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Lukas Toenne (lukastoenne)
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Projects (14)

User Details

User Since
Dec 20 2009, 11:39 AM (675 w, 1 d)

Recent Activity

Today

Lukas Toenne (lukastoenne) abandoned D10879: Fix ambiguous ID_PROPERTY depsgraph node names when using pose bone properties..

Was fixed by rB7bcf21e66e2e46042b027b4481fa9866e64fe9a1, closing this one.

Mon, Nov 28, 4:22 PM
Lukas Toenne (lukastoenne) added a comment to T87039: Pose bone ID property driver causes dependency cycle.

Looks like rB7bcf21e66e2e46042b027b4481fa9866e64fe9a1
This is only in 3.1.0 and upwards.

Mon, Nov 28, 4:21 PM · Animation & Rigging, BF Blender

Yesterday

Lukas Toenne (lukastoenne) awarded rB86ade3df5602: Nodes: move node registration to nodes module a Love token.
Sun, Nov 27, 5:27 PM

Wed, Nov 23

Lukas Toenne (lukastoenne) accepted D13188: Nodes: Remove `bNodeTree->interface_type`..
Wed, Nov 23, 1:04 PM
Lukas Toenne (lukastoenne) requested changes to D13188: Nodes: Remove `bNodeTree->interface_type`..
Wed, Nov 23, 12:12 PM
Lukas Toenne (lukastoenne) added inline comments to D13188: Nodes: Remove `bNodeTree->interface_type`..
Wed, Nov 23, 12:12 PM
Lukas Toenne (lukastoenne) added a comment to D13188: Nodes: Remove `bNodeTree->interface_type`..

It's code archaeology, but if i remember correctly the purpose of this was to generate RNA properties that have a distinct subtype, limits, etc to match the socket declaration of the node group.

Wed, Nov 23, 12:02 PM

Thu, Nov 17

Faruk Ahmet (kuboa) awarded rB3c86d3d734d2: Delaunay tetrahedralization for geometry nodes. a Love token.
Thu, Nov 17, 12:31 AM

Tue, Nov 15

baoyu (baoyu) awarded rB3c86d3d734d2: Delaunay tetrahedralization for geometry nodes. a Love token.
Tue, Nov 15, 5:31 PM
Keir (KeirCB) awarded rB3c86d3d734d2: Delaunay tetrahedralization for geometry nodes. a Love token.
Tue, Nov 15, 2:15 PM

Sun, Nov 6

Lukas Toenne (lukastoenne) added a comment to T100872: Crash when creating geometry nodes in a for-loop with Python.

More generally: it is currently possible to add or remove sockets from any node through the python API, not just group nodes. This is not ideal because usually the renderer, geonodes, compositor, etc. expect the sockets to match a certain layout. In the case of group nodes the layout is defined by the tree data block, which is the correct way to change node groups (as mentioned by others). We could try to disable this but it might cause issues with existing scripts. At least for custom python nodes it should remain allowed.

Sun, Nov 6, 9:50 AM · Geometry Nodes, Nodes & Physics, Python API, BF Blender

Thu, Nov 3

Lukas Toenne (lukastoenne) closed T102022: Raycast geometry node outputs incorrect hit normal near certain edges (90 degrees only?) as Resolved.

Yeah this is a floating point precision issue. It's not so much an incorrect normal, but rather the fact that the mesh becomes very very thin at the edge, so that raycasting may return the lower face instead of the upper one, because their distance is too small to tell which face is closer to the ray origin. For example, this is what i get with just a very thin cube at the origin (Z scale on the order of 1e-8).


As a workaround, you probably want to ignore points where the mesh is too thin, because those can't be considered "inside" the cube. We can do that by doing a second raycast in the "up" direction (0, 0, 1) and only accept points where this also hits the collider.

Thu, Nov 3, 11:43 AM · Nodes & Physics, Geometry Nodes, BF Blender

Sep 15 2022

Lukas Toenne (lukastoenne) added inline comments to D15715: Nodes: Add subtype selection to socket editing.
Sep 15 2022, 10:26 AM · Nodes & Physics
Lukas Toenne (lukastoenne) accepted D15715: Nodes: Add subtype selection to socket editing.

