Commit Graph

134824 Commits

Author SHA1 Message Date
Hans Goudey aa9bfc1b2a Fix: Uninitialized attribute memory read after recent commit
update_on_change_ shouldn't be called when creating an attribute but
not setting the array values. In that case it is UB to not set the values
elsewhere anyway, and that will cause its own update tag.
2024-03-25 16:58:21 -04:00
Hans Goudey 40a5e739e2 Fix #119873: Bake node crash with instanced light objects
4d0936c7d7 explicitly avoids turning non-geometry object
instances into geometry instances. This code is called to prepare
geometry sets for baking, and baking currently assumes that the baked
instances are always geometry sets.

To fix this, just check the instance type and serialize an empty
geometry set for the crashing object instance case. Compared to before
the crash causing commit, there is no change in behavior, since that
would have created empty geometry sets too.

Pull Request: https://projects.blender.org/blender/blender/pulls/119892
2024-03-25 21:42:07 +01:00
Hans Goudey 04bcd17dc8 Cleanup: Remove unnecessary builtin attribute provider logic
All builtin attributes are now stored as named attributes, so the old
code path from where they were stored with non-generic types can be
removed. The stored type and attribute type don't have to be tracked
separately anymore either.
2024-03-25 16:01:36 -04:00
Hans Goudey 11afa15361 Revert "Fix #119508: Missing update after "Shade Flat" operator"
This reverts commit 130701763b.

73cc27b988 made this unnecessary.
2024-03-25 15:50:27 -04:00
Hans Goudey 73cc27b988 Fix #119886: Set curve node missing normals update tag
The change to use generic "capture field on geometry" utilities for this
node and other nodes like it means `AttributeWriter` with its update
tagging isn't being used anymore, the attribute is just being created
with the new values (for some cases anyway). To fix this, call the
attribute provider's update function when creating the attribute too.
This was noted as useful in 130701763b too.

The initialization of curve and point cloud runtime structs is moved
because they now have to be allocated before any attributes are added.
2024-03-25 15:49:25 -04:00
Weizhen Huang 2c301c921f Tests: temporarily disable light tree in the new test file
seems to cause problem on other platforms
2024-03-25 19:43:14 +01:00
Weizhen Huang fdc2962beb Fix #114634: correlated samples in volume when using equiangular sampling and light tree
The same random number was used when sampling from the volume segment
and from the direct scattering position, causing correlation issues with
light tree.

To solve this problem, we ensure the same light is picked for
volume segment/direct scattering, equiangular/distance sampling by
sampling the light tree only once in volume segment. From the direct
scattering position in volume, we sample a position on the picked light
as usual. If sampling from the light tree fails, we continue with
indirect scattering.
For unbiased MIS weight for forward sampling, we retrieve the `P`, `D`
and `t` used in volume segment for traversing the light tree.

The main changes are:
1. `light_tree_sample()` and `light_distribution_sample()` now only pick
lights. Sampling a position on light is done separately via
`light_sample()`.
2. `light_tree_sample()` is now only called only once from volume
segment. For direct lighting we call `light_sample()`.
3. `light_tree_pdf()` now has a template `<in_volume_segment>`.
4. A new field `emitter_id` is added to struct `LightSample`, which just
stores the picked emitter index.
5. Additional field `previous_dt = ray->tmax - ray->tmin` is added to
`state->ray`, because we need this quantity for computing the pdf.
6. Distant/Background lights are also picked by light tree in volume
segment now, because we have no way to pick them afterwards. The direct
sample event for these lights will be handled by
`VOLUME_SAMPLE_DISTANCE`.
7. Original paper suggests to use the maximal importance, this results
in very poor sampling probability for distant and point lights therefore
excessive noise. We have a minimal importance for surface to balance, we
could do the same for volume but I do not want to spend much time on
this now. Just doing `min_importance = 0.0f` seems to do the job
okayish. This way we still won't sample the light with zero
`max_importance`.

The current solution might perform worse with distance sampling, because
the light tree measure is biased towards equiangular sampling. However,
it is difficult to perform MIS between equiangular and distance sampling
if different lights are picked for each method. This is something we can
look into in the future if proved to be a serious regression.

