data was casting from unsigned char
instead of signed.
This didn't cause any errors since the result of each aren't compared.
Even so, better keep them matching.
Basically reverts rB65c4149f203610 and fixes the issue in a better way.
Keymaps using the removed operator will be affected. Switching header
from top to bottom now has the shortcut F5, just like switching other
regions.
We are already using the AO distance, so might as well offer this extra
control over the intensity. Useful when an interior scene is supposed to
be significantly darker than the background shader.
Make it a tag for relations update function instead, since we will not be able
to easily rebuild relations, and we wouldn't be able to iterate all scenes.
This is a part of mowing depsgraph to be per-workspace/layer in 2.8 branch.
This replaces usage of generic PLACEHOLDEWR with string lookup with more
explicit opcode. This should make it faster to build dependency graph by
avoiding string comparisons when it's not needed.
There should be no user measurable different.
Was never actually used and implementation seems to be slow: we shouldn't be
doing per-node evaluation hash lookups, adds too much overhead. We can instead
store statistics in the node itself, and maybe even group them somehow.
Ideally such a statistics should be user-friendly so riggers and animators
can see exactly what's happening.
The test will leak CPU devices, but is all passing other than that.
Leak will be fixed shortly.
P.S. Committing code refactor without running regression tests, tsk ;)
* Remove tex_* and pixels_* functions, replace by mem_*.
* Add MEM_TEXTURE and MEM_PIXELS as memory types recognized by devices.
* No longer create device_memory and call mem_* directly, always go
through device_only_memory, device_vector and device_pixels.
Was using an edge hash for triangle -> edge lookups,
updating triangle indices for each edge-rotation.
Replace this with half-edge which can rotate edges much more simply,
writing triangles back once the solution has been calculated.
Gives ~33% speedup in own tests.
Progressive refine undoes memory saving from save buffers, so enabling
both does not make much sense. Previously enabling progressive refine
would disable denoising, but it should be the other way around since
denoise actually affects the render result.
Includes some code refactor for progressive refine render buffers, and
avoids recomputing tiles for each progressive sample.
CPU rendering will be restricted to a BVH2, which is not ideal for raytracing
performance but can be shared with the GPU. Decoupled volume shading will be
disabled to match GPU volume sampling.
The number of CPU rendering threads is reduced to leave one core dedicated to
each GPU. Viewport rendering will also only use GPU rendering still. So along
with the BVH2 usage, perfect scaling should not be expected.
Go to User Preferences > System to enable the CPU to render alongside the GPU.
Differential Revision: https://developer.blender.org/D2873
While such drivers will generally get evaluated too late to be of much
use during animations, it can still be useful to allow using drivers to
control a whole bunch of NLA strip properties (i.e. syncing NLA strip
timings via a single property/control).
Keyframe insertion however is still not allowed on these properties
(and an error message will now be displayed when trying to do so,
instead of silently failing), as it is useless.
Loading blender with an unknown name would interpret it as a blend file.
This meant passing `--arg` arguments would end up creating new
blend files which could be confusing if you made a typo on a command
line argument.
Now check the string has a blend file extension,
exiting if it doesn't.
This only applies when LIB_ID_CREATE_NO_ALLOCATE flag is used and guarantees
that non-memset-zero memory can be used (or, that same memory chunk might be
used over and over again without need to clean it from the calleer).
OUr beloved root nodetrees... Had to check again the code to undersand
why we copy them with bmain even though they are not in bmain, so this
is worth a comment. ;)
Changes from D2876 by @meta-androcto /w own edits
Move 3x undo items into Undo menu,
these are such common operations they're typically accessed by keys.
Also add to menus which didn't have undo
(seemed random which modes had undo, undo history in their menus).
Changes from D2876 by @meta-androcto /w own edits
- Move view axis & camera selection into "Viewpoint" menu.
- Move render border and clipping into border menu.
- Move Camera operators into own menu.
- View Selected was located in two menus,
Only expose the "use_all_regions" version when quad-view is used.
This is fully unpredictable for artists when one damaged object makes the whole
scene to render incorrectly. This involves two main changes:
- It is not enough to check triangle bounds to be valid when building BVH.
This is because triangle might have some finite vertices and some non-finite.
- We shouldn't add non-finite triangle area to the overall area for MIS.
