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December 13, 2019, 14:00 (GMT)
Cycles: Fix compilation of the Render Graph test
December 13, 2019, 11:43 (GMT)
Gizmo: add gizmos for UV transform translate/rotate/scale
December 13, 2019, 09:27 (GMT)
USD: Introducing a simple USD Exporter

This commit introduces the first version of an exporter to Pixar's
Universal Scene Description (USD) format.

Reviewed By: sergey, LazyDodo

Differential Revision: https://developer.blender.org/D6287

- The USD libraries are built by `make deps`, but not yet built by
install_deps.sh.
- Only experimental support for instancing; by default all duplicated
objects are made real in the USD file. This is fine for exporting a
linked-in posed character, not so much for thousands of pebbles etc.
- The way materials and UV coordinates and Normals are exported is going
to change soon.
- This patch contains LazyDodo's fixes for building on Windows in D5359.

== Meshes ==

USD seems to support neither per-material nor per-face-group
double-sidedness, so we just use the flag from the first non-empty
material slot. If there is no material we default to double-sidedness.

Each UV map is stored on the mesh in a separate primvar. Materials can
refer to these UV maps, but this is not yet exported by Blender. The
primvar name is the same as the UV Map name. This is to allow the
standard name "st" for texture coordinates by naming the UV Map as such,
without having to guess which UV Map is the "standard" one.

Face-varying mesh normals are written to USD. When the mesh has custom
loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is
inspected to determine the normals.

The UV maps and mesh normals take up a significant amount of space, so
exporting them is optional. They're still enabled by default, though.
For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported
with UVs and normals, and 262 MiB without. We probably have room for
optimisation of written UVs and normals.

The mesh subdivision scheme isn't using the default value 'Catmull
Clark', but uses 'None', indicating we're exporting a polygonal mesh.
This is necessary for USD to understand our normals; otherwise the mesh
is always rendered smooth. In the future we may want to expose this
choice of subdivision scheme to the user, or auto-detect it when we
actually support exporting pre-subdivision meshes.

A possible optimisation could be to inspect whether all polygons are
smooth or flat, and mark the USD mesh as such. This can be added when
needed.

== Animation ==

Mesh and transform animation are now written when passing
`animation=True` to the export operator. There is no inspection of
whether an object is actually animated or not; USD can handle
deduplication of static values for us.

The administration of which timecode to use for the export is left to
the file-format-specific concrete subclasses of
`AbstractHierarchyIterator`; the abstract iterator itself doesn't know
anything about the passage of time. This will allow subclasses for the
frame-based USD format and time-based Alembic format.

== Support for simple preview materials ==

Very simple versions of the materials are now exported, using only the
viewport diffuse RGB, metallic, and roughness.

When there are multiple materials, the mesh faces are stored as geometry
subset and each material is assigned to the appropriate subset. If there
is only one material this is skipped.

The first material if any) is always applied to the mesh itself
(regardless of the existence of geometry subsets), because the Hydra
viewport doesn't support materials on subsets. See
https://github.com/PixarAnimationStudios/USD/issues/542 for more info.

Note that the geometry subsets are not yet time-sampled, so it may break
when an animated mesh changes topology.

Materials are exported as a flat list under a top-level '/_materials'
namespace. This inhibits instancing of the objects using those
materials, so this is subject to change.

== Hair ==

Only the parent strands are exported, and only with a constant colour.
No UV coordinates, no information about the normals.

== Camera ==

Only perspective cameras are supported for now.

== Particles ==

Particles are only written when they are alive, which means that they
are always visible (there is currently no code that deals with marking
them as invisible outside their lifespan).

Particle-system-instanced objects are exported by suffixing the object
name with the particle's persistent ID, giving each particle XForm a
unique name.

== Instancing/referencing ==

This exporter has experimental support for instancing/referencing.

Dupli-object meshes are now written to USD as references to the original
mesh. This is still very limited in correctness, as there are issues
referencing to materials from a referenced mesh.

I am still committing this, as it gives us a place to start when
continuing the quest for proper instancing in USD.

== Lights ==

USD does not directly support spot lights, so those aren't exported yet.
It's possible to add this in the future via the UsdLuxShapingAPI. The
units used for the light intensity are also still a bit of a mystery.

