This panel showed a duplication of options that were in the main light panel and only mistakenly shows up in the workbench engine where lights should have no options.
This panel was also used by the POV-Ray add-on but that was removed recently.
This reverts commit a3a9459050a96e75138b3441c069898f211f179c.
And fixes T103337.
a3a9459050a9 has some flaws and it needs to go through review (See D16803).
Conflicts:
intern/ghost/intern/GHOST_SystemWin32.cpp
Partially addresses T72011.
The problem here is that the previous barycentric clamping did not deal well
with skinny triangles and would end up generating "sub-pixel jittering"
locations that were actually >20 pixels away.
Differential Revision: https://developer.blender.org/D16727
Expands Color Mix nodes with new Exclusion mode.
Similar to Difference but produces less contrast.
Requested by Pierre Schiller @3D_director and
@OmarSquircleArt on twitter.
Differential Revision: https://developer.blender.org/D16543
Materials without connections to the output node would crash with OSL
in OptiX, since the Cycles `OSLCompiler` generates an empty shader
group reference for them, which resulted in the OptiX device
implementation setting an empty SBT entry for the corresponding direct
callables, which then crashed when calling those direct callables was
attempted in `osl_eval_nodes`. This fixes that by setting the SBT entries
for empty shader groups to a dummy direct callable that does nothing.
Switching viewport denoising causes kernels to be reloaded with a new
feature mask, which would destroy the existing OptiX pipelines. But OSL
kernels were not reloaded as well, leaving the shading pipeline
uninitialized and therefore causing an error when it is later attempted to
execute it. This fixes that by ensuring OSL kernels are always reloaded
when the normal kernels are too.
Recent reverting of changes to cursor grabbing intended to match
Blender 3.3 release. This is the case for 3.4x branch, however there is
an additional change to grabbing on WIN32 by Germano [0] which is a
significant improvement on old grabbing logic for Windows.
So instead of matching 3.3x behavior, restore logic that keeps
the cursor centered while grabbing & hidden.
This re-introduces T102792 issue displaying the paint-brush while
dragging buttons, this will have to be solved separately.
Re-apply [1] & [2], revert [3] & [4].
[4]: a3a9459050a96e75138b3441c069898f211f179c
[0]: 9fd6dae7939a65b67045749a0eadeb6864ded183
[1]: 4cac8025f00798938813f52dcb117be83db97f22
[2]: 230744d6fd96dcf5afe66a8f9b9f6f8bbe1f41bb
[3]: 0240b895994aa58258db6897ae0d6478da7fce5f
Replace ../lib/linux_centos7_x86_64 with ../lib/linux_x86_64_glibc_228,
built with Rocky8 Linux, compatible with the VFX platform CY2023,
see: T99618.
- Update build-bot configuration.
- Remove unnecessary check for Blosc, this is part of OpenVDB lib now.
- Remove WITH_CXX11_ABI, always use new C++11 ABI now
- Replace centos7 by glibc_228 everywhere
Note that existing builds with cached paths pointing to
"../lib/linux_centos7_x86_64" will need to be updated.
Includes contributions by Brecht.
Under Wayland the transform cursor wasn't displaying the warped cursor.
This worked on other platforms because cursor motion is warped where as
Wayland simulates cursor warping, so it's necessary to apply warping
when requesting the cursor location too.
This reverts commits
9fd6dae7939a65b67045749a0eadeb6864ded183,
4cac8025f00798938813f52dcb117be83db97f22 (minor cleanup).
Re-introducing T102346, which will be fixed in isolation.
Unfortunately even when the cursor is hidden & grabbed,
the underlying cursor coordinates are still shown in some cases.
This caused bug where dragging a button in the sculpt-context popup
would draw the brush at unexpected locations because internally
the cursor was warping in the middle of the window, reported as T102792.
Resolving this issue with the paint cursor is possible but tend towards
over-complicated solutions.
Revert this change in favor of a more localized workaround for walk-mode
(as was done prior [0] to fix T99021).
[0]: 4c4e8cc926a672ac60692b3fb8c20249f9cae679
This is a solution in response to the issues mentioned in comments on
rBe4f1d719080a and T103088.
Apparently the workaround of checking if the mouse is already inside
the area on the next event doesn't work for some tablets.
Perhaps the order of events or some very small jitter is causing this
issue on tablets. (Couldn't confirm).
Whatever the cause, the solution of checking the timestamp of the event
and thus ignoring the outdated ones is theoretically safer.
It is the same solution seen in MacOS.
Also calling `SendInput` 3 times every warp ensures that at least one
event is dispatched.
This adds a new mirror image extension type for shaders and
geometry nodes (next to the existing repeat, extend and clip
options).
See D16432 for a more detailed explanation of `wrap_mirror`.
This also adds a new sampler flag `GPU_SAMPLER_MIRROR_REPEAT`.
It acts as a modifier to `GPU_SAMPLER_REPEAT`, so any `REPEAT`
flag must be set for the `MIRROR` flag to have an effect.