Cyclic extrapolation is implemented as an f-curve modifier, so this
technically violates abstraction separation and is something of a hack.
However without such behavior achieving smooth looping with cyclic
extrapolation is extremely cumbersome.
The new behavior is applied when the first modifier is Cyclic
extrapolation in Repeat or Repeat with Offset mode without
using influence, repeat count or range restrictions.
This change in behavior means that curve handles have to be updated
when the modifier is added, removed or its options change. Due to the
way code is structured, it seems it requires a helper link to the
containing curve from the modifier object.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D2783
It seems that `typestr` does not always define the final size of the element. And it varies by operating system.
Then use the `typestr` only to know the itemtype is `float` type or not.
Border and circle select wait for input by default.
This commit uses bool properties on the operators instead of
magic number (called "gesture_mode").
Keymaps that define 'deselect' for border/circle select
begin immediately, exiting when on button release.
User count of scenes was inconsistant, screens only have 'user_one' kind
of owning over scenes, which means they shall never increment or
decrement their real user count. And usually, scenes have no real user
at all.
Would happen during panel's refresh drawing, if drawing code had to adjust
final panel position compared to the initial one computed based on the
mouse coordinates, and user had dragged the floating panel around.
Issue fixed by adjusting stored mouse coordinates once final panel
position is known, such that they would directly generate those
coordinates. that way, the basic offset applied to those stored mouse
coordinates during panel dragging is valid, and recreating panel based
on those won't make it jump in screen.
Note that panel will still jump in case user dragged it partially out of
view - we could prevent that, but imho it's better to keep that
behavior, since redraw can generate a popup of different size, which
could end up with a totally out-of-view one...
Hopefully this fix does not break anything else!
Was a mistake in optimization commit which was disconnecting closures and nodes
which does not make sense for volume output.
OSL script we can't ignore and can't currently know in advance if it's a proper
volume shader or not. So we never disconnect OSL nodes from volume output.
This is a good candidate for corrective release.
This patch goes away form using C++ RNA during tangent space calculation which
avoids quite a bit of overhead. Now all calculation is done using data which
already exists in ccl::Mesh. This means, tangent space is now calculated from
triangles, which doesn't seem to be any different (at least as far as regression
tests are concerned).
One of the positive sides is that this change makes it possible to move tangent
space calculation from blender/ to render/ so we will have Cycles standalone
supporting tangent space.
Reviewers: brecht, lukasstockner97, campbellbarton
Differential Revision: https://developer.blender.org/D2810
This change affects CUDA GPUs not connected to a display or connected to a
display but supporting compute preemption so that the display does not
freeze. I couldn't find an official list, but compute preemption seems to be
only supported with GTX 1070+ and Linux (not GTX 1060- or Windows).
This helps improve small tile rendering performance further if there are
sufficient samples x number of pixels in a single tile to keep the GPU busy.
Best guess is that cuInit() somehow interferes with the AMD graphics driver
on Windows, and switching the initialization order to do OpenCL first seems
to solve the issue.
* Use common TextureInfo struct for all devices, except CUDA fermi.
* Move image sampling code to kernels/*/kernel_*_image.h files.
* Use arrays for data textures on Fermi too, so device_vector<Struct> works.
Instead of trying to be clever with swaps and lazy updating the weight
data, simply recalculate one single array. To improve performance, use
threading for that.
Two issues here:
- Checking table size to be non-zero is not a proper way to go here. This is
because we first resize the table and then fill it in. So it was possible that
non-initialized table was used.
Trickery with using temporary memory and then doing table.swap() might work,
but we can not guarantee that table size will be set after the data pointer.
- Mutex guard was useless, because every thread was using own mutex. Need to
make mutex guard static so all threads are using same mutex.
The issue was caused by light sample being evaluated to nan at some point.
This is root of the cause which is to be fixed, but is very hard to trace down
especially via ssh (the issue only happens on AVX2 release build). Will give it
a closer look when back to my AVX2 machine.
For until then this is a good check to have anyway, it corresponds to what's
happening in regular radiance sum.
Camera clipping was left to default values, which won't work well for
very large (or small) objects. Now recompute valid clipping start/end
based on boundingbox of rendered data, and final location of camera.
This makes brush influence into a tube instead of a sphere.
It can be used along the outline of a mesh to adjust it's silhouette.