Pull Request: https://projects.blender.org/blender/blender/pulls/119389
2024-03-25 18:50:52 +01:00
Sergey Sharybin 565dc1f22b Merge branch 'blender-v4.1-release' 2024-03-25 18:15:05 +01:00
Sergey Sharybin 6c74d4af15 Fix #118555: Occasional incorrect compositor result with relative transform
In the tiled compositor ensure_delta() can be called from multiple threads,
but without any threading synchronization. This worked fine when the node
only supported absolute transform: multiple threads would do the same work
and assign delta to the same values.

With the addition of relative transform in #115947 a code which adjusts
previously calculated delta was added, leading to possible double-applying
relative transform.

The solution is to avoid multiple threads modifying the same data by using
a double-locked check.

This issue does not happen in 4.2 (main branch) because it switched to full
frame compositor, which works differently.

Pull Request: https://projects.blender.org/blender/blender/pulls/119883
2024-03-25 18:13:38 +01:00
Thomas Dinges 4ed88ce44d Merge branch 'blender-v4.1-release' 2024-03-25 18:10:23 +01:00
Thomas Dinges 26caa18173 Release: Bump to 4.1 release 2024-03-25 18:08:02 +01:00
Aaron Carlisle f032da82af Merge branch 'blender-v4.1-release' 2024-03-25 12:52:47 -04:00
Aaron Carlisle 5a9b292ac4 Docs: Python API: Enable version switch menu 2024-03-25 12:50:01 -04:00
Sybren A. Stüvel 5ff8738dce Cleanup: Anim, reduce indentation in ANIM_animdata_filter
Return early if possible, reducing cognitive complexity.

No functional changes.
2024-03-25 15:26:27 +01:00
Jacques Lucke 6b5a97170c Geometry Nodes: allow overriding bake settings on overridden object
Previously, the bake settings in geometry nodes were not
editable even though they were stored on the overridden
object (instead of the not-overridden but linked node tree).

Pull Request: https://projects.blender.org/blender/blender/pulls/119874
2024-03-25 14:58:45 +01:00
Charles Wardlaw 23fab6b6a6 Fix #99114: USD: Cache file operators now recognize USD as well as Alembic
USD files are now findable from the cachefile.open() and
cachefile.layer_add() operators.  Removed the ".abc" appending when
looking for a file for the first time, as it no longer makes sense.

Pull Request: https://projects.blender.org/blender/blender/pulls/118685
2024-03-25 14:50:59 +01:00
Alaska 43cef92f66 Fix #119692: Cycles render issue with light tree and light linking
When using light linking with the light tree, the root index of a
mesh light subtree can be 0. The current code assumed this wasn't
possible, and as such it caused rendering issues, specifically the
incorrect computation of the PDF of certain mesh lights during
forward path tracing.

So we adjust the code to allow mesh light subtree root node
indices of 0.

This was worked on by Alaska, Sergey, and Weizhen

Pull Request: https://projects.blender.org/blender/blender/pulls/119770
2024-03-25 14:47:18 +01:00
Hans Goudey aede88be85 Fix: Curves NURBS order attribute validate incorrect clamp 2024-03-25 09:28:53 -04:00
Omar Emara fa3e47523e Compositor: Port GLSL SMAA to CPU compositor
This patch ports the GLSL SMAA library to the CPU compositor in order to
unify the anti-aliasing behavior between the CPU and GPU compositor.
Additionally, the SMAA texture generator was removed since it is now
unused.

Previously, we used an external C++ library for SMAA anti-aliasing,
which is itself a port of the GLSL SMAA library. However, the code
structure and results of the library were different, which made it quite
difficult to match results between CPU and GPU, hence the decision to
port the library ourselves.

The port was performed through a complete copy of the library to C++,
retaining the same function and variable names, even if they are
different from Blender's naming conversions. The necessary code changes
were done to make it work in C++, including manually doing swizzling
which changes the code structure a bit.

Even after porting the library, there were still major differences
between CPU and GPU, due to different arithmetic precision. To fix this
some of the bilinear samplers used in branches and selections were
carefully changed to use point samplers to avoid discontinuities around
branches, also resulting in a nice performance improvement. Some slight
differences still exist due to different bilinear interpolation, but
they shall be looked into later once we have a baseline implementation.

