Geometry Nodes: Add Active Camera input node #113431

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Hans Goudey merged 3 commits from Douglas-Paul/blender:active-camera-node into main 2023-12-12 19:11:15 +01:00
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This adds a new "Active Camera" input geometry node, per #105761.

The node has two sockets:

  • An object socket labeled "Active Camera" that retrieves the scene's
    current active camera
  • A boolean socket labeled "Has Active Camera" that retrieves whether
    or not the scene has an active camera

The node is available from Input > Scene > Active Camera in the
geometry nodes Add menu.

Typical usage would be to connect this node to an Object Info node to
obtain its transform. This works as expected when the camera's
transform is animated, and also when there are markers on the timeline
that change the active camera.

In order to support the aforementioned changes in the active camera,
this implementation adds depsgraph relations for all cameras referenced
by timeline markers. This eliminates the complexity of updating the
depsgraph whenever the scene switches to a different active camera,
but of course it comes at the cost of including more objects than
strictly necessary in the depsgraph for scenes that switch cameras.
Dynamically updating the depsgraph upon camera changes could be a
future improvement if there proves to be sufficient need for it.


Here is a screenshot of the new node:
active_camera_node.png

I have also attached a .blend file that exercises this new node in a few different situations. (It includes a README text block that describes each test case.)

This adds a new "Active Camera" input geometry node, per #105761. The node has two sockets: * An object socket labeled "Active Camera" that retrieves the scene's current active camera * A boolean socket labeled "Has Active Camera" that retrieves whether or not the scene has an active camera The node is available from Input > Scene > Active Camera in the geometry nodes Add menu. Typical usage would be to connect this node to an Object Info node to obtain its transform. This works as expected when the camera's transform is animated, and also when there are markers on the timeline that change the active camera. In order to support the aforementioned changes in the active camera, this implementation adds depsgraph relations for all cameras referenced by timeline markers. This eliminates the complexity of updating the depsgraph whenever the scene switches to a different active camera, but of course it comes at the cost of including more objects than strictly necessary in the depsgraph for scenes that switch cameras. Dynamically updating the depsgraph upon camera changes could be a future improvement if there proves to be sufficient need for it. --- Here is a screenshot of the new node: ![active_camera_node.png](/attachments/ffe62bd3-7d41-47a3-b921-c775c3bb9920) I have also attached a .blend file that exercises this new node in a few different situations. (It includes a README text block that describes each test case.)
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Contributor

I want to acknowledge that there is another (pre-existing) pull request by someone else for this same issue: !106065

I unfortunately overlooked the existence of that pull request until I had already completed my implementation. However, after reviewing the state of that other pull request, I have decided to submit my own anyway because I believe it's in a more "ready-to-merge" state.

  • My implementation takes a different approach to handling changes to the active camera. It's perhaps less optimal for some cases, but it's simpler and lower-risk.
  • The last comment on the other pull request mentions that there's a crash when using markers, and the author does not know how to resolve it. My implementation does not crash when using markers, or in any of the other situations I've tested it in.
  • My implementation includes an additional "Has Active Camera" output port for completeness, and I have included descriptions for both ports.
  • I believe my code aligns better with the naming conventions used in existing nodes.

However, I do feel bad for stepping on an existing pull request.