Note that all this takes advantage of changes from vertex paint,
from testing this seems useful so exposing from the brush options.
This behavior makes more sense for sculpt, less so for painting.
Restores non PBVH behavior, adding `BKE_pbvh_find_nearest_to_ray` -
similar to ray-cast except it finds the closest point on the surface.
The work size is still very conservative, and this doesn't help for progressive
refine. For that we will need to render multiple tiles at the same time. But this
should already help for denoising renders that require too much memory with big
tiles, and just generally soften the performance dropoff with small tiles.
Differential Revision: https://developer.blender.org/D2856
This was originally done with the first sample in the kernel for better
performance, but it doesn't work anymore with atomics. Any benefit was
very minor anyway, too small to measure it seems.
Restoring weights is problematic when the stroke overlaps its mirror.
It's better to simply compute the new weight based on the saved data
rather than restoring things, and check that the change is monotonic.
This way is also closer to how things worked before the merge.
This secondary accumulation option accumulated brush falloff.
The same option in image painting accumulates color
as vertex paiht 'Spray' does.
Giving this option different behavior for vertex paint seems strange.
Also this is basically increasing falloff over time.
Remove the new code, expose existing 'Spray' as 'Accumulate'
to match other paint modes.
The issue here is that we can not read scale from socket when determining
dependent area of interest. This area will depend on current pixel. Now fall
back to more stupid but reliable thing: if scale size input is connected to some
nodes, we use the whole frame as area of interest.
This makes vertex paint match image painting more closely.
- Add falloff shape option sphere/circle
where sphere uses a 3D radius around the cursor and
circle uses a 2D radius (projected), like previous releases.
- Add normal angle option so you can control the falloff.
- Add Cull option, to paint onto faces pointing away.
Disabling normals, culling and using circle falloff
allows you to paint through the mesh.
When painting with spray disabled - we need to re-apply
on top of the original each time.
Applying the soc-2016-pbvh-painting branch removed this.
While I'd added back a simple previous weight array,
this won't work when multiple groups are painted at once.
This is most pronounced in Auto-Normalize + Multi-Paint. Unlike
vertex paint, the weights being painted on in weight paint mode
don't necessarily correspond to the weight actually stored in
any one vertex group, and may instead be a computed aggregate.
This restores original code behavior lost in rB4f616c93f7cb.
Note that this tool seems like it might need to be rewritten
since results are quite strange.
Projecting on the view vector gives a small improvement though.
paint_vertex.c was getting too big, move all code unrelated to
mode switching and modal painting into their own files.
Also replace vertex-color operators region redraw tag /w notifiers.
GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
This removes a bunch of code that is no longer needed, and running
"make update" will now automatically download the new libraries.
Differential Revision: https://developer.blender.org/D2861
This is done by storing only a subset of PathRadiance, and by storing
direct light immediately in the main PathRadiance. Saves about 10% of
CUDA stack memory, and simplifies subsurface indirect ray code.
2016 GSOC project by @nathanvollmer, see D2150
- Mirrored painting and radial symmetry, like in sculpt mode.
- Volume based splash prevention,
which avoids painting vertices far away from the 3D brush location.
- Normal based splash prevention,
which avoids painting vertices with normals opposite the normal
at the 3D brush location.
- Blur mode now uses a nearest neighbor average.
- Average mode, which averages the color/weight
of the vertices within the brush
- Smudge mode, which pulls the colors/weights
along the direction of the brush
- RGB^2 color blending, which gives a more accurate
blend between two colors
- multithreading support. (PBVH leaves are painted in parallel.)
- Foreground/background color picker in vertex paint
by the transform constraint lines
Ported over e7395c75d5 from the
greasepencil-object branch. I should've fixed this ages ago, but
couldn't figure out why at the time.
One crucial thing here: OpenVDB shoudl be compiled WITHOUT
OPENVDB_ENABLE_3_ABI_COMPATIBLE flag. This is how OpenVDB's Makefile is
configured and it's not really possible to detect this for a compiled library.
If we ever want to support that option, we need to add extra CMake argument and
use old version 3 API everywhere.
Even if pointer assignment may be atomic, it does not prevent reordering
and other nifty compiler tricks, we need a memory barrier to ensure not
only that transferring pointer from wip array to final one is atomic,
but also that all previous writing to memory are “flushed” to
(visible by) all CPUs...
