Geometry Nodes: Add option to hide input in modifier #104517

Merged
Jacques Lucke merged 6 commits from HooglyBoogly/blender:geometry-nodes-ui-hide-in-modifier into main 2023-02-11 16:11:13 +01:00
Member

When building a node group that's meant to be used directly in the
node editor as well as in the modifier, it's useful to be able to have
some inputs that are only meant for the node editor, like inputs that
only make sense when combined with other nodes.

In the future we might have the ability to only display certain assets
in the modifier and the node editor, but until then this simple solution
allows a bit more customization.

image

When building a node group that's meant to be used directly in the node editor as well as in the modifier, it's useful to be able to have some inputs that are only meant for the node editor, like inputs that only make sense when combined with other nodes. In the future we might have the ability to only display certain assets in the modifier and the node editor, but until then this simple solution allows a bit more customization. ![image](/attachments/d338a449-0c00-4276-8615-75aed1e0f468)
Hans Goudey added 2 commits 2023-02-09 14:56:31 +01:00
329b8e8eeb Geometry Nodes: Add option to hide input in modifier
When building a node group that's meant to be used directly in the
node editor as well as in the modifier, it's useful to be able to have
some inputs that are only meant for the node editor, like inputs that
only make sense when combined with other nodes.

In the future we might have the ability to only display certain assets
in the modifier and the node editor, but until then this simple solution
allows a bit more customization.
Hans Goudey added this to the 3.5 milestone 2023-02-09 14:56:38 +01:00
Hans Goudey added the
Interest
Geometry Nodes
label 2023-02-09 14:56:47 +01:00
Hans Goudey requested review from Jacques Lucke 2023-02-09 14:56:53 +01:00
Hans Goudey requested review from Simon Thommes 2023-02-09 14:57:02 +01:00
Hans Goudey added this to the Nodes & Physics project 2023-02-09 14:57:08 +01:00
Jacques Lucke approved these changes 2023-02-09 15:43:49 +01:00
@ -1467,0 +1466,4 @@
const bNodeTree *node_tree = reinterpret_cast<const bNodeTree *>(ptr->owner_id);
if (sock->in_out == SOCK_IN && node_tree->type == NTREE_GEOMETRY) {
col = uiLayoutColumnWithHeading(col, false, IFACE_("Hide"));
uiItemR(col, ptr, "hide_value", DEFAULT_FLAGS, IFACE_("Default Value"), 0);
Member

Default Value seems wrong, it's just the value, has nothing to do with "default" really, does it?

`Default Value` seems wrong, it's just the value, has nothing to do with "default" really, does it?
Author
Member

Yeah, fair. I was thinking about the context of the "Default Value" term in the node editor, but "Value" is simpler and gets the same idea across.

Yeah, fair. I was thinking about the context of the "Default Value" term in the node editor, but "Value" is simpler and gets the same idea across.
HooglyBoogly marked this conversation as resolved
Hans Goudey added 2 commits 2023-02-09 16:11:42 +01:00
Jacques Lucke approved these changes 2023-02-09 16:27:06 +01:00
Simon Thommes requested changes 2023-02-10 12:05:01 +01:00
Simon Thommes left a comment
Member

Works great functionality wise!

I'm not sure about the restructuring of the checkboxes you've done. The fact that these inputs are defined as negative makes it a bit unintuitive, when the Hide part is displayed off to the side. It doesn't read well what the toggles actually do imo.

I would propose to Keep Hide in the names of the toggles, to make it clear. Though I do see that it looks more neat, imo that comes at the cost of readability.

Works great functionality wise! I'm not sure about the restructuring of the checkboxes you've done. The fact that these inputs are defined as negative makes it a bit unintuitive, when the `Hide` part is displayed off to the side. It doesn't read well what the toggles actually do imo. I would propose to Keep `Hide` in the names of the toggles, to make it clear. Though I do see that it looks more neat, imo that comes at the cost of readability.
Hans Goudey added 30 commits 2023-02-10 19:34:24 +01:00
7ca651d182 Mesh: Remove unnecessary edge draw flag
As described in #95966, replace the `ME_EDGEDRAW` flag with a bit
vector in mesh runtime data. Currently the the flag is only ever set
to false for the "optimal display" feature of the subdivision surface
modifier. When creating an "original" mesh in the main data-base,
the flag is always supposed to be true.

The bit vector is now created by the modifier only as necessary, and
is cleared for topology-changing operations. This fixes incorrect
interpolation of the flag as noted in #104376. Generally it isn't
possible to interpolate it through topology-changing operations.

After this, only the seam status needs to be removed from edges before
we can replace them with the generic `int2` type (or something similar)
and reduce memory usage by 1/3.

