Simulation Nodes: Implement subframe mixing #107599
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Reference: blender/blender#107599
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Delete Branch "HooglyBoogly/blender:simulation-subframe-mixing"
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Add an implementation for the placeholder to subframe mixing.
Generally render engines can do subframe mixing themselves, but the
purpose of subframe mixing in the simulation output node is to support
higher quality motion blur with bakes when there are topology-changing
operations after the simulation output node. Linear mixing can fill the
gaps while maintaining lower memory usage.
All point/instance domain attributes are mixed, but mixing is only
supported when the domain size is unchanged, or when an
id
attributegives a mapping between elements. Theoretically it may be possible, but
nested instance geometry is not mixed in this commit due to the
difficulty of finding matching geometries across arbitrary instance
hierarchy changes. Attributes that are completely unchanged are ignored
using implicit sharing for better performance.
@ -369,0 +377,4 @@
if (a != b) {
return false;
}
if (a->version() != b->version()) {
This line probably does not make sense. Comparing versions across different sharing info is kinda meaningless, and if it is the same sharing info, the version will be the same. Two check if two attributes are the same, just check if the data pointer is the same.
Using the version makes sense when you want to compare the old state of an attribute with the new state without having keep the old state around if no one uses it anymore. But here you always keep the old and new state around anyway.
@ -369,0 +645,4 @@
}
void *prev = value_or_field_type.get_value_ptr(prev);
const void *next = value_or_field_type.get_value_ptr(next);
Need to check if
next
is a field as well. No need to mix between field and non-field simulation states for now (even though it should be possible)WIP: Simulation Nodes: Implement subframe mixingto Simulation Nodes: Implement subframe mixing