Simulation Nodes: User Interface for Baking and Cache #107290

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opened 2023-04-24 12:24:04 +02:00 by Dalai Felinto · 3 comments

We have to implement the UI for baking and caching for simulation nodes. The mockup is presented as part of this task.

The "Calculate to Frame" is on top since it may need to run multiple times (e.g., you have a pre-roll, but want to see the effect in frame 100.

Cache is on its own panel to also reinforce the difference between cache (in memory) and baking (on disk).

Some notes:

  • The "Physics" tab get renamed "Simulation and Physics"
  • A "Geometry Nodes" panel is by default on top of it.
  • By default the cache sub-panel is collapsed.

Screenshot from 2023-04-24 12-19-03.png

--

Note that this mockup includes also a change on how Blender shows the non-Geometry Nodes Physics information. Although related, this is to be evaluated and tackled separatedly.

A few points of artist feedback, some of these may be longer-term todos:

  • Support custom external paths, in addition to auto-generated bake path based on blend file location.
  • Provide overview of all caches in a scene, not just for a single object. (Turns the Physics panel from object context to scene context!)
  • Determine storage of settings:
    • Object DNA: pollutes this already abused struct even more
    • some new SimulationCacheSettings * inside Object: Needs allocation but is a bit more clear
    • NodesModifierData per modifier settings: keeps it out of Object, but potentially more setup for users
  • Access to freeze node data from this panel in addition to node modifier caches.
We have to implement the UI for baking and caching for simulation nodes. The mockup is presented as part of this task. The "Calculate to Frame" is on top since it may need to run multiple times (e.g., you have a pre-roll, but want to see the effect in frame 100. Cache is on its own panel to also reinforce the difference between cache (in memory) and baking (on disk). Some notes: * The "Physics" tab get renamed "Simulation and Physics" * A "Geometry Nodes" panel is by default on top of it. * By default the cache sub-panel is collapsed. ![Screenshot from 2023-04-24 12-19-03.png](/attachments/122f529d-2f0d-4ed4-b8e2-beb9c822eba4) -- Note that this mockup includes also a change on how Blender shows the non-Geometry Nodes Physics information. Although related, this is to be evaluated and tackled separatedly. A few points of artist feedback, some of these may be longer-term todos: - [ ] Support custom external paths, in addition to auto-generated bake path based on blend file location. - [ ] Provide overview of _all_ caches in a scene, not just for a single object. (Turns the Physics panel from object context to scene context!) - [ ] Determine storage of settings: * `Object` DNA: pollutes this already abused struct even more * some new `SimulationCacheSettings *` inside `Object`: Needs allocation but is a bit more clear * `NodesModifierData` per modifier settings: keeps it out of `Object`, but potentially more setup for users - [ ] Access to freeze node data from this panel in addition to node modifier caches.
Dalai Felinto added the
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label 2023-04-24 12:24:04 +02:00
Dalai Felinto added this to the Nodes & Physics project 2023-04-24 12:24:05 +02:00
Lukas Tönne self-assigned this 2023-04-25 12:48:40 +02:00

@dfelinto do we also want an "on/off" button in the physics buttons for the Geometry Nodes, like for other physics systems, just for consistency? It gets messy, as there can easily be multiple GN modifiers, while all the physics sims have the eModifierTypeFlag_Single flag set, so there is only one of each type per object.

I guess it's all temporary, so i wouldn't bother with those buttons.

@dfelinto do we also want an "on/off" button in the physics buttons for the Geometry Nodes, like for other physics systems, just for consistency? It gets messy, as there can easily be multiple GN modifiers, while all the physics sims have the `eModifierTypeFlag_Single` flag set, so there is only one of each type per object. I guess it's all temporary, so i wouldn't bother with those buttons.

@LukasTonne I don't think makes sense to have the on/off in this case.

@LukasTonne I don't think makes sense to have the on/off in this case.

Talking to some friends on Erindales discord server, everyone I've talked to of this patch would also like this accessible from the 3D View property shelf and/or the geometry nodes property shelf also - a bit like how shader props are also accessible in the node shelf and the property editor, or object transforms, etc.

I know this.. is bordering on feature request, but it's an observation. Ignore if anything.

Talking to some friends on Erindales discord server, everyone I've talked to of this patch would also like this accessible from the 3D View property shelf and/or the geometry nodes property shelf also - a bit like how shader props are also accessible in the node shelf and the property editor, or object transforms, etc. I know this.. is bordering on feature request, but it's an observation. Ignore if anything.
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