With this patch "Particle Info" node from Cycles works in GLSL and BI
Alexander (Blend4Web Team)
Reviewers: psy-fi
Note: moved particle info to object render instance instead of
shadeinput during review - Antony.
Differential Revision: https://developer.blender.org/D1313
- default alignment to lower center.
- placement is now relative,
so changing output size keeps correct placement.
- instead of center override, add align option (left/right/center).
Also don't use pixel-size for setting the font size, on new strips.
Better not have UI prefs impact low level API's.
This patch introduces a couple new stroke modifiers. The ones currently implemented are based on prototypes by @kjym3 and myself.
The new modifiers:
- Tangent
- Thickness noise
- Crease Angle
- Simplification
- Curvature 3D
The documentation for these new modifier types can be found [[ http://www.blender.org/manual/render/freestyle/parameter_editor/index.html | in the manual ]]:
{F134441}
(left: AnisotropicThicknessShader, right: NoiseThicknessShader)
{F140499}
(left: Curvature 3D, right: Simplification)
Author: Folkert de Vries (flokkievids)
Reviewers: kjym3
Subscribers: #user_interface, plasmasolutions, kjym3
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D963
Current behavior of bevel is to 'loop slide' along unbeveled edges
when possible, but this produces uneven bevel widths sometimes,
so this option lets user choose between having the loop slide effect
or having more even bevel widths. Trying it out with default being
'no loop slide', so different from current behavior. May reverse this
choice later, depending on user reactions.
This commit adds a new operator that will compile the list of text
strips into an srt file. No positioning is supported yet but will
be added later.
The operator can be found in the effect panel in the strip properties.
Is pretty much what it says :)
Easy subtitles for everyone!
Supports size, positioning,
a cheap shadow effect (probably will need more work),
and autocentering on x axis.
Now you can go wild with long spanish names
in your soap opera videos.
Will probably be refined as days go by,
but at least it's now ready for testing.
Parallel rendering was not working.
The idea of having parallel convergence mode to render as parallel but
visualize as off-axis was good, but it was leading to some complications
in the code.
I think it's more clear to the user if parallel looks and render as
parallel, and if she wants to pre-visualize the converged planes, simply
temporarily set the camera to off-axis.
Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.
Reviewed by: campbellbarton, panzergame, ton
Differential Revision: https://developer.blender.org/D1365
Would run register() twice causing warning with `register_module()`
which expects new classes to be defined.
Now run unregister() before re-registering.
they are supported
aka, remove multiview properties from the texture panel, the textures
node (image), and any other parts.
The multiview options are now to be explicitly set in the image template
in order to have them available in the respective panel
The functionality was there, but the UI was missing, since I introduced
the use_mutliview option in the Image datablocks.
Note: when opening the image via the background image UI it has its
views data mangled. I'll look at that. Meanwhile the fix is to toggle
Use Multi-View manually in the UI.
bpy.path.clean_name() and AddPresetBase.as_filename() were doing
inefficient search-replace of individual characters.
Use cached replacement table instead.
The addons tab in the User Settings window would be empty, due to
a FileNotFound error. This error can be caused by a broken symlink,
which is now treated the same was as a file that misses its bl_info
dictionary.
Add slider to adjust the influence of weights relative to geometry distortion.
This allows subtle influences to be applied - without drastic changes in behavior.
This patch adds some new functionality to the Freestyle Python API, notably:
- MaterialBP1D, checks whether the supplied arguments have the same material
- Fixes a potential crash in CurvePoint.fedge (due to NULL pointer)
- Makes (error handling in) boolean predicates more robust
- Adds a BoundingBox type, to make working with bounding boxes easier
- Adds several new functions (get_object_name, get_strokes, is_poly_clockwise, material_from_fedge)
- Adds a StrokeCollector StrokeShader, that collects all the strokes from a specific call to Operators.create()
- Adds hashing and rich comparison to the FrsMaterial type
These new features (most of them, anyway) are needed for making a more robust SVG exporter that supports holes in fills.