I want to acknowledge that there is another (pre-existing) pull request by someone else for this same issue: !106065 I unfortunately overlooked the existence of that pull request until I had already completed my implementation. However, after reviewing the state of that other pull request, I have decided to submit my own anyway because I believe it's in a more "ready-to-merge" state. * My implementation takes a different approach to handling changes to the active camera. It's perhaps less optimal for some cases, but it's simpler and lower-risk. * The [last comment on the other pull request](https://projects.blender.org/blender/blender/pulls/106065#issuecomment-999526) mentions that there's a crash when using markers, and the author does not know how to resolve it. My implementation does not crash when using markers, or in any of the other situations I've tested it in. * My implementation includes an additional "Has Active Camera" output port for completeness, and I have included descriptions for both ports. * I believe my code aligns better with the naming conventions used in existing nodes. However, I do feel bad for stepping on an existing pull request.
Iliya Katushenock added this to the Nodes & Physics project 2023-10-09 05:49:52 +02:00
Iliya Katushenock added the
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Geometry Nodes
labels 2023-10-09 05:50:03 +02:00
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A note/question for the code review: I thought I would need an additional case like this in DepsgraphNodeBuilder::build_nodetree() to guarantee that the necessary depsgraph nodes would exist for the camera objects before I later add relations to those nodes:

else if (ELEM(bnode->type, GEO_NODE_INPUT_ACTIVE_CAMERA)) {
  build_scene_camera(scene_);
}

But I found that everything seems to work fine without those lines, so I decided to omit them to avoid referencing a specific node type in that method if it wasn't strictly necessary. But I am very new to the Blender code, so it seems best for someone with more experience to weigh in.

A note/question for the code review: I thought I would need an additional case like this in `DepsgraphNodeBuilder::build_nodetree()` to guarantee that the necessary depsgraph nodes would exist for the camera objects before I later add relations to those nodes: else if (ELEM(bnode->type, GEO_NODE_INPUT_ACTIVE_CAMERA)) { build_scene_camera(scene_); } But I found that everything seems to work fine without those lines, so I decided to omit them to avoid referencing a specific node type in that method if it wasn't strictly necessary. But I am very new to the Blender code, so it seems best for someone with more experience to weigh in.

@Douglas-Paul Did you mean, to ensure what depgraph node for an active camera is exist at depgraph relation building stage?

@Douglas-Paul Did you mean, to ensure what depgraph node for an active camera is exist at depgraph relation building stage?
Author
Contributor

@mod_moder If I'm understanding your question correctly, then yes. It seems like it's important that something call DepsgraphNodeBuilder::build_object() on the relevant cameras to ensure there are depsgraph nodes for the cameras before I later try to add relations between those cameras and the Geometry Nodes modifier. But it seems like the depsgraph nodes for the cameras always exist by the time I'm adding the relations, even if I don't do anything to explicitly ensure they exist.

It seems like if a camera is referenced by a timeline marker or directly by the scene, then something always ends up calling build_object() on it before I add my relations. So I think it's fine for me to omit the code above that would guarantee the existence of depsgraph nodes for the cameras. I just thought I'd mention it just in case there's a corner case I haven't thought of.

@mod_moder If I'm understanding your question correctly, then yes. It seems like it's important that something call `DepsgraphNodeBuilder::build_object()` on the relevant cameras to ensure there are depsgraph nodes for the cameras before I later try to add relations between those cameras and the Geometry Nodes modifier. But it seems like the depsgraph nodes for the cameras always exist by the time I'm adding the relations, even if I don't do anything to explicitly ensure they exist. It seems like if a camera is referenced by a timeline marker or directly by the scene, then something always ends up calling `build_object()` on it before I add my relations. So I think it's fine for me to omit the code above that would guarantee the existence of depsgraph nodes for the cameras. I just thought I'd mention it just in case there's a corner case I haven't thought of.
Hans Goudey requested review from Jacques Lucke 2023-10-10 14:22:58 +02:00
Hans Goudey requested review from Hans Goudey 2023-10-10 14:22:58 +02:00
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A few comments came up in #nodes-physics-module when I asked for reviewers a little while ago, and I had to step away before I got to address them there. Probably better to discuss them here anyway.

Hans Goudey: Depending on "all cameras" doesn't seem great, but I do like that it gets us a functional state that can be improved separately

It doesn't necessarily depend on all cameras—only the active camera and any referenced by timeline markers. But yes, it's not optimal, just a simple and low-risk place to start that I expect will be fine for most use cases.