The new implementation is slower than the existing implementation, most
likely due to the liberal use of bilinear interpolation, since it is
quite cheap on GPUs and the code even does more work to use bilinear
interpolation to avoid multiple texture fetches, except this causes a
slow down on CPUs. Some of those were alleviated as mentioned in the
previous section, but we can probably look into optimizing it further.

Pull Request: https://projects.blender.org/blender/blender/pulls/119414
2024-03-25 14:21:00 +01:00
Hans Goudey 9d88fa483c Cleanup: Make format 2024-03-25 09:13:33 -04:00
Omar Emara 4971b144a4 Compositor: Unify sRGB to Linear between CPU and GPU
This patch unifies the sRGB to Linear color space conversion between the
CPU and GPU compositors. This is because CPU uses an optimized path that
produces values that are very slightly off. To fix this, for the GPU, we
do the conversion CPU side instead of doing it in a shader. Since images
are cached, the performance implications are not significant.

Another added benefit is that we no longer get differences due to the
order of alpha pre-multiplication and sRGB conversion, demonstrated in
#114305. And we no longer require any preprocessing of the images.

This patch adds some new utilities to the Image Buffer module to assign
float, byte, and compressed buffers along with their color spaces. It
also adds an ownership flag to compressed data. Those were added as a
way to facilitate the implementation.

Pull Request: https://projects.blender.org/blender/blender/pulls/118624
2024-03-25 14:09:54 +01:00
Pratik Borhade 209db414e0 Fix #119860: Undo crash in asset browser poll function
`asset_lib` is null when calling undo in active file browser space.
This causes crash in `asset undo poll`. So exit out of the poll function
when active file space is filebrowser.

Pull Request: https://projects.blender.org/blender/blender/pulls/119870
2024-03-25 14:00:38 +01:00
Pratik Borhade f6190dcf9f Merge branch 'blender-v4.1-release' 2024-03-25 18:28:23 +05:30
Pratik Borhade 436b9a5aae Fix #119862: poly build crash when adding first vertex in empty geometry
object_index is not found (-1) when all mesh data is deleted hence it
crashes when accessing base from the vector at index -1.
So skip the further execution to prevent crash.

Pull Request: https://projects.blender.org/blender/blender/pulls/119865
2024-03-25 13:55:57 +01:00
Germano Cavalcante f66cb1e635 UI: rename 'Snap With' and 'Snap To' to 'Snap Base' and 'Snap Target'
Since the `Set Snap Base` feature has been implemented, it would be
convenient to reflect the use of the term `Snap Base` in other areas in
the UI.

Pull Request: https://projects.blender.org/blender/blender/pulls/119723
2024-03-25 13:35:52 +01:00
Hans Goudey b1c85fa78c Fix: Python import error for GPUVertBuf
Caused by fe76d8c946
2024-03-25 08:10:48 -04:00
Weizhen Huang 082b68fcb9 Cycles: improve equiangular sampling in volume
By restricting the sample range along the ray to the valid segment.

Supports

**Mesh Light**
- [x] restrict the ray segment to the side with MIS

**Area Light**
- [x] when the spread is zero, find the intersection of the ray and the bounding box/cylinder of the rectangle/ellipse area light beam
- [x] when the spread is non-zero, find the intersection of the ray and the minimal enclosing cone of the area light beam
*note the result is also unbiased when we just consider the cone from the sampled point in volume segment. Far away from the light source it's less noisy than the current solution, but near the light source it's much noisier. We have to restrict the sample region on the area light to the part that lits the ray then, I haven't tried yet to see if it would be less noisy.*

**Point Light**
- [x] the complete ray segment should be valid.

**Spot Light**
- [x] intersect the ray with the spot light cone
- [x] support non-zero radius

Pull Request: https://projects.blender.org/blender/blender/pulls/119438
2024-03-25 13:02:02 +01:00
Campbell Barton ab93a426a0 Fix assert from recent cleanup
Change from [0] didn't account for edit-meshes without faces.

