The sound equalizer is using the Audaspace FFT Convolver.
The blender part creates an array of descriptions of power per "band"
and orders the creation of Equalizer (ISound) in the Audaspace.
Modifier can be created on sound strips. It lets you define
amplification or attenuation over frequency range from 30Hz to 20 kHz.
The power is limited to -30 db - 30 db. This is done using curve
mapping widget.
Co-authored-by: menda <alguien@aqui.es>
Co-authored-by: Richard Antalik <richardantalik@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/105613
Usually use_property_split is matched with false use_property_decorate
when the settings in the panel aren't animateable, which is the case
here. This matches the panel from before the node panels commit.
Part 3/3 of #109135, #110272
Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.
The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces
All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.
Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.
The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.
A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.
This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).
Pull Request: https://projects.blender.org/blender/blender/pulls/111348
New node to converts groups of points to curves. Groups
of points defined as `Curve Group ID` attribute. `Weight` in curve
is used for sort points in each group. Points of result curves
propagate attributes from original points. Implicit conversion
of other geometry types is not supported currently.
Pull Request: https://projects.blender.org/blender/blender/pulls/109610
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:
- Bone collections are stored on the armature, and have a name that is
unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
collections.
- When a bone is in at least one collection, and all its collections in
are hidden, the bone is hidden. In other cases (in any visible
collection, or in no collection at all), the bone visibility is
determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
like bone groups were. Nestability of bone collections is intended to
be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
from both pose mode and edit mode.
Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.
Shortcuts:
- M/Shift+M in pose/edit mode: move to collection (M) and add to
collection (shift+M). This works similar to the M/Shift+M menus for
objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
is likely to be removed in the near future, as the functionality
overlaps with the M/Shift+M menus.
This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Move control over the color of bones from bone groups to the bones
themselves. Instead of using bone groups (which are defined on the pose,
and thus owned by the object), the color is stored on:
- the bone (`struct Bone`, or RNA `armature.bones['bone_name'].color`)
- a possible override on the pose bone (`struct bPoseChannel`, or RNA
`ob.pose.bones['bone_name'].color`).
When the pose bone is set to its default color, the color is determined
by the armature bone. In armature edit mode, the armature bone colors
are always used, as then the pose data is unavailable.
Versioning code converts bone group colors to bone colors. If the
Armature has a single user, the group color is stored on the bones
directly. If it has multiple users, the group colors will be stored on
the pose bones instead.
The bone group color is not removed from DNA for forward compatibility,
that is, to avoid immediate dataloss when saving a 3.6 file with 4.0.
This is part of the replacement of bone groups & armature layers with
bone collections. See the design task at #108941.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.
Pull Request: https://projects.blender.org/blender/blender/pulls/111589
Adds a userpref toggle for the edit mode overlays fresnel.
The edit mode fresnel is only a bit useful in edge cases, like
very dense photogrametry, and the problem is that it causes
more eye strain when modeling for many hours. And it's
benefit on shape readability is small compared to it's negative
impact on selection visibility. It makes the selection color to a
darker less saturated color instead of the theme color, which
leads to worse contrast between the selection and the mesh
or with the background, and also makes the unselected (black)
brighter, also reducing contrast. So it's off by default.
This was split up from https://projects.blender.org/blender/blender/pulls/110097
Pull Request: https://projects.blender.org/blender/blender/pulls/111494
Enables three options of wireframe color for all shading modes: theme color, object color
and random color. Previously this was exclusive to the wireframe shading mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/111502
Visual changes to the Object Types Visibility Popover, adding icons,
changes to order and alignment, and tooltips.
Co-authored-by: Pablo Vazquez <pablo@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/111285
When creating a new main window, the `context.object` attribute wouldn't
exist, causing an error message to be printed.
Rather than checking if the attribute extists, query the mode from
context directly (this is always available), rather than querying it
through the active object.
This was hard coded to 8, which can still result in a number that
jitters making the overall FPS difficult to measure.
The default is still 8, but this is now a preference that can be
increased for values that don't jitter as much.
This PR adds an initial set of nodes using the new rotation socket.
6 nodes build rotations or convert them to other formats, a 7th rotates
a vector with a rotation, and the last inverts rotations.
The design task #109965 describes the choice to use separate nodes
for the rotation construction and separation operations. In the future,
a "Switch Node" operator (#111438) will help to make working with
these separated nodes faster.
