November 28, 2019, 16:43 (GMT) |
USD: Introducing USD support This commit introduces an exporter to Pixar's Universal Scene Description (USD) format. - The USD libraries are expected to be in /opt/usd/, not yet built by install_deps.sh. I'll work on that while this patch is under review. - 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. - 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. == 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. |
November 28, 2019, 16:41 (GMT) |
Tests: Blendfile-loading test class This new test class minimally sets up Blender so that it can load blend files and construct a depsgraph without crashing. Note that it hasn't been tested on very complex blend files, so it may still crash when the loaded blend file references/requires uninitialised data structures. The test will certainly crash with Blend files created with Blender older than 2.80, as the versioning code requires space types to be registered. This is normally done by initialising the window manager, which is not done in this test. The WM requires Python to run, which in turn requires that Blender finds the release directory in the same directory that contains the running executable, which is not the case for GTest tests (they are written to `bin/tests/executablename`. Reviewed By: sergey, mont29 Differential Revision: https://developer.blender.org/D6246 |
November 28, 2019, 16:41 (GMT) |
Fix T71558: Hair particles: Brush effect not occluded by emitter geometry |
November 28, 2019, 16:07 (GMT) |
Fix crash if OptiX context creation fails in Cycles When encountering an error during context creation, the "OptiXDevice" constructor aborts early. This means the "cuda_stream" vector is never resized and the destructor iterated over non-existent data. |
November 28, 2019, 15:58 (GMT) |
GPencil: Remove Emboss por Sliders |
November 28, 2019, 15:42 (GMT) |
GPencil: Add N Panel in Dopesheet |
November 28, 2019, 15:10 (GMT) |
GPencil: Fix icon for mask layer in Dopesheet |
Revision 3b5a02a by Bastien Montagne (undo-experiments, undo-experiments-idnames, undo-experiments-remap-history, undo-experiments-swap-reread-datablocks, uuid-undo-experiments, uuid-undo-experiments-swap-reread-datablocks) November 28, 2019, 15:06 (GMT) |
Merge branch 'master' into undo-experiments |
November 28, 2019, 14:58 (GMT) |
Fix (unreported) broken python resgistrable classes checks logic. Logic for registering and checking properties of registrable classes was broken, allowing to ignore some errors. Recent fix rBeb798de101a `broke` the result of the pyapi_idprop_datablock test, because previously that test would fail (i.e. suceed, as it is an 'expected to break test') for a reason it was not designed to check. This is the problem with that kind of tests - you cannot really check that they are failing on the expected reason(s)... |
November 28, 2019, 14:42 (GMT) |
Console: remove shortcuts from console splash Menu items can be used to find shortcuts instead of keeping keymap items here. |
November 28, 2019, 14:35 (GMT) |
EEVEE: RenderLayers Small change do not draw an unsupported renderpass in the viewport |
November 28, 2019, 14:32 (GMT) |
USD: renamed `should_export_object` to `should_visit_object` |
November 28, 2019, 13:39 (GMT) |
GPencil: Add layer operators to Dopesheet Header |
November 28, 2019, 13:29 (GMT) |
USD: Revamped building & bundling process - USD is now 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 bin/usd; they are required on every platform. - USD is patched so that it finds the aforementioned JSON files in a path relative to the running executable. When left unpatched, the only way to influence the search path for those files is to set an environment variable BEFORE Blender starts (USD uses static initialisers, so by the time the USD exporter runs, it has already unsuccessfully tried loading the JSON files, and won't re-investigate that environment variable ever again). - 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 |
November 28, 2019, 12:57 (GMT) |
Fix assert in Cycles memory statistics when using OptiX on multiple GPUs The acceleration structure built by OptiX may be different between GPUs, so cannot assume the memory size is the same for all. This fixes that by moving the memory management for all OptiX acceleration structures into the responsibility of each device (was already the case for BLAS previously, now for TLAS too). |
November 28, 2019, 11:56 (GMT) |
USD: Avoid crash when USD JSON files cannot be found USD ships with a set of JSON files that define which formats can be written and which plugins are required. This is used even when statically building and only using the default USDA and USDC formats. |
Revision d726305 by Bastien Montagne (undo-experiments, undo-experiments-idnames, undo-experiments-remap-history, undo-experiments-swap-reread-datablocks, uuid-undo-experiments, uuid-undo-experiments-swap-reread-datablocks) November 28, 2019, 11:40 (GMT) |
Fully WIP code. Don't have proper solution yet for issue described in comment in readfile.h, still investigating... |
November 28, 2019, 11:10 (GMT) |
Overlay Engine: Fix issue with facing overlay Render using the default view instead of the jittered view. |
Revision 798e93b by YimingWu (lanpr-under-gp, lineart-bvh, lineart-shadow, temp-lanpr-review, temp-lineart-contained, temp_lineart_contained) November 28, 2019, 10:44 (GMT) |
Cleanup: Missing bracket. |
November 28, 2019, 10:41 (GMT) |
Buildbot: Migrate package archive format for Linux from tar.bz2 to tar.xz xz compresses 25% better than bz2, reducing download times and server load. The numbers: blender-2.80-linux-glibc217-x86_64.tar.bz2 (release): 134 886 174 bytes with xz: 96 181 604 bytes (-28.7%) with xz -9: 93 871 548 bytes (-30.4%) blender-2.81-7c1fbe24ca33-linux-glibc217-x86_64.tar.bz2 (beta): 173 600 363 bytes with xz: 133 100 664 bytes (-23.3%) with xz -9: 129 534 124 bytes (-25.4%) xz also decompresses more than twice as fast as bz2, however compression needs four times as long (on my 7-year-old laptop 3-4 minutes instead of <1). Also xz has become more common than bz2, e.g. Debian/Ubuntu deb packages have been xz-compressed for years, so the dpkg package manager as well as systemd and grub all depend on liblzma being present, whereas bz2 is becoming more and more optional. Current Linux archives also include the UID/GID of whatever user account happens to be used for building by the blender.org infrastructure. If someone then installs these archives as root e.g. to /usr/local/... and doesn't pay full attention the files remain owned by a regular user, which is a serious security issue. This patch fixes that by setting the UID/GID to 0. Differential Revision: https://developer.blender.org/D6138 |
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