http://www.miikahweb.com/feed.php MiikaHweb - Blender Commits By Angavrilov http://www.miikahweb.com/ MiikaHweb - Blender Commits By Angavrilov fi Sun, 29 Nov 20 07:43:23 +0000 MiikaHweb RSS contact at miikahweb.com <![CDATA[[566e7e6] master: Fix Auto Clamped limits when smoothing the transition of cyclic...]]> http://www.miikahweb.com/en/blender/git-logs/commit/566e7e6145050ef73c2f7442eb6fda46f6e5c5d0 566e7e6
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Fix Auto Clamped limits when smoothing the transition of cyclic curves.

The value of l[count-1] should be ready by the time hmin/hmax is computed.
Otherwise the left limit for the transition key would be scaled wrong.

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Sat, 28 Nov 2020 12:54:18 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/566e7e6145050ef73c2f7442eb6fda46f6e5c5d0Alexander Gavrilov
<![CDATA[[c99d767] master: Fix some naming and comments in F-Curve smoothing code.]]> http://www.miikahweb.com/en/blender/git-logs/commit/c99d76773509516f1543190d422fb3be4c3021a4 c99d767
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Fix some naming and comments in F-Curve smoothing code.

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Sat, 28 Nov 2020 12:54:18 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/c99d76773509516f1543190d422fb3be4c3021a4Alexander Gavrilov
<![CDATA[[b3f20ee] master: Fix T83023: incorrect shape of cyclic F-Curve with only two...]]> http://www.miikahweb.com/en/blender/git-logs/commit/b3f20eed6e85249d15724543743cb049e7991622 b3f20ee
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Fix T83023: incorrect shape of cyclic F-Curve with only two points.

The equation solver didn't handle the one unknown case correctly.

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Sat, 28 Nov 2020 12:54:17 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/b3f20eed6e85249d15724543743cb049e7991622Alexander Gavrilov
<![CDATA[[02a0f6b] master: Fluid Particles: fix viscoelastic spring threading crash again...]]> http://www.miikahweb.com/en/blender/git-logs/commit/02a0f6b04a648b62150a310e67628efc1c0773e8 02a0f6b
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Fluid Particles: fix viscoelastic spring threading crash again after D7394.

Since D6133 fluid particle code uses thread local storage to collect
springs created during a time step before adding them to the actual
spring array.

Prior to the switch to TBB there was a single finalize callback which
was called on the main thread, so it could use psys_sph_flush_springs
and insert the new entries into the final buffer. However in D7394 it
was replaced with a reduce callback, which is supposed to be thread
safe and have no side effects. This means that the only thing it can
safely do is copy entries to the other temporary buffer.

In addition, careful checking reveals that the 'classical' solver
doesn't actually add springs, so reduce isn't needed there.

Differential Revision: https://developer.blender.org/D9632

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Wed, 25 Nov 2020 19:31:47 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/02a0f6b04a648b62150a310e67628efc1c0773e8Alexander Gavrilov
<![CDATA[[0f3ca3f] master: Fix unclear tooltip for the Affect Transform option of constraints...]]> http://www.miikahweb.com/en/blender/git-logs/commit/0f3ca3f4bcbcbc56a72d5b2420372366952d9d01 0f3ca3f
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Fix unclear tooltip for the Affect Transform option of constraints.

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Sun, 22 Nov 2020 10:33:27 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/0f3ca3f4bcbcbc56a72d5b2420372366952d9d01Alexander Gavrilov
<![CDATA[[6fdcca8] master: Materials: add custom object properties as uniform attributes...]]> http://www.miikahweb.com/en/blender/git-logs/commit/6fdcca8de64cd70f237640b67ce2d0068b918d05 6fdcca8
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Materials: add custom object properties as uniform attributes.

This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057

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Tue, 03 Nov 2020 13:35:44 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/6fdcca8de64cd70f237640b67ce2d0068b918d05Alexander Gavrilov
<![CDATA[[91d320e] master: Cycles: immediately store the used_shader list in Blender interface...]]> http://www.miikahweb.com/en/blender/git-logs/commit/91d320edc3cfb30443af4adbcb09bc3d7a609e1d 91d320e
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Cycles: immediately store the used_shader list in Blender interface.

Uniform attributes require immediate access to the shader list
in object update code, so setting the field can't be deferred
to a background task. This required adding a parameter to the
clear method of Geometry.