[0]: 3805974b6f
2024-03-25 22:28:53 +11:00
Pratik Borhade 2e8259e4d4 GPv3: Clean loose points in draw mode menu
Include `clean loose` operator in draw mode menu.
And move this operator inside `Cleanup menu` (same as GPv2)

Pull Request: https://projects.blender.org/blender/blender/pulls/119782
2024-03-25 12:17:03 +01:00
Campbell Barton 7371b11bb5 Fix #119871: Window contents invalid on startup under Wayland & GNOME
Resolve a glitch where the window contents didn't fit the window
on startup under GNOME. This also avoids flickering whenever the
window manager changed the window size from the requested size.

See code-comments for details.
2024-03-25 22:08:27 +11:00
Aras Pranckevicius 26337b9fb4 Metal: implement support for compressed textures
Noticed lack of it via #119793. Now DDS images using BC1/BC2/BC3
(aka DXT1/DXT3/DXT5) formats can keep on being GPU compressed
on Metal too, just like e.g. on OpenGL.

Pull Request: https://projects.blender.org/blender/blender/pulls/119835
2024-03-25 11:40:20 +01:00
Sergey Sharybin bffcb000e8 Fix: Cycles crash on Metal GPU with ASAN builds
Running a very simple files when Blender is built with the
WITH_COMPILER_ASAN=ON and WITH_CYCLES_KERNEL_ASAN=ON CMake options
leads to ASAN reporting an unknown-crash at line where the worker
pool is being filled in.

It is not entirely clear if it is a real issue in the code, since
placing debug prints with `this` address report proper addresses,
however there is no harm on capturing `this` pointer by value and
it does solve the ASAN reporting issues.

It is possible to reproduce the ASAN crash with the following steps:
- Start with --factory-startup
- Enable Metal device in User Preferences
- Switch render device to GPU Compute
- Switch viewport more to Rendered

Pull Request: https://projects.blender.org/blender/blender/pulls/119867
2024-03-25 11:36:15 +01:00
Sergey Sharybin 7e2d54e786 Fix: Assert when exiting Metal rendered viewport
This commit fixes the following assert:
  mtl_command_buffer.mm:165, submit(), at 'MTLBackend::get()->is_inside_render_boundary()'

It happens when toggling rendered state of viewport on macOS, and is
caused by incorrect order of setting active GPU context to null and
calling GPU_render_end.

This change makes the flow of GPU_render_{beign, end} and GPU context
activation closer to what it is in the draw manager's functions
DRW_render_context_{enable, disable}.

Pull Request: https://projects.blender.org/blender/blender/pulls/119868
2024-03-25 11:28:28 +01:00
Sybren A. Stüvel fb6b4fe75c Merge remote-tracking branch 'origin/blender-v4.1-release' 2024-03-25 11:27:43 +01:00
Jun Mizutani cc580136c6 Fix #119812: 'Add Child Collection' adds a brother bone collection
Change label from "Add Child Collection" to "Add Bone Collection", as the
newly added collection becomes a sibling, not a child, of the active one.

Pull Request: https://projects.blender.org/blender/blender/pulls/119845
2024-03-25 11:26:30 +01:00
Sybren A. Stüvel 8f015d3bfc Modeling: Merge Vertices, correct spelling of report
Fix the "Merge Vertices" report, replacing "vertice(s)" with either
"vertex" or "vertices". The singular "vertice" is not a word in English,
and thus the regular "append (s)" approach is incorrect.

Pull Request: https://projects.blender.org/blender/blender/pulls/119863
2024-03-25 10:18:13 +01:00
Jun Mizutani 378d37ed3d Fix #119812: 'Add Child Collection' adds a brother bone collection
Change label from "Add Child Collection" to "Add Bone Collection", as the
newly added collection becomes a sibling, not a child, of the active one.

Pull Request: https://projects.blender.org/blender/blender/pulls/119845
2024-03-25 09:25:24 +01:00
Jesse Yurkovich e9eb2d35f8 USD: Add new test files for curves and point instancing 2024-03-24 21:49:55 -07:00
Bastien Montagne 792f4cc1d1 Merge branch 'blender-v4.1-release' 2024-03-25 10:02:07 +09:00
Bastien Montagne 31aec5ae1d I18N: Updated UI translstions from git/weblate repo (5f533cb92100b). 2024-03-25 09:59:29 +09:00
Lukas Stockner 05a9f96446 Fix: Add missing callback reset in RE_InitRenderCB
This caused an ASan abort while looking into #101993.