Thanks @sergey for finding the potential (though quite unlikely) issue.
It has been deprecated since at least macOS 10.9 and fully removed in 10.12.
I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.
Reviewers: mont29, dfelinto, juicyfruit, brecht
Reviewed By: mont29, brecht
Subscribers: Blendify, brecht
Maniphest Tasks: T52807
Differential Revision: https://developer.blender.org/D2333
-No more hardcoded python35/36 tokens in the scripts
-disabled python module for boost, was not used
-Updated patches for python to support building with msvc2013
For the first bounce we now give each BSDF or BSSRDF a minimum sample weight,
which helps reduce noise for a typical case where you have a glossy BSDF with
a small weight due to Fresnel, but not necessarily small contribution relative
to a diffuse or transmission BSDF below.
We can probably find a better heuristic that also enables this on further
bounces, for example when looking through a perfect mirror, but I wasn't able
to find a robust one so far.
Similar to what we did for area lights previously, this should help
preserve stratification when using multiple BSDFs in theory. Improvements
are not easily noticeable in practice though, because the number of BSDFs
is usually low. Still nice to eliminate one sampling dimension.
Previously the Sobol pattern suffered from some correlation issues that
made the outline of objects like a smoke domain visible. This helps
simplify the code and also makes some other optimizations possible.
Now we replace O(N^2) computational complexity with O(N) extra memory penalty.
Memory is much cheaper than CPU time. Keep in mind, memory penalty is like
4 megabytes per 1M vertices.
Tentative fix, since I cannot reproduce thenissue for some reason here
on linux.
Core of the problem is pretty clear though, thanks to Germano Cavalcante
(@mano-wii): another thread could try to use looptris data after worker
one had allocated it, but before it had actually computed looptris.
So now, we use a temp 'wip' pointer to store looptris being computed
(since this is protected by a mutex, other threads will have to wait on
it, no possibility for them to double-compute the looptris here).
This should probably be backported to 2.79a if done.
The issue was caused by threading conflict around looptris: it was possible
that DM will return non-NULL but non-initialized array of looptris.
Thanks Campbell for second pair of eyes!
Use triple buffer by default now on all platforms, remaing ones where:
* Mesa: seems to have been working well for a long time now, and not using
it gives issues with the latest Mesa 17.2.0.
* Windows software OpenGL: no longer supported since OpenGL 2.1 requirement
was introduced.
* OS X with thousands of colors: this option was removed in OS X 10.6, and
that's our minimum requirement.
When 2x loops have different number of vertices,
the distribution for vertices fan-fill depended on the loop order
and was often lop-sided.
This caused noticeable inconstancies depending on the input
since edge-loops are flipped to match each others winding order.
Use more watertight and robust intersection test.
It uses now ray to triangle intersection, but it's all fine because segment was
covering the whole bounding box anyway.
Mainly when object origin is not at the geometry bounding box center.
Seems to be straightforward to fix, hopefully it doesn't break some obscure case
where this was a desired behavior.
The issue here was that removing datablock from main database will poke editors
update, which includes buttons context to free users of texture. Since Cycles
will free datablocks from job thread, it might crash Blender since main thread
might be in the middle of drawing.
Solved by exposing extra arguments to bpy.data.foo.remove() which indicates
whether we want to perform ID user count and interface updates. While scripts
shouldn't be using those normally, this is the only way to allow Cycles to skip
interface update when removing datablock.
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2840
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.
On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.
The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.
Reviewers: campbellbarton, mont29, brecht
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2836
Was caused by numeric overflow when calculating preview dimensions.
Now we try to avoid really insance preview resolutions by fitting
aspect into square.
The issue was caused by operator redo which frees all object's evaluated data,
including bounding box. This bounding box can not be reconstructed properly
without full curve evaluation (need to at least convert font to nurbs, which is
not cheap already).
There is absolute no reason to have such an indentation level, it only causes
readability and maintainability issues. It is really simple to make code more
"streamlined".
Rather than treating all ray types equally, we now always render 1 glossy
bounce and unlimited transmission bounces. This makes it possible to get
good looking results with low AO bounces settings, making it useful to
speed up interior renders for example.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2818
In fact, any type of baking might have caused holes in mesh.