Reviewers: kjym3, campbellbarton
Subscribers: campbellbarton
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1245
This is needed when you want to bake only part of an armature's bones, since they
all share a single action, otherwise you'd lose non-baked bones' animation...
Enum's itemf callback can be called without context in some cases (UI, doc generation...).
Python's enum properties did not handle this at all - it's kind of odd this did not cause
more trouble and wasn't notice earlier... Probably dynamic enums using context are not
much used in py code.
Note about nodes: those are heavy users of dynamic enum with context. Now,
we expect `NodeCategory.poll()` and `NodeItem.poll()` to always be called with
a valid context (since when there is no context available, we can assume `poll()`
is always True). `NodeCategory.items()`, however, must accept NULL context, so if
you use custom `items` callable for your custom node categories, you may need
to update it (as was done here for builtin `node_group_items()`).
We have too much of those cases in our UI, if we want to keep operators doing
several similar/related but yet different tasks, we should have a real way to
support it on label/icon/tip side too. Easier to say than to do though. :|
team.
There are 3 options here:
1) Keep range (previous behaviour)
2) Seconds - allows a specified offset in seconds around current frame
3) keyframes - zoom to include a number of keyframes around the cursor
Options 2 and 3 have their own properties to tweak the behaviour and all
options can be found in User Preferences->Interface under the 2D
viewports section.
Number 3 will probably need some refinement so commiting here for the
hwoozeberry team to test first.
- check for class/static methods assumed nonzero args.
- subclass references and set-flag items are now sorted.
- use 'order' for Py operator mix-ins,
so operator settings don't show in random order.
This commit mainly:
* Exposes PreviewImage struct in RNA, including ways for user to set images data.
* Adds a new kind of PreviewImage, using a file path and IMB_thumb to get image.
* Adds a new kind of custom icon using PreviewImage, unrelated to ID previews system.
* Adds a python API (utils.previews) to allow python scripts to access those custom previews/icons.
Note that loading image from files' thumbnails is done when needed (deferred loading), not
when defining the custom preview/icon.
WARNING: for release addons who would want to use this, please keep it to a strict minimum, really needed level.
We do not want our UI to explode under hundreds of different flashy icons!
For more info, see also the release notes of Blender 2.75 (http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Addons)
and the example/templates featured with Blender.
Patch by Campbell (ideasman42), Inês (brita) and Bastien (mont29).
Differential Revision: https://developer.blender.org/D1255
Was confusing to have shade smooth/soft in both edge & vertex menu named differently.
This is an edge-flag, so keep in the edge-menu, use vertex option when in vertex mode.
This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.
Reviewers: lukastoenne, campbellbarton, dingto
Reviewed By: campbellbarton, dingto
Subscribers: dingto, nutel, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1273
There are several ways to end up with an object with skin modifier, but no
skin data on the geometry. So we need an operator to add it by hands.
Also tweaked a bit UI of this modifier.
We can now scale from 32px up to 256px (default has been upgraded to 128px).
Thumbnails are now generated as 'large', i.e. 256px.
Previews are scaled up if necessary, unlike icons (for folders or files without preview images).
Note that .blend thumbnails themselves remain in 128px for now (they are embeded in .blend files,
not quite sure we want to make them four times bigger...).
Patch by DMS (Yaron Dames), with final edits by myself.
Reviewers: mont29
Subscribers: Severin, mont29
Differential Revision: https://developer.blender.org/D1260
Rationale - this panel also enables metadata that get written on files.
Also moved draw_stamp property in the panel - to make it clearer it only
controls the drawing, not individual metadata.
Basically, blender adds a few metadata fields to images when
we render an image. Those metadata can now be viewed in the
image editor.
Also, made sure metadata are available when we write imbufs
to disc with "Save As". There may be more cases here that need
fixing, but this means that loading an image with metadata
will now properly preserve them in blender.
As reported by zeffi, the "show_points" option was not working in master.
It probably broke recently, after some changes meant that the point sizes
weren't geting set prior to drawing these points anymore. Since this was
originally added as a debugging tool (though it is now somewhat redundant
due to the stroke editing functionality, which uses/exposes the same points),
this option wasn't really that important. I have decided to add back a toggle
for this to the UI though, since it can be used for some interesting effects...
