This commit extends dependency graph API with an argument which
denotes that all custom data layers are to be preserved. This
forces modifier stack re-evaluation with more inclusive mask.
Far from ideal, since this might fail in certain configurations
with indirectly used objects which might be missing layers needed
for the current object evaluation. But this is how it worked for
a long time, so should be good enough for until more sophisticated
solution is found.
In order to use this new behavior two things are to be passed:
- Pass keep_all_data_layers=True
- Pass a valid dependency graph.
The dependency graph is only needed if keep_all_data_layers=True
and is NOT to be passed if keep_all_data_layers=False.
If keep_all_data_layers=True the dependency graph MUST be passed.
Reviewers: mont29, brecht
Reviewed By: mont29
Maniphest Tasks: T64994, T64794
Differential Revision: https://developer.blender.org/D4940
Explicitly disable particles in edit for now.
Those were not rendered already, but were attempted to be converted
to Cycles structures (if UVs were not needed for hair nothing was
rendered, but if UVs are needed then crash happened).
Would be nice to bring hair in edit mode back, but this is a bit
more involved change, which will be done later.
* Replace Log view transform with Filmic Log.
* Remove Rec.709, DCI-P3 displays that were incomplete and outdated.
* Remove outdated RRT and Film transforms, replaced by Filmic.
* Remove camera responsive curves that don't work with HDR colors.
* Rename Default view transform to Standard.
We're breaking compatibility now for 2.80, so that we can add future
improvements on a clean config.
Part of the code was contributed by George Vogiatzis in D4782.
Differential Revision: https://developer.blender.org/D4900
This also replaces the Use Alpha setting. We now have these alpha modes:
* Straight: store RGB and alpha channels separately with alpha acting as a
mask, also known as unassociated alpha.
* Premultiplied: transparent RGB pixels are multiplied by the alpha channel.
The natural format for renders.
* Channel Packed: different images are packed in the RGB and alpha channels,
and they should not influence each other. Channel packing is commonly used
by game engines to save memory.
* None: ignore alpha channel from the file and make image fully opaque.
Cycles OSL does not correctly support Channel Packed and None yet, we are
missing fine control over the OpenImageIO texture cache to do that.
Fixes T53672
The same was done for Windows, but some extra changes were needed to make it
work on macOS. This is required because the Blender quit dialog now contains
additional settings for image saving.
There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
For existing files, it will use the setting from Cycles or Eevee depending on
the render engine in the scene.
Differential Revision: https://developer.blender.org/D4874
We can not access ensured-to-be-evaluated dependency graph from the
render API: some of it is running from within evaluation which makes
it possible for engines to access list of evaluated IDs.
Solved by passing dependency graph to viewport functions, similar to
the final render functions.
One of the usecases is to create mesh from an object is a manner similar to
how Apply Modifiers does it, and have it in the bmain so it can be referenced
by other objects.
This usecase is something what went unnoticed in the previous API changes, so
here is a followup.
Summary of changes:
* bpy.meshes.new_from_object() behaves almost the same as before this change.
The difference now is that it now ensures all referenced data-blocks are
original (for example, materials referenced by the mesh).
* object.to_mesh() now creates free-standing Mesh data-block which is outside
of any bmain. The object owns it, which guarantees the memory never leaks.
It is possible to force free memory by calling object.to_mesh_clear().
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4875
The kernel does not use AVX2 vectorization, and trying to use BVH8 was
leading to an empty scenes.
Fixes T64624: Ctest : Win32 + AVX2 fails virtually all cycles tests
Main goal here is to make it obvious and predictable about
what is going on.
Summary of changes.
- Access to dependency graph is now only possible to a fully evaluated
graph. This is now done via context.evaluated_depsgraph_get().
The call will ensure both relations and datablocks are updated.
This way we don't allow access to some known bad state of the graph,
and also making explicit that getting update dependency graph is not
cheap.
- Access to evaluated ID is now possible via id.evaluated_get().
It was already possible to get evaluated ID via dependency graph,
but that was a bit confusing why access to original is done via ID
and to evaluated via depsgraph.
If datablock is not covered by dependency graph it will be returned
as-is.