The issue was caused by zspan_scanconvert() attempting to get order of traversal
'a-priori', which might have failed if check happens at the "tip" of span where
`zspan->span1[sn1] == zspan->span2[sn1]`.
Didn't see anything bad on making it a check when iterating over scanlines and
pick minimal span based on current scanline. It's slower, but unlikely to cause
measurable difference. Quality should stay the same unless i'm missing something.
Reviewers: brecht, dfelinto
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2837
Previously we used a 1D sequence to select a light, and another 2D sequence
to sample a point on the light. For multiple lights this meant each light
would get a random subset of a 2D stratified sequence, which is not
guaranteed to be stratified anymore.
Now we use only a 2D sequence, split into segments along the X axis, one for
each light. The samples that fall within a segment then each are a stratified
sequence, at least in the limit. So for example for two lights, we split up
the unit square into two segments [0,0.5[ x [0,1[ and [0.5,1[ x [0,1[.
This doesn't make much difference in most scenes, mainly helps if you have a
few large area lights or some types of HDR backgrounds.
This causes render differences in some scenes, for example fishy_cat
and pabellon scenes render brighter in a few spots. This is an old
bug, not due to recent RR changes.
Just using same code for distribution for face/volume as the one
changed/used for vertices since some months.
Note that this change is breacking compatibility, in that distribution
of particles over faces/volume may not be exactly the same as
previously.
Previously only the active object was used.
Use coroutines to support baking frames for multiple objects at once,
without having to playback the animation multiple times.
- Use indices instead of character args.
- Use numbered macros instead of variadic args.
Parsing using rtags used over 11gb of memory. While this should be
resolved upstream (report as #1053), the extra complexity didn't give
any real advantage.
Disabled forceinline for those architectures, which seems to be compiling
successfully more often.
There might be ~3% slowdown based on quick tests, but better be rendering
something rather than failing to compile kernels again and again.
Those architectures will be doomed for abandon once we'll switch to toolkit 9.
Empty BVH nodes are set to NaN which must be preserved all the way to the
tnear <= tfar test which can then give false for empty nodes. This needs
strict semantices and careful argument ordering for min() and max(), so
the second argument is used if either of the arguments is NaN.
Fixes T52635: crash in BVH traversal with SSE4.1.
Differential Revision: https://developer.blender.org/D2828
There was some invalid state in the screen here, some areas had
sa->full set even though no screen was maximized, which then caused
a restore from the wrong (empty) area, which then led to spacedata
being empty and a crash.
This fix properly clears the sa->full after restore, and also fixes
existing .blend files in such an invalid state.
Only the camera from View3D.localvd is used,
other pointers may be invalid.
Longer term we should probably clear these to ensure no accidents.
For now just follow the rest of Blender's code and don't access.
Baking rigid body cache was broken if some cached frames already
existed.
This is just a band aid for release, the logic need to be looked into
further.
Operators and their properties are two different types
Previously both operators and their properties are added
causing C operators to access the properties, Python the classes.
Favor consistency in this case so only Python classes are added.
A single diagonal axis was used for sorting coordinates,
the algorithm relied on users not having vertices axis aligned.
Use BLI_kdtree to remove doubles instead.
Overall speed varies, it's more predictable than the previous method.
Some typical tests gave speedup of ~1.4x - 1.7x.
For example, if you have two keyframes:
k1 = 1px, k2 = 10px
it was doing:
1px, 9px, 8px, ..., 3px, 2px, 10px
instead of:
1px, 2px, 3px, ..., 8px, 9px, 10px
For some specific pipelines (e.g., holographic rendering) you can easily
need over a million frames (1k * 1k view angles).
It seems a corner case, but there is no real reason not to allow users
doing that.
That said we do loose subframe precision in the highest frame range. Which can
affect motionblur. The current maximum sub-frame precision we have is 16.
While the previous limit of 500k frames has a precision of 32.
Thanks to Campbell Barton for the help here.
To be backported to 2.79
Own error in recent type checks, in many cases the 'idname'
is used for the struct identifier, not the 'identifier'
which is the Python class name in this context.
Previous version was trying to do a quick and simple process in the case
we were only considering smooth/flat status of faces.
Thing is, even then, the algorithm was not actually working in all
possible situations, e.g. two smooth faces having a single vertex in
common, but no common edges, would not have split that vertex, leading
to incorrect shading etc.