New Check option "Show Shadow Box" in shadow panel of sun lamp to get
feedback about which objects project shadows.
Minor tweaks by Campbell Barton and Jorge Bernal
Reviewers: moguri, sybren, kupoman, dfelinto, lordloki, campbellbarton
Reviewed By: lordloki, campbellbarton
Subscribers: sergey, lordloki
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1149
Looks like the droidsans hebrew font we used back in the days had some kerning bug or so...
Updated with latest version from Debian Testing repo, works nice now.
Logical predicates AndUP1D and OrUP1D were instantiated even with an empty
list of unary 1D predicates, causing an exception in the constructors of
the logical predicate classes.
This is a regression made in b408d8af31c9fba5898e353c97f95f7ce8dc19c1.
To help make it more convenient to edit stashed actions, Shift-Tab
(i.e. holding down the Shift key, which "tabbing" into tweakmode as
usual to edit the action referenced by the active NLA strip) now flags
the NLA Track that the strip occupies as being "solo" too.
This allows you to use the NLA to select a stashed action, then Shift-Tab
to start editing it without any other actions in the NLA stack interfering.
Like the "Next/Previous Layer" tools in the Action Editor, this is designed
to help with checking on stashed actions.
There are a few things here which are not so nice:
* Position of proportional edit circle is not centered on data
(difficult to predict positions here since those are completely custom,
will probably be positioned at center of area later instead)
* Result is flushed to curve handles only at the end of the transform,
so if people have the graph editor open they will see handles lagging behind.
Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.
I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
After looking into this more carefully, I've found that we do in fact need a dedicate
operator to add some custom logic when trying to unlink an action from the editor/datablocks.
Specifically, this new operator does the following:
1) When in Tweak Mode, it shouldn't be possible to unlink the active action,
or else, everything turns to custard.
2) If the Action doesn't have any other users, the user should at least get
a warning that it is going to get lost.
3) We need a convenient way to exit Tweak Mode from the Action Editor
4) If none of the above apply, we can just unlink normally
This commit implements this for the Action Editor, with stubs for the NLA Editor too.
Those will be fixed next.
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!
It turned out that the constantly changing width of the datablock selector
made it a pain to use these to quickly toggle between different actions,
as the buttons would keep jumping around, thus leading to errors when
quickly toggling between actions. This way doesn't look quite as great,
but should be more usable.
With this feature, it is now possible to quickly switch between different actions
stacked/stashed on top of each other in the NLA Stack without having to go to the
NLA Editor and doing a tab-select-tab dance, thus saving quite a few clicks. It
was specifically designed with Game Animation / Action Library workflows in mind,
but also helps layered animation workflows.
Usage:
Simply click on the up/down arrow buttons (between the action datablock selector
and the pushdown/stash buttons) to go to the action in the NLA Track above/below
the NLA Strip being whose action is being tweaked in the Action Editor.
Notes:
- These still work when you're not editing the action used by a NLA Strip.
If you're just animating a new action normally, it is possible to use the "down arrow"
to temporarily jump down to the previous action without losing the new action you're
working on, and then use the "up arrow" to get back to it once you're done checking
the other action(s).
- If there are multiple actions/strips on the same layer/track, then only the one
closest to the current frame will be used.
Halo is not possible when using 'deep' buffer shadow - reflect that in UI.
When not using buffered shadows, switch lamp bufftype to 'regular' on render, as already
done with 'halfway' method.
This commit is an experiment exploring the relationship between the action
management buttons (i.e. action selector + pushdown/stash, and soon a few others)
and the filtering stuff (i.e. summary, only selected, etc.)
The old ordering meant that the filtering stuff was consistently in the same
place beside the mode selector, meaning that the order was "common stuff, then
editor specific stuff", this was not that great on smaller windows, where there
important stuff was often out of view.
This new order places greater emphasis on the parts which are likely to be more
important. It also allows us to have a better hierarchy/flow; this is especially
because we'll soon introduce a way to specify which datablock "level" the
action comes from, so going from "level -> action -> filters within action" will
make more sense.
