Use "Hair Curves" instead of just curves, to clarify that it's just the
new curves system that's supported, not the legacy one. When the
old one is removed, the label will be changed to just say "Curves"
again.
This node allows splitting up a geometry into groups. A group is defined as all
elements with the same group id. The output contains an instance per group.
The `Group ID` output can be used for further deterministic processing.
The node supports meshes, curves, point clouds and instances. It only works
on the top-level geometry, so it does not go into nested instances because it
also generates new instances.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/113083
Similar to #104426, this adds a simple operator to set attribute values
for curves edit mode. The operator is very basic and is only meant to
be a first step for more attribute editing features. Some of the
functionality could be achieved with node tools, but without dynamic
socket types or access to the active attribute, it would be incomplete.
Some of the RNA property registration, retrieval, and setting is reused
from the mesh edit mode operator. The rest of the logic is similar but
harder to de-duplicate.
Pull Request: https://projects.blender.org/blender/blender/pulls/105076
Adds a "Select by Attribute" operator as mentioned in the discussion in
#105317. This is done in 4.0 to limit the breaking aspect of the removal
of face maps. The selection storage functionality is replaced by boolean
attributes. We already have a way to control the data in the boolean
attribute with the "Set Attribute" operator, but we didn't have a way to
convert the attribute into a selection.
This operator works on the active attribute if is a boolean attribute
and isn't on the face corner domain. It adds to the existing selection
similar to other existing operators.
While this behavior can be recreated as a node tool, we add it as a
builtin operator here to avoid limitations of the new node-based
tool system and to make the late-in-the-release-cycle change safer.
Pull Request: https://projects.blender.org/blender/blender/pulls/113772
After the recent introduction of node panels, the utility that
allowed scripters to connect sockets to or from a virtual socket was
broken. This happens when creating an interface before connecting
sockets. Sockets can have a subtype, while interfaces cannot.
For instance, the `NodeSocketFloatFactor` type cannot be used
directly, it has to be converted to `NodeSocketFloat`.
This commit chooses an appropriate type for the new interface before
creating it, based on the socket's `type` property.
Pull Request: https://projects.blender.org/blender/blender/pulls/113630
The menu structure currently needs to be duplicated in the code to avoid
adding assets to more than one menu. This was done for geometry nodes
in b49c84276cba74299caa but was missed for the compositor and shader
nodes. Also remove an unnecessary separator.
Create menu similar to legacy GP to expose insert keyframe operation in
user interface. Pressing `I` key will invoke this menu.
(We can further add "key duplicate" and other relevant operation in this menu)
Pull Request: https://projects.blender.org/blender/blender/pulls/113663
Regression caused by [0]. Resolve by adding a 'keep_properties' argument
to KeyConfig.update so the key-map items can be restored after the
operators have been reloaded.
[0]: 88a875ec3ae89b7a6d31b398aad02a415b519694
Regression caused by [0]. Resolve by adding a 'keep_properties' argument
to KeyConfig.update so the key-map items can be restored after the
operators have been reloaded.
[0]: 88a875ec3ae89b7a6d31b398aad02a415b519694
Continue allowing spacebar search for all dropdown and context menus,
but also add the ability to allow some menus to have type to search,
like Add Modifiers, Objects, Nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/113520
In !112591, nodes got the ability to group sockets into panels. The
labels for these sockets are automatically shortened if they begin
with the same text as their parent labels. For instance, "Transmission
Weight" will be shortened to just "Weight" because it is under the
"Transmission" panel.
While this is a good heuristic for English, it breaks down in
languages which do not have the same word order.
This commit adds a `.short_label()` callback to socket declarations so
that a shortened label can be explicitly declared.
It also adds two regexps to the translation script so that these new
fields can be extracted to the .po translation files. One extracts the
label with a translation context, the other without. Only the one
without context is currently in use.
The current automatic shortening logic is kept and will be used only
if a shortened label is not manually provided.
Fixes#112970: Node socket labels under panels are not shortened when
translated.
Pull Request: https://projects.blender.org/blender/blender/pulls/113070
- Rename Indirect Lighting panel to Light Probe
and split options per probe type.
- Rename Probe to Light Probe in the world panel.
- Move the Ambient Occlusion distance to view
layer.
- Rename the Ambient Occlusion tab to Horizon
Scan (waiting for a better name).
- Split Sampling panel into viewport and render
sub-panels.
- Rename Volumetrics to Volumes to match Cycles.