So now, tweaked slightly our split normals code to be able to generate
lnor spaces even when autosmooth is disabled, and we always go that way
when splitting faces.
Using smooth fans from clnor spaces is not only the only way to get 100%
correct results, it also makes face split code simpler.
One problem is that it was always using __mm_blendv_ps emulation even if the
instruction was supported. The other that the emulation function was wrong.
Thanks a lot to Ray Molenkamp for tracking this one down.
Apparently with Maya in a certain configuration, it's possible to have an
Alembic object without schema in the Alembic file. This is now handled
properly, instead of crashing on a null pointer.
This affects the curve display color setting, but is really intended
for future per-curve options.
The id_data reference in the created rna pointers refers to the object
even if the curve is actually owned by its action, which is somewhat
inconsistent, but the same problem can be found in existing code.
Fixing it requires changes in animdata filter API.
Previously it was returning short, which was really easy to (a) compare against
non-ID type value (b) forget to handle some specific value in switch statement.
Both issues happened in the nearest past, so it's time to tighten some nuts
here.
Most of the change related on silencing strict compiler warning now, but there
is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still
cast to short to handle that switch. If someone has better ideas how to deal
with this please go ahead :)
- Vertex only meshes never restored their selection history.
- Select history was cleared on the source instead of the target.
Simple Optimizations:
- Avoid O(n^2) linked list looping that checked the entire list before
adding elements (NULL values in the source array to prevent dupes).
- Re-use vert & edge lookup tables instead of allocating new ones.
This allows one to set a vertex group, to which "trouble" data is
written. This allows one to see where issues occured for instance in the
event of a cloth explosion.
Collision object coordinates were not being updated when moving back in
time, causing simulation recalculations to somethimes have the collision
object only at the final position on the first simulated frame.
This also changes collision objects to use static bvh (like the cloth
bvh), which should cause a slight performance improvement.
Cloth was being re-initialized whenever pinning settings were changed.
This has been necessary in the past, as pins were only computed during
initialization, but ever since animated vertex weight support was added,
by having pins recalculate on every step, this re-initialization has
become unnecessary.
Implement a dedicated collision detection function (was previously
relying on Bullet's generic `plNearestPoints`).
This function computes all the collision data to be used for response:
coordinates, distance, direction vector.
This new function has three advantages:
* Remove a dependency from cloth simulation (Bullet).
* Give more pleasing collision results (this function is tailored
specifically for our collision response method).
* Much faster computation (not benchmarked extensively, but observed
overal simulation time was cut roughly in half with "collision-heavy"
simulations).
This adds single sided collisions without necessarily using normal
override, and adds a separate normal override option. (code can do with
some cosmetic cleanup)
Also removed a printf I had forgotten.
This makes all multi-object collisions be solved simultaneously, as not
to give any of them priority over the others (as in the sequential
collision solve that was implemented)
Note that self collisions have not been integrated, and are instead
solved independently after the object collisions. This is so that they
don't have to fight against the object collisions, as those are
generally more robust, and might cause issues with the self collisions.
Instead of doing a full implicit pre-collision solve, do a simple
inertial solve (avance using velocities from previous step), this saves
time by doing one less solve per step, and also improves resting
stability by eliminating the influence of external forces disturbing the
mesh in contacting areas.
This improves general cloth performance by about 30-40% in relation to
the new cloth code, and improves performance by about 3 times in
relation to the original cloth code. This also makes collisions more
reliable by removing the need for positional interpolation, and thus
decreases the number of subframes required for a successful solve.
No need to use moving BVH for intersection checking, as in the end
collisions are only evaluated at the next state anyway, so can use
static BVH to reduce the amount of intersections to check.
Moving BVH will only make sense if ccd is implemented.
It seems I was a bit too optimistic in thinking that just distance based
repulses could handle contacts nicely. Turns out impulse scaled repulses
really have enough of an influence in making the collision response more
effective, that it is worth keeping it for now, even if at the cost of a
very slight stability reduction and and a bit of an increase in
collision elasticity.
I hope to come up with a better solution, and elliminate this, after
cluster based impulse pruning is implemented.
Self collision pointer logic has been simplified and allocations
reduced, as it only collides with one object (self).
Also, allocation size for all collisions has been reduced to 1/4,
because it was allocating extra space for deprecated stuff.