Iliya Katueshenock: But not sure if Has Active Camera is make sence
Hans Goudey: How about Exists?

I included that output because it adds flexibility/completeness without adding any significant complexity. I'm not attached to the idea of keeping it, though.

As for the name, I'm not opposed to changing it to "Exists". I thought "Has Active Camera" felt a little more appropriate, and there is precedent for "Has"-style names ("Has Alpha" in Image Info and "Has Neighbor" in Index of Nearest), but I don't feel strongly about it.

Another thought that crossed my mind on the boolean output: A more flexible/powerful alternative would be an "Exists" node that checks whether an object exists or not (i.e. is it a null object reference). Or even more generally, a node that compares two object inputs and outputs whether they refer to the same object or not (and leaving one input empty would allow checking for null/empty object). I'm not sure there's sufficient motivation for such a node right now, but maybe worth considering eventually.

A few comments came up in #nodes-physics-module when I asked for reviewers a little while ago, and I had to step away before I got to address them there. Probably better to discuss them here anyway. > **Hans Goudey**: Depending on "all cameras" doesn't seem great, but I do like that it gets us a functional state that can be improved separately It doesn't necessarily depend on _all_ cameras—only the active camera and any referenced by timeline markers. But yes, it's not optimal, just a simple and low-risk place to start that I expect will be fine for most use cases. > **Iliya Katueshenock**: But not sure if `Has Active Camera` is make sence > **Hans Goudey**: How about `Exists`? I included that output because it adds flexibility/completeness without adding any significant complexity. I'm not attached to the idea of keeping it, though. As for the name, I'm not opposed to changing it to "Exists". I thought "Has Active Camera" felt a little more appropriate, and there is precedent for "Has"-style names ("Has Alpha" in Image Info and "Has Neighbor" in Index of Nearest), but I don't feel strongly about it. Another thought that crossed my mind on the boolean output: A more flexible/powerful alternative would be an "Exists" _node_ that checks whether an object exists or not (i.e. is it a null object reference). Or even more generally, a node that compares two object inputs and outputs whether they refer to the same object or not (and leaving one input empty would allow checking for null/empty object). I'm not sure there's sufficient motivation for such a node right now, but maybe worth considering eventually.
Douglas Paul force-pushed active-camera-node from ea38cd2fd7 to b6440ae992 2023-10-21 01:48:19 +02:00 Compare
Hans Goudey requested changes 2023-11-03 10:32:10 +01:00
Hans Goudey left a comment
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Thanks for the PR, and sorry for the delayed response!

I went over this with Sergey and our thought was that this should use a new depsgraph node (blender::deg::NodeType) called something like SCENE_ACTIVE_CAMERA. The point of that is abstracting the behavior and reducing the number of relations.

Sergey also made #114443 after looking at this, that's a bit related.

Besides that, Dalai and I weren't sure about the "Has Active Camera" output. We thought there might be other ways to detect that ("empty object" node like you mentioned above or something) later on, and that it would be best to leave it out for now.

Thanks for the PR, and sorry for the delayed response! I went over this with Sergey and our thought was that this should use a new depsgraph node (`blender::deg::NodeType`) called something like `SCENE_ACTIVE_CAMERA`. The point of that is abstracting the behavior and reducing the number of relations. Sergey also made #114443 after looking at this, that's a bit related. Besides that, Dalai and I weren't sure about the "Has Active Camera" output. We thought there might be other ways to detect that ("empty object" node like you mentioned above or something) later on, and that it would be best to leave it out for now.
Douglas Paul added 2 commits 2023-12-10 01:47:56 +01:00
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Contributor

Thanks, @HooglyBoogly, now it's my turn to apologize for the delayed response :)

I spent a decent number of hours looking into changing the implementation to instead add a new depsgraph node as you requested, but I'm afraid I have to admit defeat on that one. I couldn't find any examples of a depsgraph node dynamically updating its relations as this node would need to, and I ran out of steam trying to understand the depsgraph well enough to do it from scratch.