Related:
- 10131a6f62
- 145839aa42

In the future `BM_ELEM_DRAW` could be removed as well. Currently it is
used and aliased by other defines in some non-obvious ways though.

Pull Request #104417
b8e15a4a84 Fix: Add missing "-" in logic to get the channel height
This was missed when doing the refactoring in #104500
It didn't seem to have any effect until I worked on clamping the view
buildbot/vdev-code-daily-coordinator Build done. Details
bfa7f9db0e
Assets: Implement viewport drag and drop for geometry nodes
Currently there's no way to assign a geometry node group from the asset
browser to an object as a modifier without first appending/linking it
manually. This patch adds a drag and drop operator that adds a new
modifier and assigns the dragged tree.

Pull Request #104430
buildbot/vdev-code-daily-coordinator Build done. Details
50dfd5f501
Geometry Nodes: Edges to Face Groups Node
Add a new node that groups faces inside of boundary edge regions.
This is the opposite action as the existing "Face Group Boundaries"
node. It's also the same as some of the "Initialize Face Sets"
options in sculpt mode.

Discussion in #102962 has favored "Group" for a name for these
sockets rather than "Set", so that is used here.

Pull Request #104428
buildbot/vdev-code-daily-coordinator Build done. Details
1649921791
Fix: Sequencer "Pan" label using incorrect keyword 'heading_ctxt'
Oversight in db87e2a638

Reviewed By: ISS
Differential Revision: https://archive.blender.org/developer/D17213
buildbot/vdev-code-daily-coordinator Build done. Details
50918d44fb
Cleanup: Fix const correctness warning in recent commit
bc0d3c91b1 Fix #104435: Fix rna_NlaStrip_new add strip logic to be correct boolean expression
Fixed #104435: Use correct conditional logic when testing if a new NLA strip can be added in the rna_NlaStrip_new method
buildbot/vdev-code-daily-coordinator Build done. Details
2cfc4d7644
Fix #104383: don't update declaration for clipboard copy
When nodes are copied to the clipboard, they don't need their declaration.
For nodes with dynamic declaration that might depend on the node tree itself,
the declaration could not be build anyway, because the node-clipboard does
not have a node tree.

Pull Request #104432
buildbot/vdev-code-daily-coordinator Build done. Details
5c8edbd99b
Cleanup: Move 6 sculpt-session-related files and header to C++
To allow further mesh data structure refactoring. See #103343

Pull Request #104540
buildbot/vdev-code-daily-coordinator Build done. Details
7e0e07657c
GPU: Cleanup GPU_batch.h documentation and some of the API for consistency
Documented all functions, adding use case and side effects.

Also replace the use of shortened argument name by more meaningful ones.

Renamed `GPU_batch_instbuf_add_ex` and `GPU_batch_vertbuf_add_ex` to remove
the `ex` suffix as they are the main version used (removed the few usage
of the other version).

Renamed `GPU_batch_draw_instanced` to `GPU_batch_draw_instance_range` and
make it consistent with `GPU_batch_draw_range`.
2ee9c12a23 PyAPI: add bpy.utils.manual_locale_code()
Move the function for getting the language code associated with the
user manual into a utility function (from the generated
rna_manual_reference.py).

This allows other parts of Blender to create a manual URL based on the
current locale preferences and environment.

Ref !104494
8ac3096e24 Fix add-on & manual link in Help menu ignoring the current language
Use bpy.utils.manual_language_code() create manual URL's instead of
assuming English.
48d9363fa7 Cleanup: quiet clang compiler warnings
- undeclared variable warning.
- unreachable-code-return warnings.
- array-parameter, mismatch bound.
- 'requires' is a keyword in C++20, (rename to requires_flag).
buildbot/vdev-code-daily-coordinator Build done. Details
4cbe0bff34
Cleanup: spelling in comments
a8d951abdd Docs: remove malformed patterns for RNA mapping
The generator now skips these with a warning, they will need to be
corrected in the user manual.

This caused tests/python/bl_rna_manual_reference.py to fail looking
up URL's.
buildbot/vdev-code-daily-coordinator Build done. Details
c2c62c3618
RNA: return a dummy language value when WITH_INTERNATIONAL=OFF
Without this, every access to "language" would warn that the enum
value didn't match a value in the enum items.

This made the bl_rna_manual_reference.py test output practically
unusable.
buildbot/vdev-code-daily-coordinator Build done. Details
b77c82e2bb
Tests: minor updates to make bl_rna_manual_reference more useful
- Avoid flooding the output with every match that succeeds.
- Report patterns listed in the manual that don't match anything in
  Blender.
- Disable external URL lookups, this is too slow.
  Instead use a LOCAL_PREFIX (a local build of the manual)
  or skip the test.
buildbot/vdev-code-daily-coordinator Build done. Details
01480229b1
Cycles: Fix MetalRT checkbox not hooked up to device on AMD
(Follow on from D17043)
On AMD Navi2 devices the MetalRT checkbox was not hooked up properly and had no effect. This patch fixes it.