- Split light threshold to new Lights panel.
- Simplify shadow panel option names.
- Rename Viewport Denoising in Temporal Reprojection.
- Move Motion Blur panel above the film panel.
- Use / instead of & in raytracing panel.
- Fix graying out of raytracing denoise options.
Pull Request: https://projects.blender.org/blender/blender/pulls/113522
I had to do a huge refactor in order to do this.
The way ReflectionProbe were referencing the UBO
data was conflicting with the way EEVEE-Next
object should behave.
So like light, shadow and irradiance grids, every
probe is synced with it's GPU data as base struct
and the data is just copied into the UBO
when using `set_view`.
To simplify many parts of the reflection probe
code, I isolated the atlas coordinate of a probe
to its own struct that can be easily copied.
Pull Request: https://projects.blender.org/blender/blender/pulls/113518
Update to the new naming convention for `Light Probes`:
`Reflection Cubemap` -> `Sphere`
`Reflection Plane` -> `Plane`
`Irradiance Grid` -> `Volume`
Note that this breaks the Python API (`bpy.types.LightProbe.type`).
Pull Request: https://projects.blender.org/blender/blender/pulls/113452
Follow-up fix for #113330.
The `valid_socket_type` classmethod in node trees is only available on
custom node trees (but documentation does not say that). It cannot be
used to determine if the default float socket type is valid for built-in
node tree types. We have to assume this socket type is always valid for
built-in node trees, or the operator will try to call a non-existent
method.
Pull Request: https://projects.blender.org/blender/blender/pulls/113540
Caused by 974edc588547 / 7f9d51853c978ff
You can now type to search directly in the `Add` menu.
Bit unfortunate though that this is not mapped to any shortcut in the
`Industry Compatible` keymap anymore
I think we could just add TAB back (but this time, mapped to
`NODE_MT_add`).
Pull Request: https://projects.blender.org/blender/blender/pulls/113446
This implements the core changes for this design: https://devtalk.blender.org/t/grease-pencil-integration-into-geometry-nodes/31220
The changes include:
* Add `CustomData` for layer attributes
* Add attribute support for the `GreasePencilComponent` to read/write layer attributes. Also introduces a `Layer` domain.
* Implement a `GreasePencilLayerFieldContext` and make `GeometryFieldContext` work with grease pencil layers.
* Implement `Set Position` node for `Grease Pencil`.
Note: These changes are only accessible/visible with the `Grease Pencil 3.0` experimental flag enabled.
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/112535
This PR reuses the scene specific reflection probe resolution for all
reflection light probes in the scene. The target is to have a automatic
detection for the resolution. But as long as we don't have a mechanism
for detection it is better to not introduce a new UI element that will
be removed within the foreseen future.
This setting is currently used by EEVEE and EEVEE-Next. EEVEE supports
resolutions upto 4096px. This will be clamped to 2048 when using
EEVEE-Next.
The motivation for this is that EEVEE-Next will soon replace
EEVEE and 4096 can then be removed from the choices that the user can
made. Adding as separate option could need synchronization, and that
option would also be temporary as it will be removed by the resolution
detection mechanism.
Pull Request: https://projects.blender.org/blender/blender/pulls/113491
This traces planar lightprobe captures just like
the screen-space tracing does.
This is implemented as a separate shader that
loads the ray before the screen trace and
check if it can be traced against any available
planar probe. If it does it marks the ray as
traced (negative pdf) so that the screen tracing
pass does not override the result or try to
trace it.
Pull Request: https://projects.blender.org/blender/blender/pulls/113453
This PR is contains the initial capture pipeline for planar probes.
It requires work to generate the correct view to capture and to include
the result during ray tracing. These will be developed in a separate PR.
This PR detects if a planar probe is active in the scene. If this is
the case the planar probe pipeline will be activated. During rendering
this is done by querying the depsgraph, during viewport drawing this
is done during sync. If an planar probe is detected and the pipeline
wasn't activated. The pipeline will be activated and the sampling
will be reset to ensure the pipeline is filled with all objects.
Per object the user can set the visibility of the object in planar
reflections.
![image](/attachments/fcfb40f9-f174-491c-bfba-e7f00f49aa1c)
For a reflection plane the resolution and clipping offset can be set.
EDIT: Resolution option was removed because too complex to
implement with the little time we have at the moment.
![image](/attachments/e42ad9ce-8af8-45d1-aa3a-630db1901ad3)
Related to #112966
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113203