Self collisions are now impulse based, and utilize the same solver as
the object collisions. Having separate quality controls would cause
issues when self and object collisions occur simultaneously.
The repulse when colliding points are approaching was being scaled
incorrectly by the impulse, causing some undesired elasticity in the
collision. I imagine this was a workaround to avoid penetrations
because the collision responce was being calculated with respect to
the incorrect state, but this is no longer necessary now that that has
been fixed. (had missed this case in my previous elasticity commit)
Other than that, I have bary interpolated the static repulses to avoid a
nasty instability issue in some corner cases.
Collision distance was computed with respect to the positions before the
pre-collision solve, but should rather be computed with respect to the
newly solved positions.
This fixes the issue of the collisions being semi-elastic (bouncy),
making them pretty much perfectly inelastic. This also improves the
effectiveness of the collision response, preventing penetrations even
with far less collision steps.
This cleans up the cloth caching logic a bit.
Now, a simulation step only occurs if the current time is exactly one
frame after the last simulated step, thus preventing time gaps and
runtime data corruption. Also, now the cloth is only re-initialized
if the cache is actually outdated, instead of always being reset when
on the first frame.
This solves a bug where the cache was freed when moving the time to
a point within the cached period.
These changes also fix the issue of non-cached runtime simulation state
properties (e.g. plasticity) being reset when going to the first frame
or retaining a future state when simulating over an existing cache with
time gaps.
This uses the pre-collision solve result only to find the collisions and
calculate the responce impulses, but rolls back to before the
pre-collision solve when it is time to actually apply the responce.
This prevents the cloth from undergoing a double solve per time-step,
which essentially made colliding clothes move much faster than
non-colliding clothes.
Also removed the "vel_damping" option from the UI, because it sucks,
and nobody shall ever use, or speak of it again. (though I left its
implementation and RNA definition, for historic reasons perhaps?)
A bending spring runs along each structural and shearing spring. Taking
advantage of that, this integrates the required data for both into the
same spring struct instance. This greatly simplifies bending spring
generation code, and also reduces the memory usage for spring storage
in about 40-50%.
This change also fixes minor memory management issues.
The issue here is that the rest length factor isn't cached, because the
cache only allows you to store a single type of data per cache (I'll try
to fix this later), so if you interrupt the simulation midway through,
going to the start frame, the plastic deformations will be reset.
This implements bending resistant forces between adjacent polygons in
cloth simulation. Note that derivatives are not yet included in the
computations (and might not even be needed, as the simulation is already
quite stable). Angular damping is not yet implemented either.
This implements the Choi and Ko compression model, with an added damping
component, instead of using the same model as for tension, which
improves stability of the internal forces.
Spring forces and jacobians (f, dfdx and dfdv), were unnecessarily being
stored in sring struct. They are only used locally at computation time,
and don't have to remain in memory.
editrestlen was unused.
COMMAND${CMAKE_COMMAND}-Ecopy"${PYTHON_OUTPUTDIR}/python35${PYTHON_POSTFIX}.lib"${BUILD_DIR}/python/src/external_python/run/libs/python35.lib#missing postfix on purpose, distutils is not expecting it
COMMAND${CMAKE_COMMAND}-Ecopy"${PYTHON_OUTPUTDIR}/python35${PYTHON_POSTFIX}.lib"${BUILD_DIR}/python/src/external_python/run/libs/python35${PYTHON_POSTFIX}.lib#other things like numpy still want it though.
COMMAND${CMAKE_COMMAND}-Ecopy"${PYTHON_OUTPUTDIR}/python${PYTHON_SHORT_VERSION_NO_DOTS}${PYTHON_POSTFIX}.lib"${BUILD_DIR}/python/src/external_python/run/libs/python${PYTHON_SHORT_VERSION_NO_DOTS}.lib#missing postfix on purpose, distutils is not expecting it
COMMAND${CMAKE_COMMAND}-Ecopy"${PYTHON_OUTPUTDIR}/python${PYTHON_SHORT_VERSION_NO_DOTS}${PYTHON_POSTFIX}.lib"${BUILD_DIR}/python/src/external_python/run/libs/python${PYTHON_SHORT_VERSION_NO_DOTS}${PYTHON_POSTFIX}.lib#other things like numpy still want it though.
# disable audio, its possible some devs may want this but for now disable
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