Co-authored-by: Michael Jones <michael_p_jones@apple.com>
Pull Request #104520
buildbot/vdev-code-daily-coordinator Build done. Details
51ceeb506f
Fix #104026: Click-Drag to select graph editor channels no longer working
Box-Selecting channels in the dope sheet with click-drag was no longer possible as of Blender 3.2

Due to the removal of tweak events the box select operator was always shadowed by the click operator.

Original Phabricator discussion here: https://archive.blender.org/developer/D17065

Use `WM_operator_flag_only_pass_through_on_press` on click operator to fix it

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104505
buildbot/vdev-code-daily-coordinator Build done. Details
5d30c3994e
Sequencer: Don't create undo step when click-select does nothing
When the sequencer is empty (i.e., there are no sequences),
we would have the deselect_all variable set to true called
ED_sequencer_deselect_all to select any existing sequences.

Ref !104453
buildbot/vdev-code-daily-coordinator Build done. Details
dc9f7fe64f
Fix #104514: GPencil merge down layer misses some frames
When merging two gpencil layers, if the destination layer had a keyframe
where the source layer did not, strokes of the previous keyframe
in source layer were lost in that frame.

This happened because the merge operator was looping through
frames of the source layer and appending strokes in the
corresponding destination layer, but never completing
other frames than the ones existing in the source layer.

This patch fixes it by first adding in source layer
all frames that are in destination layer.

Co-authored-by: Amelie Fondevilla <amelie.fondevilla@les-fees-speciales.coop>
Pull Request #104558
buildbot/vdev-code-daily-coordinator Build done. Details
88f9c55f7f
Sculpt: Fix Dyntopo Warnings
Because of T95965, some attributes are stored as generic attributes
in Mesh but have special handling for the conversion to BMesh.

Expose a function to tell whether certain attribute names are handled
specially in the conversion, and refactor the error checking process
to use it. Also check for generic attributes on the face domain which
wasn't done before.

Author: Hans Goudey
Reviewed By: Joseph Eagar

Co-authored-by: Joseph Eagar <joeedh@gmail.com>
Pull Request #104567
buildbot/vdev-code-daily-coordinator Build done. Details
bad2c3b9ef
Geometry Nodes: Experimental option for Volumes
Adds an experimental option under "New Features" in preferences,
which enables visibility of the new Volume Nodes.
Right now this option does nothing but will be used during development.
See #103248

Pull Request #104552
buildbot/vdev-code-daily-coordinator Build done. Details
284cdbb6cf
Cleanup: Use lambdas in mesh mapping callback, remove unused arguments
Using callback functions didn't scale well as more arguments are added.
It got very confusing when to pass tehmarguments weren't always used.
Instead use a `FunctionRef` with indices for arguments. Also remove
unused edge arguments to topology mapping functions.
buildbot/vdev-code-daily-coordinator Build done. Details
0ea15a6fbb
Fix: Inaccessible default for node group image sockets
The type was just skipped when drawing defaults for the image sockets.
923152d180 Geometry Nodes: improve parallelization in Delete/Separate Geometry node
This just adds `threading::parallel_for` and `threading::parallel_invoke` in a few
places where it can be added trivially. The run time of the `separate_geometry`
function changes from 830 ms to 413 ms in my test file.

Pull Request #104563
buildbot/vdev-code-daily-coordinator Build done. Details
fae661a1ab
Revert "Un-ignore modules in .gitmodules configuration"
This reverts commit aab707ab70.

A different solution to the submodule problem is being considered in #104573.
Revert to the previous behavior that developers are familiar with for now.
Hans Goudey requested review from Simon Thommes 2023-02-10 19:35:53 +01:00
Simon Thommes approved these changes 2023-02-11 12:33:32 +01:00
Simon Thommes left a comment
Member

Thanks for the change, it's less confusing now, I think.

Is there a reason that you changed the order? To me it makes more sense to keep the setting that is exclusive to geometry nodes after the one that shows up for other nodegroup types.

Other than that this is good to go for me.

Thanks for the change, it's less confusing now, I think. Is there a reason that you changed the order? To me it makes more sense to keep the setting that is exclusive to geometry nodes after the one that shows up for other nodegroup types. Other than that this is good to go for me.
Jacques Lucke merged commit 158f809dcb into main 2023-02-11 16:11:13 +01:00
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