- **Axis Angle to Rotation**
- **Rotation to Axis Angle**
- **Combine Quaternion**
- **Separate Quaternion**
- **Euler to Rotation**
- **Rotation to Euler**
- **Rotate Vector**
- **Invert Rotation**
See #92967
Pull Request: https://projects.blender.org/blender/blender/pulls/109030
Refactor the Add menu in the Compositor, with manually created menus,
inspired by Geometry Nodes.
Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Compositor
node group assets are also populated in the menus.
This is the first part of the re-organization of the Add menu project,
proposal coming in another patch after this.
Pull Request: https://projects.blender.org/blender/blender/pulls/111282
Instead of putting all the tool specific nodes (inputs, operations, etc)
in a single menu, use the existing categories. This is similar to how
the shader editor shows nodes depending on which render engine
is enabled. It's also more scalable for when more tool-specific nodes
are added.
---
I discussed this with Pablo on Tuesday-- it came up when we talked
about the organization of the compositor add menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/111449
Since these are operations rather than new nodes, they don't make
sense in the add menu. They are also available in the "Node" menu
in the editor's header and in the context menu.
This makes the asset shelf available as a standard, non-experimental
feature. Currently no script makes use of it, so it will still not be
available. However the pose library will be updated to use this for its
UI instead.
Initially the asset shelf was committed as experimental feature, even
though it seemed ready for non-experimental. After double checking with
some people (Dalai and Brecht) we decided to go ahead with this.
There are still some futher changes planned, see #107881.
Specifying the correct operator context (`INVOKE_REGION_CHANNELS` in
this case) is mandatory, otherwise looking up the shortcut in
`wm_keymap_item_find_props` will fetch the wrong region
(`RGN_TYPE_WINDOW` not `RGN_TYPE_CHANNELS`) and thus wont find the keymap
item in that region keymap.
This was already done for the other menus, not for the context menu
though.
Pull Request: https://projects.blender.org/blender/blender/pulls/111376
This is in prevision of EEVEE panoramic projection support.
EEVEE-Next is planned to add support for these parameters.
Not having these parameters in Blender DNA will make Cycles
and EEVEE not share the same parameters and will be confusing
for the user.
We handle forward compatibility by still writing the parameters
as ID properties as previous cycles versions expect.
Since this change will break the API compatibility it is crucial
to make it for the 4.0 release.
Related Task #109639
Pull Request: https://projects.blender.org/blender/blender/pulls/111310
On a user level this view transform provides much better handling of colors in
the over-exposed areas.
With this configuration the following display devices are available, including
AgX view transform for them:
* sRGB
* Display P3
* Rec.1886
* Rec.2020
NOTE: There is no Filmic view transform available for the newly added display
devices.
AgX also brings an implementation of False Colors view transform, which replaces
Filmic-based, and is available for all display devices.
The backward compatibility is preserved. The new files will default to AgX view
transform, which makes it non-forward compatible.
More technical details is available in the original PR #106355.
Please note that the PR has been split into more incremental changes when
was landing.
Pull Request: https://projects.blender.org/blender/blender/pulls/111099
Customprops to IDs are supported since years through code, but were
never exposed directly in the UI of customporperties.
This commit mainly:
* Adds a new `DATA_BLOCK` type to UI customprops types.
* Exposes the existing `id_type` settings to python API.
Pull Request: https://projects.blender.org/blender/blender/pulls/110458
It blends selected keys to the slope of neighboring ones.
It is used to push the segment closer to the values of the next or previous pose.
Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/110567
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
For shader nodes, use the flat preview scene as default.
A new setting in the overlay panel adds the possibility to
use the material preview scene for the node previews.
Pull Request: https://projects.blender.org/blender/blender/pulls/110958
This PR blends the selected keyframes to an ease-in or ease-out curve.
The difference to the existing ease slider is that this one blends,
while the other snaps to the ease curve
Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/110566
Adds an operator to the Graph Editor that moves the selected
segment up/down so it aligns with the keys before/after the segment.
Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Co-authored-by: Sybren A. Stüvel <sybren@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/110544
Add a High Dynamic Range option in the Color Management > Display panel.
This enables display of extended color ranges above 1.0 for the 3D
viewport, image editor and render previews.
This requires a monitor that can display HDR colors, and a view
transform designed for HDR output. The Standard view transform works,
but Filmic does not as it was designed to bring values into the 0..1
range for SDR displays.
