USD import: add support for displayColor on non-Mesh USD shape prims #120236

Merged
Jesse Yurkovich merged 5 commits from wave/blender_wave_Apple:matt/displayColor_for_shapes_v3 into main 2024-04-24 20:59:09 +02:00

Blender USD import already supports the displayColor primvar, when it is specified on Mesh prims. These colors are visible in the viewport when the viewport shading color type is set to Attribute.

This PR extends this displayColor primvar support to also work with the various shape prims, such as Box, Sphere, etc.

The original displayColor support was implemented in USDMeshReader. Because USDShapeReader is a sibling to to USDMeshReader, and USDShapeReader first converts shapes to a Mesh, we have factored out the mutually beneficial code from usd_reader_mesh.cc into a new usd_mesh_utils.cc.

For now only the displayColor primvar is supported on shapes, but this could be easily extended in a future PR.

Authored by Apple: Matt McLin

Blender USD import already supports the displayColor primvar, when it is specified on Mesh prims. These colors are visible in the viewport when the viewport shading color type is set to Attribute. This PR extends this displayColor primvar support to also work with the various shape prims, such as Box, Sphere, etc. The original displayColor support was implemented in USDMeshReader. Because USDShapeReader is a sibling to to USDMeshReader, and USDShapeReader first converts shapes to a Mesh, we have factored out the mutually beneficial code from usd_reader_mesh.cc into a new usd_mesh_utils.cc. For now only the displayColor primvar is supported on shapes, but this could be easily extended in a future PR. Authored by Apple: Matt McLin
Michael B Johnson added 1 commit 2024-04-04 01:45:49 +02:00
Michael B Johnson requested review from Michael Kowalski 2024-04-04 01:46:25 +02:00
Michael B Johnson requested review from Jesse Yurkovich 2024-04-04 01:47:10 +02:00
Michael B Johnson added this to the USD project 2024-04-04 01:47:27 +02:00

I've attached a shapes_with_colors.usda file generated from Houdini containing various shape types with different colors that I'm using for testing. The colors come through as expected in Blender, as shown in the attached screenshot. Nice work!

I might have additional comments when I complete my review.

I've attached a `shapes_with_colors.usda` file generated from Houdini containing various shape types with different colors that I'm using for testing. The colors come through as expected in Blender, as shown in the attached screenshot. Nice work! I might have additional comments when I complete my review.
Jesse Yurkovich requested changes 2024-04-09 23:04:04 +02:00
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Jesse Yurkovich left a comment
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Things look alright from my side save for a few nits. Things seem fine otherwise. I can clean the nits up shortly after this is checked in. Or, if you want, you can address them now.

There are clang-format issues that should be fixed before commit though. A make format should auto fix them for you I think. Requesting changes just for this one mainly.

Things look alright from my side save for a few nits. Things seem fine otherwise. I can clean the nits up shortly after this is checked in. Or, if you want, you can address them now. There are clang-format issues that should be fixed before commit though. A `make format` should auto fix them for you I think. Requesting changes just for this one mainly.
@ -0,0 +8,4 @@
#include "BKE_attribute.hh"
#include "BLI_color.hh"
#include "BLI_span.hh"

Nit: To go along with the other #include change, add the following 2 headers:
#include "BKE_report.hh" and #include "DNA_mesh_types.h"

Nit: To go along with the other #include change, add the following 2 headers: `#include "BKE_report.hh"` and `#include "DNA_mesh_types.h"`
makowalski marked this conversation as resolved
@ -0,0 +92,4 @@
if (!primvar.ComputeFlattened(&primvar_val, motionSampleTime)) {
BKE_reportf(reports,
RPT_WARNING,
"Unable to get array values for primvar %s",

Nit: Surround the %s with single quotes to match the other report below this one: '%s' and change this message to begin with "USD Import: "

Nit: Surround the %s with single quotes to match the other report below this one: `'%s'` and change this message to begin with "USD Import: "
makowalski marked this conversation as resolved
@ -0,0 +11,4 @@
#include "usd_reader_geom.hh"
#include <pxr/usd/sdf/types.h>
#include <pxr/usd/usdGeom/mesh.h>

Nit: Replace all of the #includes above with the following to more accurately reflect what's actually necessary:

#include "DNA_customdata_types.h"

#include <pxr/base/vt/array.h>
#include <pxr/usd/sdf/valueTypeName.h>
#include <pxr/usd/usdGeom/primvar.h>

#include <optional>

struct Mesh;
struct ReportList;
Nit: Replace all of the #includes above with the following to more accurately reflect what's actually necessary: ``` #include "DNA_customdata_types.h" #include <pxr/base/vt/array.h> #include <pxr/usd/sdf/valueTypeName.h> #include <pxr/usd/usdGeom/primvar.h> #include <optional> struct Mesh; struct ReportList; ```
makowalski marked this conversation as resolved

The changes look good! Splitting out the shared attribute import functionality to usd_mesh_utils.cc is welcome, because I believe the attribute conversion functions can also be used in the Point Cloud import PR #120060.

I was wondering if we want support for animated attributes through the mesh sequence cache modifier. I've attached capsule_with_animating_color.usda that can be played in USDView, where the capsule displayColor animates from red to blue.