Ref D2057

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Tue, 03 Nov 2020 13:35:43 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/91d320edc3cfb30443af4adbcb09bc3d7a609e1dAlexander Gavrilov
<![CDATA[[9bc177d] master: Materials: support true float4 attributes in the Attribute...]]> http://www.miikahweb.com/en/blender/git-logs/commit/9bc177d8ded4ba498762813a0d5106005fef0e67 9bc177d
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Materials: support true float4 attributes in the Attribute node.

Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.

The Cycles code is already refactored and committed by Brecht.

Ref D2057

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Tue, 03 Nov 2020 13:35:43 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/9bc177d8ded4ba498762813a0d5106005fef0e67Alexander Gavrilov
<![CDATA[[70040e7] master: Cycles: internal support for alpha output for attribute node]]> http://www.miikahweb.com/en/blender/git-logs/commit/70040e7b0b683f2ff6ac30b20a8e426bab294e67 70040e7
Branches : master
Author : Alexander Gavrilov (angavrilov)
Committed By : Brecht Van Lommel (brecht)
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Cycles: internal support for alpha output for attribute node

Not exposed in Blender yet.

Ref D2057

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Wed, 28 Oct 2020 11:43:42 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/70040e7b0b683f2ff6ac30b20a8e426bab294e67Alexander Gavrilov
<![CDATA[[b7558e3] master: Cycles: internal support for per-instance and per-geometry...]]> http://www.miikahweb.com/en/blender/git-logs/commit/b7558e3c9c1478cb0d3a4881c73984d46a0c9603 b7558e3
Branches : master
Author : Alexander Gavrilov (angavrilov)
Committed By : Brecht Van Lommel (brecht)
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Cycles: internal support for per-instance and per-geometry attributes

The existing code for this was incomplete. Each instance can now have a set
of attributes stored separately from geometry attributes. Geometry attributes
take precedence over instance attributes.

Ref D2057

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Wed, 28 Oct 2020 11:43:42 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/b7558e3c9c1478cb0d3a4881c73984d46a0c9603Alexander Gavrilov
<![CDATA[[d58b55b] master: Cycles: internal support for float4 geometry attributes]]> http://www.miikahweb.com/en/blender/git-logs/commit/d58b55b55a0197c397810766446f18d64a8d4a6b d58b55b
Branches : master
Author : Alexander Gavrilov (angavrilov)
Committed By : Brecht Van Lommel (brecht)
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Cycles: internal support for float4 geometry attributes

Previously only float3 and byte4 was supported.

Ref D2057

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8 Paths Changed]]>
Wed, 28 Oct 2020 11:43:42 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/d58b55b55a0197c397810766446f18d64a8d4a6bAlexander Gavrilov
<![CDATA[[5f26309] temp-angavrilov-material-uniforms: tweak attrs: fix UV attribute output type.]]> http://www.miikahweb.com/en/blender/git-logs/commit/5f26309e29eaecc5f91b3b6566bcf9a059baac4e 5f26309
Branches : temp-angavrilov-material-uniforms
Author : Alexander Gavrilov (angavrilov)
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tweak attrs: fix UV attribute output type.

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1 Path Changed]]>
Mon, 12 Oct 2020 19:03:44 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/5f26309e29eaecc5f91b3b6566bcf9a059baac4eAlexander Gavrilov
<![CDATA[[4ea9f42] temp-angavrilov-material-uniforms: Materials: support the custom uniform attributes in Eevee.]]> http://www.miikahweb.com/en/blender/git-logs/commit/4ea9f4259c6247ef4956a17baa9a699d6dbaf5f3 4ea9f42
Branches : temp-angavrilov-material-uniforms
Author : Alexander Gavrilov (angavrilov)
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Materials: support the custom uniform attributes in Eevee.

The attributes are provided to the shader via a UBO indexed with
resource_id, similar to the existing Object Info data. Unlike that,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is not inconceivable that technically different materials may
use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't require that set of data don't have to allocate any memory.

Differential Revision: https://developer.blender.org/D2057

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19 Paths Changed]]>
Mon, 12 Oct 2020 10:19:52 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/4ea9f4259c6247ef4956a17baa9a699d6dbaf5f3Alexander Gavrilov
<![CDATA[[b364be8] temp-angavrilov-material-uniforms: Materials: add custom object properties as uniform attributes...]]> http://www.miikahweb.com/en/blender/git-logs/commit/b364be84a02d8a50175c31836783bc4e7791981d b364be8
Branches : temp-angavrilov-material-uniforms
Author : Alexander Gavrilov (angavrilov)
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Materials: add custom object properties as uniform attributes.