So I've removed the "Has Active Camera" output as requested and merged in main to resolve conflicts, but I don't plan on making any significant changes to the implementation in this branch. I will leave it to you to decide whether to merge this as-is or hold out for a more optimal implementation.

I would just suggest that if you're looking for a more optimal/advanced solution, you might want to to remove the "Good First Issue" label from #105761 and update the guidance there (to mention e.g. the desire for a new depsgraph node).

Thanks, @HooglyBoogly, now it's my turn to apologize for the delayed response :) I spent a decent number of hours looking into changing the implementation to instead add a new depsgraph node as you requested, but I'm afraid I have to admit defeat on that one. I couldn't find any examples of a depsgraph node dynamically updating its relations as this node would need to, and I ran out of steam trying to understand the depsgraph well enough to do it from scratch. So I've removed the "Has Active Camera" output as requested and merged in `main` to resolve conflicts, but I don't plan on making any significant changes to the implementation in this branch. I will leave it to you to decide whether to merge this as-is or hold out for a more optimal implementation. I would just suggest that if you're looking for a more optimal/advanced solution, you might want to to remove the "Good First Issue" label from #105761 and update the guidance there (to mention e.g. the desire for a new depsgraph node).
First-time contributor

Just to add some feedback:

The current workaround to get the active camera info is to use many drivers with view layer attributes:
Active Camera 1.png Active Camera 2.png

With the object info node, it might be limited to location, rotation, and scale:
Camera info.png

A possible generalized approach could be to have an object/view layer attribute node that would be able to access the data that the drivers have access to. This data can be found in the python tooltips. Mockup/proposal:
Camera Attribute Proposal.png

It's a bit out of the scope for this task, but it may be useful in the future.

Just to add some feedback: The current workaround to get the active camera info is to use many drivers with view layer attributes: ![Active Camera 1.png](/attachments/1b9051ab-5eff-4073-9376-708b590ce0f2) ![Active Camera 2.png](/attachments/57fd46a2-f37a-4bb4-bec1-a3382f4ac55a) With the object info node, it might be limited to location, rotation, and scale: ![Camera info.png](/attachments/ea2e0b24-8ed0-4bf6-a582-7e73184ea8d5) A possible generalized approach could be to have an object/view layer attribute node that would be able to access the data that the drivers have access to. This data can be found in the python tooltips. Mockup/proposal: ![Camera Attribute Proposal.png](/attachments/239b62f6-95b8-44f2-9e4c-332b64b310d1) It's a bit out of the scope for this task, but it may be useful in the future.
Hans Goudey approved these changes 2023-12-12 19:05:21 +01:00
Hans Goudey left a comment
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We talked about this in the latest module meeting. We decided it was reasonable to commit this with the current approach to the depsgraph.

We talked about this in the latest [module meeting](https://devtalk.blender.org/t/2023-12-12-nodes-physics-module-meeting/32506). We decided it was reasonable to commit this with the current approach to the depsgraph.
Hans Goudey merged commit 75f160ee96 into main 2023-12-12 19:11:15 +01:00
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Thanks, @HooglyBoogly. As a natural follow-up to this, I'll create a Design issue tonight for a Camera Info node to expose camera-specific info.

I'll also make sure there's a task for eventually replacing this simple implementation with a more optimal one based on a new depsgraph node. (I don't plan on working on that task, but I'd love to see someone else do it—especially because I think I could learn a lot from seeing how it was implemented.)

Thanks, @HooglyBoogly. As a natural follow-up to this, I'll create a Design issue tonight for a Camera Info node to expose camera-specific info. I'll also make sure there's a task for eventually replacing this simple implementation with a more optimal one based on a new depsgraph node. (I don't plan on working on that task, but I'd love to see someone else do it—especially because I think I could learn a lot from seeing how it was implemented.)
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Reference: blender/blender#113431
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