@Matt-McLin @deadpin Is this something we want to add? I personally think this would be helpful, but I would also be fine with adding support for this later.

Based on the mesh conversion code, I wrote a very quick prototype for supporting animated attributes for shapes, just as an example to start the discussion. It appears to work in my test.

a8ad8d1bf1

The scope of the required changes includes

  • Keep track of which primvars are time varying in a new primvar_time_varying_map_ member
  • Update USDShapeReader::is_time_varying() to return true if any color primvars are time varying
  • Move the call to apply_primvars_to_mesh() inside mesh_from_prim(), so primvars are read when the points are updated

Just a suggestion. As I said, I'm fine deferring this till later or taking a different approach to implement this.

The changes look good! Splitting out the shared attribute import functionality to `usd_mesh_utils.cc` is welcome, because I believe the attribute conversion functions can also be used in the Point Cloud import PR https://projects.blender.org/blender/blender/pulls/120060. I was wondering if we want support for animated attributes through the mesh sequence cache modifier. I've attached `capsule_with_animating_color.usda` that can be played in `USDView`, where the capsule `displayColor` animates from red to blue. @Matt-McLin @deadpin Is this something we want to add? I personally think this would be helpful, but I would also be fine with adding support for this later. Based on the mesh conversion code, I wrote a very quick prototype for supporting animated attributes for shapes, just as an example to start the discussion. It appears to work in my test. https://projects.blender.org/makowalski/blender/commit/a8ad8d1bf1403815d202c49a8efb19a225cd3df1 The scope of the required changes includes - Keep track of which primvars are time varying in a new `primvar_time_varying_map_` member - Update `USDShapeReader::is_time_varying()` to return true if any color primvars are time varying - Move the call to `apply_primvars_to_mesh()` inside `mesh_from_prim()`, so primvars are read when the points are updated Just a suggestion. As I said, I'm fine deferring this till later or taking a different approach to implement this.
BTW, this is the branch with the example code: https://projects.blender.org/makowalski/blender/src/branch/displayColor_for_shapes_with_anim
Member

Thank you @deadpin and @makowalski !

Michael, this is great point about animated displayColor attribute, thank you for adding this. I think it would be great to include here.
Jesse, your changes make sense, thanks for sharing the details.

I am happy to make the requested changes and incorporate Michael's commit, but am busy this week so may take some time.

If either of you would like to make the changes directly here sooner and push it through, that is fine for us.

Thank you @deadpin and @makowalski ! Michael, this is great point about animated displayColor attribute, thank you for adding this. I think it would be great to include here. Jesse, your changes make sense, thanks for sharing the details. I am happy to make the requested changes and incorporate Michael's commit, but am busy this week so may take some time. If either of you would like to make the changes directly here sooner and push it through, that is fine for us.

@Matt-McLin @deadpin I can probably merge in my proposed changes for the animating attributes into this PR this week. I'll add a comment here when I've started working on this, so we don't accidentally duplicate each other's work.

@Matt-McLin @deadpin I can probably merge in my proposed changes for the animating attributes into this PR this week. I'll add a comment here when I've started working on this, so we don't accidentally duplicate each other's work.

FYI, I will work on merging in the animation-related changes today. Will also try to address the comments by @deadpin today.

FYI, I will work on merging in the animation-related changes today. Will also try to address the comments by @deadpin today.
Michael Kowalski reviewed 2024-04-19 21:42:52 +02:00
@ -32,6 +32,8 @@ class USDShapeReader : public USDGeomReader {
pxr::VtIntArray &face_indices,
pxr::VtIntArray &face_counts) const;
void apply_primvars_to_mesh(Mesh *mesh, const double motionSampleTime);

I think const is necessary in the function definition but not the declaration, as per this guideline:

https://developer.blender.org/docs/handbook/guidelines/c_cpp/#const

I'll remove it from the declaration when I merge in the animation changes.

I think `const` is necessary in the function definition but not the declaration, as per this guideline: https://developer.blender.org/docs/handbook/guidelines/c_cpp/#const I'll remove it from the declaration when I merge in the animation changes.
makowalski marked this conversation as resolved
Michael Kowalski added 4 commits 2024-04-20 03:44:09 +02:00
USD: remove duplicate include
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Michael Kowalski approved these changes 2024-04-20 04:06:51 +02:00
Michael Kowalski left a comment
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I committed the animation changes and also addressed the comments by @deadpin.

Since I will be out all of next week, I will go ahead and approve this pull request.

@Matt-McLin @deadpin Please review my additional changes when you have a chance. Thanks!

I committed the animation changes and also addressed the comments by @deadpin. Since I will be out all of next week, I will go ahead and approve this pull request. @Matt-McLin @deadpin Please review my additional changes when you have a chance. Thanks!
Member

@makowalski Your updates look good to me, and I confirmed it works for the couple of test files.

@makowalski Your updates look good to me, and I confirmed it works for the couple of test files.
Matt McLin requested review from Jesse Yurkovich 2024-04-24 18:09:02 +02:00
Jesse Yurkovich approved these changes 2024-04-24 20:10:28 +02:00
Jesse Yurkovich merged commit f91b23ef2d into main 2024-04-24 20:59:09 +02:00
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