Reorder keyingsets registration order, since it also afects order of I
menu options, better show most used ones first, pure alphabetical order
is not great here... Will likely break some muscle memory though. :|
Based on D2720 by Carlo Andreacchio (@candreacchio), thanks.
Although the original report was about the docs, the real issue was in
the API.
My original commit started from a copy-paste from the Switch
Node. However I don't use custom1 for thew Switch View node.
The docs is slightly incomplete since it would be nice to mention the
views here. Or maybe even expose them via Python. But honestly they are
generated depending on the scene multi-view settings.
If there was any specularity in the Principled BSDF, it would get a sampling
weight of one regardless of its actual impact.
This commit makes Cycles estimate the contribution of the component and adjust
the weighting accordingly, which greatly improves the noise characteristics of
the Principled BSDF in many cases.
Note that this commit might slightly change the brightness of areas when using
MultiGGX and high roughnesses, but the new brightness is more accurate and
closer to the result of Branched Path Tracing. See T51836 for details.
Differential Revision: https://developer.blender.org/D2677
The PDF of the MultiGGX sampling is approximated by the singlescattering GGX
term as well as a scaled diffuse term that makes up for the energy in the
multiscattering component that's missed by GGX.
However, there were two problems with the glossy terms: The diffuse term missed
a normalization factor, and the singlescattering term was not properly scaled
down based on the albedo estimate.
The glass term was completely wrong and has been rewritten. It uses the fresnel
factor to weight reflection vs. refraction and uses the glossy MultiGGX model
for reflection.
For refraction, the correct singlescattering term is now used, and a new
albedo approximation is used that was derived by evaluating GGX albedo for
roughnesses from 0 to 1 and IORs from 1 to 3 and fitting numerical
approximations to it. The resulting model has a mean relative error of 9e-5,
but could probably be simplified without losing noticable accuracy in the
final render.
The improved PDFs help with glossy highlights (due to better light sampling vs.
closure sampling MIS) and fix the situation described in T51836 where mixing
MultiGGX with other closures (as it happens in e.g. the Principled
BSDF) causes incorrect darkening.
This is annoying especially for exporters who do use mesh name, since it
broke any relation with actual Mesh naming in original Blend file.
Unfortunately, we cannot avoid the extra .xxx digits. ;)
It tried to assert that
addons/io_blend_utils/blender_bam-unpacked.whl/__init__.py was loaded when
the io_blend_utils module was imported. However, this happens only on
demand, and not directly when importing the add-on.
*Sigh* One more example of why we should keep ID management handling in
as few places as possible! It's impossible to keep more than a few
places in sync regarding which ID pointer is refcounted etc.
Children where always getting at least one segment of fixed length...
Now fully hidden ones (zero length) get no segment at all.
Note that even very short ones keep getting one 'unit' length segment - would
rather avoid changing that at this point, given how complex children
particles 'length' can get with all kind of modifiers... Think we can
live with that for now anyway.
The crash did not happen yet because we always had proper vmemh defined in
the parent scope.
Patch by Ivan Ivanov (aka obiwanus), thanks!
Differential Revision: https://developer.blender.org/D2715
This is not enough to mutex-guard modification code of integer values,
since this operation is NOT atomic. This is not even safe for a single
byte data types.
For now guarded the getter functions, similar to other functions in
this module.
Ideally we want to switch modification to an atomic operations, so we
wouldn't need any locks in the getters.
'Convert To...' Object operation has very weird effect of actually
working at obdata level, not object level, which means *all* objects
(even unselected/hidden/in other scenes/...) using same obdata will be
converted to new selected type.
IMHO this is very bad behavior, but... not a bug really, so do not
change this for now.
But at least, do not do that when working on some linked data, else it
leaves Blend file in invalid (incoherent) state until next reload.
So workaround for now is to enforce the 'Keep Original' option when some
linked object/obdata is affected by the operation.
Also fixed somewhat broken usercount handling in Curve->Mesh part.
That one was probably not an actual issue, except maybe in some corner
cases (like deleting a linked scene also used by some other linked scene).
Again, better not try to do smart & complex freeing logic outside of
BKE_library area, let's keep spaghetti nitghmare in a single place!
Previous code (same as what `BKE_libblock_free_us()` is doing when
usercount reach 0) was probably OK in that specific case, but still not
good idea, and potentially risky.