Meeting time: 15:00-16 CET (Your local time: 2023-04-04T13:00:00Z)
- Lukas Tönne
- Miro Horvath
- Falk David
- Iliya Katueshenock
- Hans Goudey
- Jacques Lucke
- Dalai Felinto
Since the Last Meeting
- The team spent most of its time in the final phase of bug fixing for Blender 3.5, and working on simulation nodes.
- Lukas implemented a prototype of the realtime clock, and made a particle system demo
- Hans worked on more mesh performance improvements, mostly by skipping the unnecessary loose geometry and bounds computations.
- The storage of mesh face corners has been made generic too, giving slight improvements in performance across the board.
- Alexander Revkov also contributed an improvement to skip computing bounding boxes for primitive meshes.
- Leon has been prototyping a UX change to simplify the process of working with frame nodes. That is being discussed in a thread here.
- Erik has been making progress on the SDF volume implementation in a branch, and recently looked at making the existing “Mesh to Volume” node more consistent.
- Looking farther into the future, Jacques and Hans continued improvements to the index mask data structure, and Jacques has continued working on large memory usage improvements for geometry.
- There is now a dropdown that makes it possible to select the UI subtype for built in socket types.
- Iliya finished a UX improvement for link-drag-search to move data-block default values
- Thanks to Daniel Salazar, “Color Ramp” is now two words in the UI.
- GDC report from Dalai
- Lots of positivity and ideas about integration with geometry nodes
- It might be good to have a more official presence there next year
#106497: Geometry Nodes: Freeze Node
- The difficulties of developing the freeze node (checkpoint/edit mode node in the past) overlap with the development of simulation caching
- Developing them separately would even be easier, and allow users to separate the concerns too.
- Can the freeze node be inside the simulation loop?
- Technically yes, but the behavior might not be useful
- The animation frame range should be separate from the scene frame range, or at least that should be an option.
- A downside is that the freeze node would be required for most simulations. Keeping them separate for now simplifies the design too though.
- How would this transition to become the “Edit Geometry” node that allows manual edits in edit/sculpt mode
- The node would have to be renamed and some features would be added
- On the data-block level this would be trickier, but eventually the node might have pointers to various geometry data-blocks in the main database.
- For animated bakes, there would be a mesh/point cloud data-block per frame in the .blend file.
- Eventually the automatic cache should be able to replace some uses of this node. People will “un-learn” using the freeze node in the future.
- The node has a float input for the frame to support substeps for motion blur. The baking/freezing operation should have options for how many substeps you want to bake.
- Storing the cache per original node vs. per modifier is an important design consideration, that should be addresssed with some sort of pros/cons list.
- How does the node deal with anonymous attributes? Which anonymous attributes should be baked?
- When the geometry is frozen, all anonymous attributes might not be included. We would have to tell the user that not all anonymous attributes are included in the bake.
- It would be nice to bake used anonymous attributes implicitly, rather than requiring connecting all anonymous attributes to the freeze node manually.
- How to transition to Edit Geometry when using animation bake
- Is it a single data-block or one data-block per (sub-)frame?
- Edit Geometry (local) vs Simulation Baking (global)
- This may be the solution that address both scenarios.
- But we do need to make sure the difference in the use-cases are considered, where the data is stored, and which high-level UI is exposed for the users (to bake either individual nodes or a series of objects interacting with each other).
#106346: WIP: Mesh To Volume fixes / refactoring
- Not much to talk about here actually. Jacques gave some feedback on the patch and in chat.
#104619: Geometry Node: Index of Nearest
- Naming needs a bit of work, then code review can continue.
- “Self Group ID” and “Nearest Group ID” work well
- “Index of Nearest” rather than “Index Of Nearest”
The next meeting will be on Tuesday April 18, 15:00-16 CET (Your local time: 2023-04-18T13:00:00Z ), which is 2 weeks from this meeting. The provisional meeting agenda will be linked in the #nodes-physics-module channel before the meeting.