Looks good.

Sep 15 2022, 10:13 AM · Nodes & Physics

Sep 13 2022

Lukas Toenne (lukastoenne) created P3189 (An Untitled Masterwork).
Sep 13 2022, 8:44 PM

Aug 27 2022

Lukas Toenne (lukastoenne) created P3156 (An Untitled Masterwork).
Aug 27 2022, 11:48 AM

Aug 3 2022

Bert Van den Bosch (Crumbled) awarded D15451: Curve sculpting: Collision constraint solver. a Like token.
Aug 3 2022, 11:29 AM

Aug 1 2022

Lukas Toenne (lukastoenne) added a comment to D15451: Curve sculpting: Collision constraint solver..

The collision detection performance increases substantially with more substeps. The reason is that the number of near-phase triangle checks decreases with the size of the search radius, which is in turn determined by position delta per substep ("velocity"). There is a certain optimum when the search radius gets smaller than the average mesh triangle, beyond which additional substeps start increasing the overall cost.

Aug 1 2022, 7:51 PM
Lukas Toenne (lukastoenne) updated the summary of D15451: Curve sculpting: Collision constraint solver..
Aug 1 2022, 1:15 PM
Lukas Toenne (lukastoenne) added a comment to T99913: Cloth simulation randomly breaks down when scrubbing timeline.

This seems to be a problem with the point cache mixing up the two cloth sim objects in the scene. One of them has a cache length of 100 frames, the other has 250. On loading the file the 250 frame cache is fully populated, but during scrubbing at some point it gets chopped off to the 100 frames of the other cache. After that the cloth sim sees skipped frames and tries to simulate with large time steps or backward time steps, which (unsurprisingly) causes the exploding behavior.

Aug 1 2022, 12:30 PM · Nodes & Physics, BF Blender

Jul 31 2022

Iliya Katueshenock (Moder) awarded D15451: Curve sculpting: Collision constraint solver. a Like token.
Jul 31 2022, 2:59 PM
Lukas Toenne (lukastoenne) updated the summary of D15451: Curve sculpting: Collision constraint solver..
Jul 31 2022, 2:52 PM
Lukas Toenne (lukastoenne) updated the diff for D15451: Curve sculpting: Collision constraint solver..
  • Added back the simple sequential distance solver as a editing method.
  • Use IndexMask to indicate changed curves instead of a VArray.
  • Deduplicate code for solvers.
  • Improvemed thread utilization by combining curve lists in comb brush.
  • Moved constraint into geometry module and separate perf test lib.
  • Simplified performance tests by using a common template.
  • Perf test for BVH tree branching factors.
  • Perf test for different collision mesh resolutions.
  • Computing residual error is now an optional step.
Jul 31 2022, 2:52 PM
Lukas Toenne (lukastoenne) added a comment to D15451: Curve sculpting: Collision constraint solver..

Testing collision detection for different mesh sizes and BVH branching factors: As expected the detection time grows more or less logarithmically. The majority of time is spent in the broadphase bounds checks, with a tree depth of log_b(n), where b is the BVH branching factor. The brushes currently use a branching factor of 2. The sweet spot seems to be 4 (which makes sense for surface meshes), but the overall effect of branching factors isn't very large.

Jul 31 2022, 2:46 PM

Jul 29 2022

Lukas Toenne (lukastoenne) added a comment to D15451: Curve sculpting: Collision constraint solver..

I'm doing some profiling to investigate threading. One thing i noticed is that thread utilization is quite bad in case of the plain outer for loop over the TLS here. The individual thread-local blocks can have wildly different sizes, because which thread a curve gets assigned to depends on its position relative to the brush. Each thread picks a set of 256 curves at a time and filters it by distance. Some threads end up filtering out almost all curves, and some accept hundreds of curves.

Jul 29 2022, 2:34 PM

Jul 28 2022

Lukas Toenne (lukastoenne) planned changes to D15451: Curve sculpting: Collision constraint solver..
Jul 28 2022, 12:33 PM
Lukas Toenne (lukastoenne) added a comment to D15451: Curve sculpting: Collision constraint solver..