This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The Cycles design
seems to intend to treat all attributes equally, so the Blender
interface uses a name prefix that can't be entered with keyboard.

Differential Revision: https://developer.blender.org/D2057

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13 Paths Changed]]>
Mon, 12 Oct 2020 10:19:52 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/b364be84a02d8a50175c31836783bc4e7791981dAlexander Gavrilov
<![CDATA[[f5ef2e2] temp-angavrilov-material-uniforms: Materials: support true float4 attributes in the Attribute...]]> http://www.miikahweb.com/en/blender/git-logs/commit/f5ef2e27e094a8d997538064d96c379831910a2d f5ef2e2
Branches : temp-angavrilov-material-uniforms
Author : Alexander Gavrilov (angavrilov)
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Materials: support true float4 attributes in the Attribute node.

Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.

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16 Paths Changed]]>
Mon, 12 Oct 2020 10:19:52 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/f5ef2e27e094a8d997538064d96c379831910a2dAlexander Gavrilov
<![CDATA[[ba30962] temp-angavrilov-material-uniforms: Cycles: rename uchar4 attribute accessors from 'float4' to '...]]> http://www.miikahweb.com/en/blender/git-logs/commit/ba3096208ddf57414e159e39fbbed0aa7008dbfa ba30962
Branches : temp-angavrilov-material-uniforms
Author : Alexander Gavrilov (angavrilov)
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Cycles: rename uchar4 attribute accessors from 'float4' to 'uchar4'.

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6 Paths Changed]]>
Mon, 12 Oct 2020 10:19:52 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/ba3096208ddf57414e159e39fbbed0aa7008dbfaAlexander Gavrilov
<![CDATA[[93f4f96] master: Merge branch 'blender-v2.90-release']]> http://www.miikahweb.com/en/blender/git-logs/commit/93f4f9681846926a4dcaf6e11d4d93dc69eb30ad 93f4f96
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Merge branch 'blender-v2.90-release'

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Wed, 05 Aug 2020 17:21:08 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/93f4f9681846926a4dcaf6e11d4d93dc69eb30adAlexander Gavrilov
<![CDATA[[a316d3b] master: Eevee: do not rely on the SOCK_HIDE_VALUE flag for node group...]]> http://www.miikahweb.com/en/blender/git-logs/commit/a316d3b6c660a5ae9fbcae1f1403dad4686c8ecf a316d3b
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Eevee: do not rely on the SOCK_HIDE_VALUE flag for node group sockets.

When disconnecting links for defaulted node group inputs, recurse
into the nested node group nodes, instead of checking the socket
flag. Otherwise the behavior is confusing and differs from Cycles.

Differential Revision: https://developer.blender.org/D8455

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Wed, 05 Aug 2020 17:20:48 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/a316d3b6c660a5ae9fbcae1f1403dad4686c8ecfAlexander Gavrilov
<![CDATA[[15ad4f6] master: Merge branch 'blender-v2.90-release']]> http://www.miikahweb.com/en/blender/git-logs/commit/15ad4f6f1f41825566d34423d7a9d96aecc5702a 15ad4f6
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Merge branch 'blender-v2.90-release'

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Tue, 04 Aug 2020 08:57:09 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/15ad4f6f1f41825566d34423d7a9d96aecc5702aAlexander Gavrilov
<![CDATA[[9306037] master: Node Groups: expose the SOCK_HIDE_VALUE flag for node group...]]> http://www.miikahweb.com/en/blender/git-logs/commit/9306037ed3d14a7afce607738f83c8b9968d478d 9306037
Branches : master
Author : Alexander Gavrilov (angavrilov)
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Node Groups: expose the SOCK_HIDE_VALUE flag for node group inputs.

This flag specifies that even when the socket is not connected,
the node should not display the input field for the constant input
value. This is useful for inputs like Normal, which have special
handling for the missing input case and don't use a constant value.
Currently there is no way to change this flag from Python, and
through UI it can only be done by re-creating the socket.

This patch exposes the flag through RNA and UI, makes sure it
is properly updated when changed, and adds special handling to
ensure that it is correctly set when creating a node group from
a node set that includes reroute nodes.

Differential Revision: https://developer.blender.org/D8395

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6 Paths Changed]]>
Tue, 04 Aug 2020 08:29:16 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/9306037ed3d14a7afce607738f83c8b9968d478dAlexander Gavrilov