From what I can tell, the issue is that when you click the render button on
the Render Layer node, RENDER_OT_render sets the callback. Then, when you
hit F12 later, it reuses the Render from before, including the callback,
but the corresponding handle has been freed already.
2024-03-25 01:38:55 +01:00
Lukas Stockner 02a488d0fe Fix #61042: Cycles: Various Toon BSDF issues
The original bug report was that the Glossy Toon BSDF behaves incorrectly
when mixed with other closures.
The underlying issue here was that the eval function didn't check whether
the reflection angle is inside the valid cone and always returned its PDF,
which is very high compared to e.g. the diffuse closure's PDF for small
sizes (since the cone is supposed to be quite tight) and therefore breaks
MIS mixing.

However, while looking into this, I found a number of other issues, and so
this commit also contains several other changes to the Toon BSDFs:
- The angle that was used to compute the intensity wasn't the actual angle
  between the vectors. From what I can see, the formula that was used goes
  back all the way to the initial commit 12 years ago, so this probably was
  something that happened to work with one particular cone sampling method.
  Now, however, it caused weird asymmetric highlights, so replace it with
  the actual angle (which we already compute anyways).
- Setting size to zero caused the BSDF to go black, so clamp to 1e-5.
- The code was overall a bit repetitive, so I've cleaned it up a bit.
2024-03-24 23:52:16 +01:00
Harley Acheson b545770f5c UI: Adjustments to Minimum Area Sizes
When areas are dragged very small we want the (visual) vertical minimum
to equal header height, and the horizontal minimum to be equal to the
Properties nav area width. This PR just makes these adjust correctly
with changes of resolution scale and line width.

Pull Request: https://projects.blender.org/blender/blender/pulls/119848
2024-03-24 19:40:18 +01:00
Lukas Stockner d4d5281d45 Fix: Cycles: Metal compilation error 2024-03-24 19:39:25 +01:00
Hans Goudey b54d9875ba Fix: Another Metal build error after recent refactor
Sorry for the noise, I misread the output from the PR build.
2024-03-24 13:24:03 -04:00
Lukas Stockner 1f44be97e6 Fix #56355: Cycles: Wrong differentials for panoramic camera
The code to compute differentials mixed up the camera-space locations
of the raster coordinate and the camera itself, which caused the dP
differential to be set even when the ray origin is always the same.

This commit fixes that, reorganizes the code so that the Px/Py are
no longer used for both values to avoid future confusion, and skips
some unnecessary calculations stereo rendering isn't being used.
2024-03-24 17:52:22 +01:00
Hans Goudey aa87b747c5 Fix: Additional macOS metal build error 2024-03-24 12:37:36 -04:00
Hans Goudey e201b5e553 Fix: Debug build error after previous commit 2024-03-24 12:17:44 -04:00
Hans Goudey fe76d8c946 Refactor: Remove unnecessary C wrappers for vertex and index buffers
Now that all relevant code is C++, the indirection from the C struct
`GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds
complexity and necessitates a wrapper API, making more cleanups like
use of RAII or other C++ types more difficult.

This commit replaces the C wrapper structs with direct use of the
vertex and index buffer base classes. In C++ we can choose which parts
of a class are private, so we don't risk exposing too many
implementation details here.

Pull Request: https://projects.blender.org/blender/blender/pulls/119825
2024-03-24 16:38:30 +01:00
Hans Goudey 84c6ead74b Refactor: Remove unnecessary curves GPU evaluation caches
Currently we have a cache for all combinations of "strand/strip" and
the four subdivision levels. Recomputing this data should be very fast
and doesn't require re-uploading data from the CPU. Because they are
scene settings, they will be the same for all render engines too, so we
won't have a case where we're constantly requesting different values.

The extra caches just complicate code, so better to remove them. Now
the final evaluated cache remembers the settings it was created with,
and it's cleared if they are changed.

Pull Request: https://projects.blender.org/blender/blender/pulls/119804
2024-03-24 16:33:12 +01:00