I've tested setting both substeps and iterations of the solver to 1. This results in a single iteration like the previous method, and the performance is comparable.
The main problem is that the new solver works a bit differently: For any segment except the first it will move both points instead of just the 2nd point. This is a more physically accurate approach, but it requires more iterations to conserve segment length. So i would like to provide both methods and use the faster "follow-the-leader" approach by default for editing. For simulating hair physics the more balanced approach is preferable. There is a more in-depth discussion of the problem and possible mitigations for numerical stiffness in this paper https://www.researchgate.net/publication/235259170_Fast_Simulation_of_Inextensible_Hair_and_Fur

Jul 28 2022, 12:32 PM
Lukas Toenne (lukastoenne) updated the diff for D15451: Curve sculpting: Collision constraint solver..
  • Fix indexing error: the segment length needs a global point offset.
  • Unit/regression test for the curve length constraint solver.
  • Rename dX to delta_substep.
  • Minor code flow improvements and const usage.
  • Use index mask in solver initialize to limit length calculations.
  • Explanation for the purpose of the (hardcoded) alpha value.
Jul 28 2022, 12:30 PM

Jul 25 2022

Lukas Toenne (lukastoenne) added inline comments to D15451: Curve sculpting: Collision constraint solver..
Jul 25 2022, 10:38 PM
Lukas Toenne (lukastoenne) updated the diff for D15451: Curve sculpting: Collision constraint solver..

Curve sculpt: Improvements and testing for collision constraint solver.

Jul 25 2022, 9:44 PM

Jul 20 2022

Kenn Nyström (Frozen_Death_Knight) awarded D15451: Curve sculpting: Collision constraint solver. a The World Burns token.
Jul 20 2022, 2:30 AM

Jul 19 2022

Lukas Toenne (lukastoenne) added a comment to T99763: Crash to desktop with an empty hair object at a circle mesh and using the Add brush.

Creating the BVH on a mesh with no faces returns null for the BVHTree, but this isn't checked in the sculpt tools.

Jul 19 2022, 7:52 AM · Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) planned changes to D15451: Curve sculpting: Collision constraint solver..

The "follow the leader" method of solving for each point in order from the root and then never touching it again is probably incorrect as well. It works for solving the length constraints on their own because the fixed root guarantees a single valid solution that can be found in one iteration. Contact constraints affect both neighboring segments though, the solver loop should iterate over all the affected constraints (i.e. the entire curve). The effect of the current implementation is probably increased "rigidity" of points close to the root and more jittery solutions toward the tip.

Jul 19 2022, 7:45 AM
TheRedWaxPolice (TheRedWaxPolice) awarded D15451: Curve sculpting: Collision constraint solver. a Like token.
Jul 19 2022, 12:17 AM

Jul 18 2022

Lukas Toenne (lukastoenne) added a comment to D15451: Curve sculpting: Collision constraint solver..

Since this can make combing significantly slower, there should be a way to turn this off. Maybe another icon next to the symmetry icons?

No objection.

Jul 18 2022, 8:51 PM
Lukas Toenne (lukastoenne) updated the summary of D15451: Curve sculpting: Collision constraint solver..
Jul 18 2022, 9:16 AM
Ray (DerivedC) awarded D15451: Curve sculpting: Collision constraint solver. a Burninate token.
Jul 18 2022, 1:42 AM

Jul 16 2022

Lukas Toenne (lukastoenne) updated the diff for D15451: Curve sculpting: Collision constraint solver..

Curve sculpt: Make constraint solver parameters configurable.

Jul 16 2022, 2:11 PM
Silas Opel (Schamph) awarded D15451: Curve sculpting: Collision constraint solver. a Love token.
Jul 16 2022, 10:55 AM
Lukas Toenne (lukastoenne) updated the diff for D15451: Curve sculpting: Collision constraint solver..

Curve sculpting: Fix threading issues in constraint solver.

Jul 16 2022, 9:42 AM

Jul 14 2022

Lukas Toenne (lukastoenne) added a comment to D15451: Curve sculpting: Collision constraint solver..