Differential Revision: https://developer.blender.org/D16432
The `render_color_index` skips attributes with different types
and domains in order to give the proper order for the UI list.
That is a different than an index in the group of all attributes.
The most solid solution I could think of is exposing the name of
the default color attribute. It's "solid" because we always address
attributes by name internally. Doing something different is bound
to create problems. It's also aligned with the design in T98366 and
D15169.
Another option would be to change the way the "attribute index"
is incremented in Cycles. That would be a valid solution, but would
be more complex and annoying.
For consistency, I also exposed the name of the active color attribute
the same way, though it isn't necessary to fix this particular bug.
The properties aren't editable, that can come in 3.5 as part of D15169.
Differential Revision: https://developer.blender.org/D16769
This is done based on the render sample count so that it doesn't impact
sampling quality. It's similar in spirit to the adaptive table size in D16561,
but in this case for performance rather than memory usage.
Differential Revision: https://developer.blender.org/D16726
The first two dimensions of scrambled, shuffled Sobol and shuffled PMJ02 are
equivalent, so this makes no real difference for the first two dimensions.
But Sobol allows us to naturally extend to more dimensions.
Pretabulated Sobol is now always used, and the sampling pattern settings is now
only available as a debug option.
This in turn allows the following two things (also implemented):
* Use proper 3D samples for combined lens + motion blur sampling. This
notably reduces the noise on objects that are simultaneously out-of-focus
and motion blurred.
* Use proper 3D samples for combined light selection + light sampling.
Cycles was already doing something clever here with 2D samples, but using
3D samples is more straightforward and avoids overloading one of the
dimensions.
In the future this will also allow for proper sampling of e.g. volumetric
light sources and other things that may need three or four dimensions.
Differential Revision: https://developer.blender.org/D16443
While it helps on many scenes, it can be disruptive for existing scenes and
for benchmarks the differences in timing can be confusing. So be a bit more
conservative and only it enable it for new scenes.
The use of a struct for device strings caused the CUDA compiler to
generate byte arrays as the argument type, whereas OSL generated
primitive integer types (for the hash). Fix that by using a typedef
instead so that the CUDA compiler too will use an integer type in the
PTX it generates.
Maniphest Tasks: T101222
Allow keyboard layouts which include "dead keys" to enter diacritics
by calling MapVirtualKeyW even when not key_down.
See D16770 for more details.
Differential Revision: https://developer.blender.org/D16770
Reviewed by Campbell Barton
Recently a new geometry node for splitting edges was added in D16399.
However, there was already a similar implementation in mesh.cc that was
mainly used to fake auto smooth support in Cycles by splitting sharp
edges and edges around sharp faces.
While there are still possibilities for optimization in the new code,
the implementation is safer and simpler, multi-threaded, and aligns
better with development plans for caching topology on Mesh and other
recent developments with attributes.
This patch removes the old code and moves the node implementation to
the geometry module so it can be used in editors and RNA. The "free
loop normals" argument is deprecated now, since it was only an internal
optimization exposed for Cycles.
The new mesh `editors` function creates an `IndexMask` of edges to
split by reusing some of the code from the corner normal calculation.
This change will help to simplify the changes in D16530 and T102858.
Differential Revision: https://developer.blender.org/D16732
There has been an attempt to reorganize this part, however, it seems that didn't compile on HIP, and is reverted in
rBc2dc65dfa4ae60fa5d2c3b0cfe86f99dcb5bf16f. This is another attempt of refactoring. as I have no idea why some things don't work on HIP, it's
best to check whether this compiles on other platforms.
The main changes are creating a new struct named `MeshLight` that is shared between `KernelLightDistribution` and `KernelLightTreeEmitter`,
and a bit of renaming, so that light sampling with or without light tree could call the same function.
Also, I noticed a patch D16714 referring to HIP compilation error. Not sure if it's related, but browsing
https://builder.blender.org/admin/#/builders/30/builds/7826/steps/7/logs/stdio, it didn't work on gfx1102, not gfx9*.
Differential Revision: https://developer.blender.org/D16722
The OpenVDB delay loading of voxel leaf data using mmap works poorly on network
drives. It has a mechanism to make a temporary local file copy to avoid this,
but we disabled that as it leads to other problems.
Now disable delay loading entirely. It's not clear that this has much benefit
in Blender. For rendering we need to load the entire grid to convert to NanoVDB,
and for geometry nodes there also are no cases where we only need part of grids.
To avoid issues with lights being either skipped or sampled unnecessarily
when the exposure is set low or high.
Contributed by Alaska.
Differential Revision: https://developer.blender.org/D16703
* preempt_attr was copied from CUDA, but not used in HIP.
* Remove shadowed variable before conditional in EnvironmentTextureNode code.
Differential Revision: https://developer.blender.org/D16741
Improve a few messages, but mostly fix typos in many areas of the UI.
See inline comments in the differential revisiion for the rationale
behind the various changes.
Differential Revision: https://developer.blender.org/D16716
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.
GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967