This patch is limited to allowing the display to visualize extended
colors, but does not include future looking work to better integrate HDR
into the full workflow.
It is implemented by rendering to high bit-depth texture formats for
the user interface, and uncapping the color range in color management.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/105662
Support name-spaced add-ons, exposed via user configurable extension
repositories.
Directories for add-ons can be added at run-time and are name-spaced to
avoid name-collisions with Python modules or add-ons from other
repositories.
This is exposed as an experimental feature "Extension Repositories".
Details:
- A `bUserExtensionRepo` type which represents a repository which is
listed in the add-ons repository.
- `JunctionModuleHandle` class to manage a package with sub-modules
which can point to arbitrary locations.
- `bpy.app.handlers._extension_repos_update_{pre/post}` internal
callbacks run before/after changes to extension repositories,
callbacks are used to sync the changes to the Python package that
exposes these to add-ons.
- The size of an add-on name has been increased so a user-defined package
prefix can be included without enforcing shorter add-on names.
- Functionality relating to package management has been left out of this
change and will be developed separately.
Further work:
- While a repository can be renamed, enabled add-ons aren't renamed.
Eventually we might want to support this although we could also
disallow renaming repositories with add-ons enabled as the name isn't
all that significant.
- Removing a repository should remove all the add-ons located in this
repository.
- Sub-module names are currently restricted to `[A-Za-z]+[A-Za-z0-9_]*`
we might want to relax this to allow unicode characters (we might
still want to disallow `-` or any characters that would prevent
attribute access in code).
Ref !110869.
Reviewed By: brecht
First implementation of node previews in the shader node editor. Using
the same user interface as compositor node previews, most shader nodes
can now be previewed (except group in/output and material output).
This is currently still an experimental feature, as polishing of the
user experience and performance improvements are planned. These will
be easier to do as incremental changes on this implementation.
See #110353 for details on the work that remains to be done and known
limitations.
Implementation notes:
We take advantage of the `RenderResult` available as `ImBuf` images to
store a `Render` for every viewed nested node tree present in a
`SpaceNode`. The computation is initiated at the moment of drawing nodes
overlays.
One render is started for the current nodetree, having a `ViewLayer`
associated with each previewed node. We separate the previewed nodes in
two categories: the shader ones and the non-shader ones.
- For non-shader nodes, we use AOVs which highly speed up the rendering
process by rendering every non-shader nodes at the same time. They are
rendered in the first `ViewLayer`.
- For shader nodes, we render them each in a different `ViewLayer`, by
rerouting the node to the output of the material in the preview scene.
The preview scene takes the same aspect as the Material preview scene,
and the same preview object is used.
At the moment of drawing the node overlay, we take the `Render` of the
viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass
for each previewed node.
Pull Request: https://projects.blender.org/blender/blender/pulls/110065
This feature is going to be replaced with a more thorough refactoring
of the node group interface UI, which has actual node drawing support
and a new API for integration of panels into nodes.
Design task: #109135
Implementation: #110272
Pull Request: https://projects.blender.org/blender/blender/pulls/110803
This allows irradiance volume that have less priority to
transfer lighting to the ones with higher priority.
Meaning interactive relighting from the world or
lookdev HDRI is now supported if the world isn't baked
inside the volume data.
This should improve workflow with larger scenes and
interactivity with light setups.
To help setup with dynamic objects, this patch introduce
3 new parameter to remove some components from the
irradiance grids.
Pull Request: https://projects.blender.org/blender/blender/pulls/110838
Add three new nodes for operations and inputs specific to
node group operators.
- **Selection** Whether elements are selected in the viewport
- **Set Selection** Sets the edit/sculpt selection, on the point,
face, or curve domains
- **3D Cursor** Gives the location and rotation of the 3D cursor,
in the local space of the modified object.
- **Face Set** The face set value from mesh sculpt mode,
and whether the attribute exists.
- **Set Face Set** Set sculpt face set values.
In the add menu and search, the nodes are only visible in the
"Tool" context of the geometry node editor. They also give
errors when executed by a modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/109517
Add support in the UI for the edit mode of curves, mesh, and point
cloud objects. It's possible to control for which mode sand object
types the asset is available with a dropdown in the node header.
To make this per-mode filtering possible, the static asset tree
cache is now unique per context mode.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/109526