I couldn't figure out why yet, but sometimes it works quite well and sometimes it's weird

Jul 14 2022, 1:44 PM
Lukas Toenne (lukastoenne) committed rB9024ac31be5c: Fix curve drawing crash after changing geometry nodes output. (authored by Lukas Toenne (lukastoenne)).
Fix curve drawing crash after changing geometry nodes output.
Jul 14 2022, 12:22 PM
Lukas Toenne (lukastoenne) created P3080 (An Untitled Masterwork).
Jul 14 2022, 11:21 AM
Lukas Toenne (lukastoenne) updated the diff for D15451: Curve sculpting: Collision constraint solver..

Curve sculpting: Fix crash of constraint solver when surface is null.

Jul 14 2022, 8:34 AM
Lukas Toenne (lukastoenne) updated the summary of D15451: Curve sculpting: Collision constraint solver..
Jul 14 2022, 8:19 AM
Lukas Toenne (lukastoenne) requested review of D15451: Curve sculpting: Collision constraint solver..
Jul 14 2022, 8:10 AM

Jun 24 2022

Lukas Toenne (lukastoenne) added a comment to T98525: Getting multiple system console error traces on Animation Drivers that appear to be functional.

DepsgraphNodeBuilder::build_driver_id_property adds the operation node in the Object datablock, but the RNA path points to the Armature datablock. This case is described in a comment here:
https://developer.blender.org/diffusion/B/browse/master/source/blender/depsgraph/intern/builder/deg_builder_relations.cc$1714-1737

Jun 24 2022, 2:35 PM · Animation & Rigging, BF Blender

Jun 23 2022

Lukas Toenne (lukastoenne) added a comment to T98956: Geometry Nodes crash when using "Store Named Attribute" with name "id".

It's an uninitialized value, so the crash may be somewhat random.

Jun 23 2022, 11:08 AM · Geometry Nodes, Nodes & Physics, BF Blender

Jun 22 2022

Lukas Toenne (lukastoenne) closed T98272: Regression: Physics force field strength affect varies inversely proportion to physics substeps per frame as Resolved.
Jun 22 2022, 7:57 AM · Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) closed D15173: Move rigidbody update into substep loop for force calculations..
Jun 22 2022, 7:39 AM
Lukas Toenne (lukastoenne) committed rBf4d8382c86ba: Rigid body physics: Move effector force update into substep loop. (authored by Lukas Toenne (lukastoenne)).
Rigid body physics: Move effector force update into substep loop.
Jun 22 2022, 7:39 AM

Jun 19 2022

Lukas Toenne (lukastoenne) added a comment to D15173: Move rigidbody update into substep loop for force calculations..

I was considering a versioning fix that scales down existing forces to compensate for the increased "effective strength" and avoid breaking existing setups. But effectors are used in other simulations too of course where forces were not affected by substeps, so trying to adjust user data like that would probably do more harm than good.

Jun 19 2022, 9:57 AM
Lukas Toenne (lukastoenne) updated the diff for D15173: Move rigidbody update into substep loop for force calculations..

More efficient substep updates only including external force calculation.

Jun 19 2022, 9:47 AM

Jun 18 2022

Lukas Toenne (lukastoenne) created P3016 (An Untitled Masterwork).
Jun 18 2022, 10:41 PM

Jun 17 2022

Lukas Toenne (lukastoenne) updated the task description for T98956: Geometry Nodes crash when using "Store Named Attribute" with name "id".
Jun 17 2022, 6:00 PM · Geometry Nodes, Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) created P3013 (An Untitled Masterwork).
Jun 17 2022, 5:59 PM
Lukas Toenne (lukastoenne) created T98956: Geometry Nodes crash when using "Store Named Attribute" with name "id".
Jun 17 2022, 5:59 PM · Geometry Nodes, Nodes & Physics, BF Blender

Jun 14 2022

Lukas Toenne (lukastoenne) accepted D15161: Geometry Nodes: Fix Face is Planar Normal Comparison.
Jun 14 2022, 7:07 PM · Geometry Nodes
Lukas Toenne (lukastoenne) added a comment to D15161: Geometry Nodes: Fix Face is Planar Normal Comparison.

