This option is per viewport.
Having view space shading make sense when working on isolated objects like
if you were holding them in your hands. But for entire scene work, it is
better to have the lighting fixed to have a better spatial representation.
This changes a bit how the userprefs solid lights works. They are not
visible until enabling the "Edit Solid Light" checkbox. Once enabled the
current studiolight used for solid mode will be overwritten.
Once the lighting settings are tweaked, the user can click the
"Save as Studio light" button to save the current settings.
This makes it easy to create new lighting without messing the other
presets.
The studio lights are stored as ASCII files on the disk using a dead
simple custom format.
The UI/UX is not perfect and will be improved in other commits.
Also includes:
* Separate LookDev HDRI selection from Solid Lights
* Hide LookDev HDRIs from the Solid Lights selection list
Some space types are exposed as multiple space types,
previously the key binding to set the space type would use the last
used space-type.
Now pressing the key again cycles to the next space sub-type.
Without this, shortcut display is confusing since some space types share
a key. Keymap display will need to be updated to support this.
The old onion skinning used in 2.7x has been ported and converted to 2.8. Only basic features have been included. For more advanced onion skin features, use grease pencil objects.
Onion Skin is supported in View 3D and Sequencer.
This is in order to have more flexible ligthing presets in the future.
The diffuse lighting from hdris was nice but lacked the corresponding
specular information. This is an attempt to make it possible to customize
the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow.
* Add cheap PBR to Workbench with fresnel and better roughness support.
This improves the look of the metallic surfaces and is easier to control.
* Add ambient light to studio lights settings: just a constant color added
to the shading.
* Add Smooth option to studio lights settings: This option fakes the
effect of making the light bigger making the lighting smoother for this
light. Smoother lights gets reflected like a background hdri.
* Change default light settings to include the smooth params.
* Remove specular highlights from flat shading. (could be added back but
how do we make it good looking?)
* If specular lighting is disabled, use base color without using metallic.
* Include a lot of code simplification/cleanup/confusion fix.
See T57857 for discussion. This reverts:
"Outliner: Do not gray out empty collections"
4521d3e7074d2e08ca813e1f4a2297f5000f335b.
"Remove eye column from the outliner"
fd16b359977c8932ada8db4ff0e43d0402fdc280.
Fix/workaround issues in pose and edit mode"
6d2e2e30d50c40f302b62d3601b5742d7c7056c6.
"Per view-layer collection visibility"
4de6a210c69fe254518ca8d6c860782c54f03749.
Tools can define a function that generates the tooltip using a function,
this takes the tools keymap as an argument which can be used
to extract keys to include in the tip.
A few reasons motivating this change:
* It works well for all devices: mouse, trackpad, and tablet pens.
* For beginners or users coming from other software, it's easier to get
started and avoids an initial stumbling block.
* Many users in 2.7 (about half?) were already using left click select, so
combined with the above advantages it makes for a practical default.
Note that we continue to support right click select, as many experienced
Blender users (and developers) see efficiency advantages in this approach.
The option to switch is in the first time setup splash screen, and in the
user preferences.
We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.
If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.
Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.
Development Note:
Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.
If this proves to be too slow, we can change.
This has been a contentious topic: Artists at the Blender-Studio prefer
this behavior, while the user community overwhelmingly prefers 2.7x
operator search. Previously this defaulted to accessing tools
(eg: Space-T activates transform.. Space-R rotate etc) which I still
believe is a better long term default - otherwise we don't have
efficient tool switching for a system we intend to make more use of,
nevertheless as far as I can tell users haven't been keen on adopting
this so far. Show the preference on the setup screen since many users
don't animate and will may want to quickly search or switch tools.
Not sharing caused duplication in the keymap and
required a factory class generator.
Simplify tool & keymap definitions by sharing them.
It's highly unlikely we will ever want these to use different keys
once they're set as the active tool.
Sometimes the text doesn't fit. What to do in this case?
* Overflow: The default behaviour still is to overflow the text.
* Truncated: If any text box is defined we can also not draw the text
that goes outside the text boxes.
* Scale to Fit: For single-text box texts we can scale down the text until
it fits.
To support textboxes we are bisecting the scale until we find a good
match. Right now the hardcoded iteration limit is 20, and the threshold 0.0001f.
An alternative in the future would be to tackle this by integrating existing
layout engines such as HarfBuzz.
Note: Scale to fit won't work for multiple text-boxes if any of them has
either width or height as zero.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3874
Feature development sponsored by Viddyoze.
Now it's possible define the blend mode between layers including the option to clamp the layer using underlying layers.
Also a new Simplify option has been added to disable blend layers.
The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that.
The overlay is disabled at object boundaries to avoid dark lines around objects.
Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc.
The changes are:
- Dynamic filter radius (on high-DPI displays, a radius of two is used)
- Options to reduce the strength of both ridges and valleys
- Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys)
- Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities
- Renamed to point out the distinction between it and the SSAO-based cavity overlay
Reviewers: jbakker
Reviewed By: jbakker
Subscribers: billreynish, manitwo, linko, monio
Differential Revision: https://developer.blender.org/D3617
This commit makes it so that subsurf/multires modifiers will respect
the WITH_OPENSUBDIV option. The WITH_OPENSUBDIV_MODIFIER option is
now gone.
For artists it mean that subsurf modifier will behave same as it is
planned for 2.80. Multires will now support sculpting, but it has some
known limitations. Those will be worked on before the final release.
If OpenSubdiv is disabled, no subsurf/multires functionality will
present.
For the details see:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling#Subsurf.2FMultires