== Fluid vertex velocities ==

Currently only fluid simulations (not meshes in general) have explicit
vertex velocities. This is the most important case for exporting
velocities, though, as the baked mesh changes topology all the time, and
thus computing the velocities at import time in a post-processing step
is hard.

== The Building Process ==

- USD is built as monolithic library, instead of 25 smaller libraries.
We were linking all of them as 'whole archive' anyway, so this doesn't
affect the final file size. It does, however, make life easier with
respect to linking order, and handling upstream changes.
- The JSON files required by USD are installed into datafiles/usd; they
are required on every platform. Set the `PXR_PATH_DEBUG` to any value
to have the USD library print the paths it uses to find those files.
- USD is patched so that it finds the aforementioned JSON files in a path
that we pass to it from Blender.
- USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable
building the tools in its `bin` directory. This is sent as a pull
request at https://github.com/PixarAnimationStudios/USD/pull/1048
December 13, 2019, 04:52 (GMT)
Gizmo: fix button 2D hotspot size

Happened when used in 2D view.
December 12, 2019, 22:06 (GMT)
Cleanup: unused function, spelling
December 12, 2019, 22:02 (GMT)
Cleanup: clang-format
December 12, 2019, 17:40 (GMT)
Add support for tiled images and the UDIM naming scheme

This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.

With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.

The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.

The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles

There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images

Thanks to Brecht for the review and to all who tested the intermediate versions!

Differential Revision: https://developer.blender.org/D3509
Revision d7a8a60 by Hans Goudey
December 12, 2019, 16:56 (GMT)
UI: Add extra bevel options to popover from tool settings bar

Also adds a generic popover that can be used whenever an active tool has too
many settings than can fit in the horizontal area. The popover calls the active
tool's draw_settings with "extra" set to True.
December 12, 2019, 15:04 (GMT)
Cleanup: Typo
December 12, 2019, 15:03 (GMT)
Cleanup: Follow the commenting convention

Capital letter and full stop.
December 12, 2019, 15:01 (GMT)
Cleanup: Rename variables (_tot -> _len)
December 12, 2019, 13:12 (GMT)
UI: Remove User Preference "Enable All Experimental Features"

Users should be able to know explicitly what they are testing.

By having them all enabled we run into a scenario where a new
experimental feature may have been introduced, and the user
is now using it without being even aware of that.

Differential Revision: https://developer.blender.org/D6404
December 12, 2019, 13:12 (GMT)
Cleanup: Fix typo in user preference code
December 12, 2019, 12:58 (GMT)
macOS: add missing info to code signing instructions regarding key files

The instructions for this part are not exactly clear, but better to document
what took us a while to figure out to get a new system set up for signing.
December 12, 2019, 12:50 (GMT)
Revert "Fix T72064, T72158: weight paint shows X/Y/Z symmetry options that don't work"

It seems it does work along multiple axes in some cases, but not at all. So
restored the UI for now, waiting for a better fix.

This reverts commit 9569425b027cdb1c80e407697971f42fbee42388.
December 12, 2019, 12:04 (GMT)
Cycles: perform clamping per light contribution instead of whole path

With upcoming light group passes, for them to sum up correctly to the combined
pass the clamping must be more fine grained.

This also has the advantage that if one light is particularly noisy, it does
not diminish the contribution from other lights which do not need as much
clamping.

Clamp values on existing scenes will need to be tweaked to get similar results,
there is no automatic conversion possible which would give the same results as
before.

Implemented by Lukas, with tweaks by Brecht.

Part of D4837
December 12, 2019, 11:59 (GMT)
Fix T72380: New Weld Modifier is crashing when used after a Vertex Weight Modifier

It happened when the vertex group was empty.
December 12, 2019, 10:56 (GMT)
MacOS release: Fix typo in codesign instructions
December 12, 2019, 10:09 (GMT)
Cleanup: redundant NULL checks, simplify tool fallback arg checks
December 12, 2019, 09:54 (GMT)
Fix fallback tool for tools that don't define their own keymaps

Needed for UV editor transform tool.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021