You should be able to add any constant vector to vert without changing the result

Jun 14 2022, 5:44 PM · Geometry Nodes

Jun 13 2022

Lukas Toenne (lukastoenne) added a comment to D15173: Move rigidbody update into substep loop for force calculations..

Yes this was hasty fix, thanks. I'll look into splitting this up.

Jun 13 2022, 5:08 PM

Jun 12 2022

Lukas Toenne (lukastoenne) added a comment to D15175: Use Kahan summation for attribute statistics to reduce accumulated error..

Confirmed, fast-math in particular enables -fassociative-math, which will optimize away the (t - sum) - y term and make the compensation become zero.

Jun 12 2022, 9:28 AM
Lukas Toenne (lukastoenne) added a comment to D15175: Use Kahan summation for attribute statistics to reduce accumulated error..

You are right, the accuracy is paid for with runtime cost. So maybe just using doubles internally is the better all-round option. Otherwise a user option for "increased accuracy" that switches between simple and Kahan summation could work? Generally i wouldn't expect the statistics node to be the main issue when working with millions of elements, but still worth considering. Also this node is not at all parallelized in either variant yet, which would have slightly worse accuracy.

Jun 12 2022, 9:18 AM

Jun 11 2022

Lukas Toenne (lukastoenne) added a revision to T97685: Attribute Statistic Node Outputting Weird Mean.: D15175: Use Kahan summation for attribute statistics to reduce accumulated error..
Jun 11 2022, 7:44 PM · Nodes & Physics, Geometry Nodes, BF Blender
Lukas Toenne (lukastoenne) requested review of D15175: Use Kahan summation for attribute statistics to reduce accumulated error..
Jun 11 2022, 7:44 PM
Lukas Toenne (lukastoenne) added a comment to T97685: Attribute Statistic Node Outputting Weird Mean..

Oh this is exciting, i didn't know about Kahan sum:

import numpy as np
Jun 11 2022, 7:02 PM · Nodes & Physics, Geometry Nodes, BF Blender
Lukas Toenne (lukastoenne) added a comment to T97685: Attribute Statistic Node Outputting Weird Mean..

Hans is correct: storing a value of 0.2 as floating point has an error of about 2.980232e-9, which adds up quite a bit over a 1000000 loop. Here's a python snippet that shows the effect (using numpy's float32 because python floats are usually double precision while Blender uses single precision):

Jun 11 2022, 6:23 PM · Nodes & Physics, Geometry Nodes, BF Blender
Lukas Toenne (lukastoenne) added a comment to T98417: Cloth doesn't work correctly on one object.

It's a little odd, but i suspect the initial cloth is simply "too perfect" 😁
All the edges are supporting each other in perfect equilibrium, hanging from the "flag pole" on the left, balancing in a 2D plane like a suspension bridge. The tiniest bit of displacement, rotation, wind, etc. will push the system off that knife edge and make it behave like actual cloth. I guess the other two flags have just enough offset from the origin that tiny floating point errors do the job. So maybe just add a tiny amount of randomness or a wind force to get the thing started.

Jun 11 2022, 5:10 PM · Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) added a comment to T98582: Objects with physics referred to by PointerProperty throw find_node_operation: Failed for (RIGIDBODY_REBUILD, '') when rendering.

It looks to me like the render depsgraph variant is deliberately minimal, it does not include components like TRANSFORM component of the scene needed for pointcache updates. This makes sense, all the data is already computed when rendering.

Jun 11 2022, 2:54 PM · Dependency Graph, Core, Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) added a revision to T98272: Regression: Physics force field strength affect varies inversely proportion to physics substeps per frame: D15173: Move rigidbody update into substep loop for force calculations..
Jun 11 2022, 12:12 PM · Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) updated the summary of D15173: Move rigidbody update into substep loop for force calculations..
Jun 11 2022, 12:12 PM
Lukas Toenne (lukastoenne) requested review of D15173: Move rigidbody update into substep loop for force calculations..
Jun 11 2022, 12:11 PM
Lukas Toenne (lukastoenne) added a comment to T98272: Regression: Physics force field strength affect varies inversely proportion to physics substeps per frame.