- Similarly, request for original from an ID which is not evaluated
will return ID as-is.
- Removed scene.update().
This is very expensive to update all the view layers.
- Added depsgraph.update().
Now when temporary changes to objects are to be done, this is to
happen on original object and then dependency graph is to be
updated.
- Changed object.to_mesh() to behave the following way:
* When is used for original object modifiers are ignored.
For meshes this acts similar to mesh-copy, not very useful but
allows to keep code paths similar (i.e. for exporter which has
Apply Modifiers option it's only matter choosing between original
and evaluated object, the to_mesh() part can stay the same).
For curves this gives a mesh which is constructed from displist
without taking own modifiers and modifiers of bevel/taper objects
into account.
For metaballs this gives empty mesh.
Polygonization of metaball is not possible from a single object.
* When is used for evaluated object modifiers are always applied.
In fact, no evaluation is happening, the mesh is either copied
as-is, or constructed from current state of curve cache.
Arguments to apply modifiers and calculate original coordinates (ORCO,
aka undeformed coordinates) are removed. The ORCO is to be calculated
as part of dependency graph evaluation.
File used to regression-test (a packed Python script into .blend):
{F7033464}
Patch to make addons tests to pass:
{F7033466}
NOTE: I've included changes to FBX exporter, and those are addressing
report T63689.
NOTE: All the enabled-by-default addons are to be ported still, but
first want to have agreement on this part of changes.
NOTE: Also need to work on documentation for Python API, but, again,
better be done after having agreement on this work.
Reviewers: brecht, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D4834
This is the angular diameter as seen from earth, which is between 0.526° and
0.545° in reality. Sharing the size with other light types did not make much
sense and meant the unit was unclear.
Differential Revision: https://developer.blender.org/D4819
A better solution would be to not use the callback mechanism anymore for
cases like this where the dependency graph will free volume data, but
that would be a bigger refactor.
The refactoring of texture handles did not take into account that render
services are shared between multiple render session. Now the texture
to handle map is also shared between render sessions.
This makes it easier to set up materials with emission and transparency.
Importers/exporters and add-ons are recommended to now use these rather than
creating separate transparent BSDF and emission nodes.
Cycles lights now use strength and color properties of the light outside
of the shading nodes, just like Eevee. The shading nodes then act as a
multiplier on this, and become optional unless textures, fallof or other
effects are desired.
Backwards compatibility is not exact, as we can't be sure which renderer
the .blend was designed for or even if it was designed for a single one.
If the render engine in the active scene is set to Cycles, lights are
converted to ensure overall light strength remains the same, and removing
unnecessary shader node setups that only included a single emission node.
If the engine is set to Eevee, we increase strength to remove the automatic
100x multiplier that was there to match Cycles.
Differential Revision: https://developer.blender.org/D4588
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807
It was crashing due to array out of bounds access. This is not a great fix,
but brings back behavior the same as before now. Perhaps images that failed
to load should be stored separately somewhere.
These are the internal changes to Cycles, for Blender integration there are no
functional changes in this commit.
Images are converted to scene linear color space on file load, and on reading
from the OpenImageIO texture cache. 8-bit images are compressed with the sRGB
transfer function to avoid precision loss while keeping memory usages low. This
also means that for common cases of 8-bit sRGB images no conversion happens at
all on image loading.
Initial patch by Lukas, completed by Brecht.
Differential Revision: https://developer.blender.org/D3491
This is the groundwork for supporting loading image textures with arbitrary
color spaces through OpenColorIO.
Initial patch by Lukas, completed by Brecht.
Differential Revision: https://developer.blender.org/D3491
This adds our own OSL texture handle, that has info for OIIO textures or our
own custom texture types. A filename to handle hash map is used for lookups.
This is efficient because it happens at OSL compile time, because the optimizer
can figure out constant strings and replace them with texture handles.
This panel is arguably the most important in the ViewLayer properties, so
the concept of "1 panel open per context" doesn't work. Especially since
the first panel (View Layer) contains only two settings.
This also registers the Passes panels before filter/override so it's sorted in the same way as EEVEE.