The problem here is that the force value of the RigidBody is temporary and gets reset to zero after each Bullet simulation step. The first (Blender) substep has the correct value set by rigidbody_update_simulation (called outside the substep loop), but after that the external force on the body is zero and no further impulse is added.

Jun 11 2022, 11:41 AM · Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) added a comment to D15161: Geometry Nodes: Fix Face is Planar Normal Comparison.

This doesn't really solve the problem. The issue is that the dot product as it stands will calculate distance from the object center wrt. the optimal plane. Instead we need to compute the distance from the polygon centroid:

Jun 11 2022, 9:16 AM · Geometry Nodes

May 22 2022

Lukas Toenne (lukastoenne) created P2966 (An Untitled Masterwork).
May 22 2022, 11:32 AM

May 12 2022

Lukas Toenne (lukastoenne) created P2935 (An Untitled Masterwork).
May 12 2022, 9:52 AM
Lukas Toenne (lukastoenne) created P2934 (An Untitled Masterwork).
May 12 2022, 9:37 AM

May 1 2022

Lukas Toenne (lukastoenne) closed D12179: Nodes: Fix T90233.

Sorry for the delay, patch is applied now.

May 1 2022, 10:29 AM · Nodes
Lukas Toenne (lukastoenne) closed T90233: Crash choosing interface socket type of custom tree as Resolved by committing rBdf0616bcd0c3: Nodes: Fix T90233.
May 1 2022, 10:28 AM · Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) committed rBdf0616bcd0c3: Nodes: Fix T90233 (authored by Lukas Toenne (lukastoenne)).
Nodes: Fix T90233
May 1 2022, 10:28 AM

Apr 21 2022

Lukas Toenne (lukastoenne) requested review of D14713: Test MFProcedure buffer replacement.
Apr 21 2022, 12:00 PM

Mar 19 2022

Leon Schittek (lone_noel) awarded D12022: Nodes: Make link insert optional and improved unlink a Like token.
Mar 19 2022, 10:02 AM · Nodes

Feb 25 2022

Lukas Toenne (lukastoenne) awarded D11465: Adding Attribute Math Expression Node a Love token.
Feb 25 2022, 6:35 PM

Feb 1 2022

Lukas Toenne (lukastoenne) added a comment to T95395: Crash making a node group with a frame.

even though maybe not the most likely one to run into

I use frames a lot as a method for commenting in nodes, and then i turn them into actual node groups when the frame gets too big and unwieldy. So it happens quite a lot when i want to exclude some of the nodes in the frame. I've learned to avoid it, but i don't think it's particularly unlikely for people making complex node systems.

Sorry, yeah this was not meant to make this less severe, hope this will get fixed due to High prio soonish.
P.S.: you might be interested in D13737

Feb 1 2022, 5:00 PM · Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) awarded D13737: Fix T94415: Nodes: poor selection behavior inside frame nodes a Love token.
Feb 1 2022, 4:58 PM · User Interface, Nodes & Physics
Lukas Toenne (lukastoenne) added a comment to T95395: Crash making a node group with a frame.

even though maybe not the most likely one to run into

Feb 1 2022, 4:36 PM · Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) created T95395: Crash making a node group with a frame.
Feb 1 2022, 2:58 PM · Nodes & Physics, BF Blender

Jan 21 2022

Lukas Toenne (lukastoenne) added a comment to T95084: Geometry Nodes modifier with dependent outputs use modified value.

I can also confirm that capturing input attributes at the start of the node tree as suggested in T93715 helps avoid the issue.

Jan 21 2022, 2:34 PM · Geometry Nodes, Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) added a comment to T95084: Geometry Nodes modifier with dependent outputs use modified value.

I also have a suspicion that using the same mesh attribute for input and output can cause multiple modifier evaluations.

Jan 21 2022, 11:51 AM · Geometry Nodes, Nodes & Physics, BF Blender

Jan 20 2022

Lukas Toenne (lukastoenne) added a comment to T95084: Geometry Nodes modifier with dependent outputs use modified value.

I also have a suspicion that using the same mesh attribute for input and output can cause multiple modifier evaluations. Are attribute layers represented as individual depsgraph nodes?
Will try to make a test file to demonstrate. My use-case is a bit unconventional (iterative mesh manipulation over multiple frames), so i'm trying to boil it down to a simpler case that should be more obviously supported.

Jan 20 2022, 3:54 PM · Geometry Nodes, Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) added a comment to T95084: Geometry Nodes modifier with dependent outputs use modified value.

I realized there is still some of ambiguity here even if input attributes are cached somehow and all output paths use the same input values. For example: multiple outputs can write to the same mesh attributes, so that would also be order dependent. But at least then it would be consistent inside the node tree, where i would expect values to not depend on the order of outputs.

Jan 20 2022, 2:22 PM · Geometry Nodes, Nodes & Physics, BF Blender
Lukas Toenne (lukastoenne) created T95084: Geometry Nodes modifier with dependent outputs use modified value.
Jan 20 2022, 2:13 PM · Geometry Nodes, Nodes & Physics, BF Blender

Nov 4 2021

Lukas Toenne (lukastoenne) awarded T72629: Library Override: Support editing of animation data in overriden data-blocks. a Like token.
Nov 4 2021, 11:33 PM · Overrides, Core, BF Blender

Nov 2 2021

Lukas Toenne (lukastoenne) added a comment to T88219: Regression: Massive drops in Animation playback (fps) in the viewport.

I'm seeing the same issue, on two different machines (both win10, different NVidia cards). Viewport shows 18-25 fps in solid mode, drops to ~12 fps in shaded or rendered.
I have narrowed it down to a combination of armature and subdiv modifiers. Order of modifiers doesn't seem to matter, presumably if the the armature comes first it forces the subdiv to update every frame, or conversely if subdiv comes first it creates more work for the armature deform. The number of bones seems to affect it quite a bit.

Nov 2 2021, 10:33 AM · Nodes & Physics, Core, Images & Movies, EEVEE & Viewport, BF Blender

Nov 1 2021

Lukas Toenne (lukastoenne) added a comment to T92452: Rigify Wolf Meta Rig Bone Issue.

Can confirm the issue. I'm using the quadruped rig for a horse, and when the hip is twisted even slightly the spine flips around and causes this unwanted deformation on the back. The issue goes away when i set the roll value of the first spine bone to 180 (in the metarig) so the spine bones' Z axes are all aligned. I'm assuming this is caused by the StretchTo constraint.

Nov 1 2021, 11:14 PM · Add-ons (Community)

Sep 12 2021

Robert Windefjord (Robonnet) awarded D11736: Nodes: Improvements to edge panning in the node editor. a Love token.
Sep 12 2021, 12:49 PM

Aug 31 2021

Alexey Adamitsky (AlexeyAdamitsky) awarded rB19da434e9cc0: Nodes: Improvements to edge panning in the node editor. a Love token.
Aug 31 2021, 10:47 AM

Aug 26 2021

Lukas Toenne (lukastoenne) added a comment to D12292: Utility classes for compact node definitions in C++..

I've stripped down the code to bare minimum now, just with the base type setup function that creates a runtime RNA struct definition, which can then be augmented with ID properties.

Aug 26 2021, 11:06 AM · Geometry Nodes, Nodes
Lukas Toenne (lukastoenne) updated the diff for D12292: Utility classes for compact node definitions in C++..
  • Merge branch 'master' into temp-runtime-node-def
  • Simplified runtime node type definition.
Aug 26 2021, 11:02 AM · Geometry Nodes, Nodes

Aug 24 2021

Hans Goudey (HooglyBoogly) awarded rB19da434e9cc0: Nodes: Improvements to edge panning in the node editor. a Love token.
Aug 24 2021, 7:43 PM
Lukas Toenne (lukastoenne) committed rB19da434e9cc0: Nodes: Improvements to edge panning in the node editor. (authored by Lukas Toenne (lukastoenne)).
Nodes: Improvements to edge panning in the node editor.
Aug 24 2021, 7:02 PM