From the various forum threads and the fact that a new addon has cropped up,
it appears that it is not that well known that this tool exists, and that it
can be used solve a very common problem that animators face. Namely:
When you've gone through blocking out your key poses and then realise
that you need to adjust parts of the rig which don't change much, this
tool solves the problem of needing to go through doing grunt-work to
fix all the other keyframes which now need to change as well.
So, this tool is now available in the following two places (in addition to
the existing Pose -> Propagate menu):
* Toolbar - The "Propagate" button will use the default mode (or the last
used mode for each subsequent invocation).
The arrow-button beside this will allow choosing between the different
modes. (NOTE: The UI team may have different thoughts on this, but,
let's give this a try for a while first, to see if this sort of thing works)
* Alt-P - In Pose Mode, this will now bring up a menu allowing you to choose
which mode is used. Since this sort of thing is something that does
get run several times in a row when you need it, having this hotkey
will make it a bit more convenient.
This commit adds a new mode for the Propagate Pose tool. With this new option,
the Propagate Pose will copy the current pose over to all selected keyframes
after the current frame.
For reference, some of the other/existing options are: to copy it to each subsequent
keyframe with the same value (WHILE_HELD - the default), to the next keyframe,
or to the last keyframe.
This works by using the distance in the x axis only (usually artists want to influence nearby
keyframes based on timing, not value). Tweaking handles is the same as tweaking
the central handle. It's a bit ambiguous if proportional editing is really meaningful
for handles but will leave that for artists to decide.
The "Layered" option for auto keyframing will create a new NLA strip if playback
reaches the end of the frame range and jumps back again. The idea is that instead
of overwriting the keyframes you've already made, it will make a new animation
layer. However, this does not work with the "Insert Available Only" option
(which can either be set in the User Prefs, or in the active keyingset), as that
option needs some existing FCurves to tell what it can insert keyframes into.
The "fix" here is to simply not show the offending button in situations where it
cannot be used!
There are two per-editor settings now, the Per-Strip setting (default)
and the Project setting.
The per strip setting basically uses the previous, per-strip options for
storing the proxies.
The project setting though will use a specified directory for -all-
proxies, or the blend file directory if no directory is given.
This reverts commit ec03ab021f171bf529746bb440756fbc986b45e7.
Changing this since it looks like Mattieu does not really like the change.
Will be adding another way to tweak the directories
Transformed 'OrientationHelper' class into 'orientation_helper_factory' function,
which returns an OrientationHelper customized class with specified default axes.
This patch will fix the color management for the mist and global ambient color.
It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead.
Reviewers: moguri, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D154
mode.
Yes it will, because those modes stay active. So on user side, expose
depth of field option always (I don't see why not), but disable SSAO in
wireframe/bounding box mode. It is a known limitation that compositing
does not support antialiasing yet, but better give users some more
control.
This could be included in final release but it's not that serious
either.
This change introduces a new hysteresis parameter that it will be added
or subtracted to/from the LOD distance to avoid popping when a LOD
object moves close to the LOD transition continuously.
Then, we have the following:
- a new LOD Hysteresis setting per scene (default 10%) which is located
in Scene context --> Level of Detail panel. This scene parameter also
will active/deactive the scene hysteresis.
- and a new LOD Hysteresis setting per object (default 10%) which is
located in Object context --> Levels of Detail panel. The LOD hysteresis
setting per object (if active) will overwrite the hysteresis setting per
scene value.
For the new blends: the hysteresis setting per scene would be active by
default and the per object would be inactive by default.
For the old blends: both hysteresis settings (per scene and per object)
would be inactive by default. A quick way to take advantage of this
feature for old blends would be to activate the hysteresis parameter in
the scene context -> Level of Detail panel
Reviewers: campbellbarton, kupoman, moguri
Reviewed By: kupoman, moguri
Subscribers: nonamejuju, lordodin
Differential Revision: https://developer.blender.org/D957
A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.
People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.
Technical details:
This uses geometry shaders + instancing and is an adaptation of
techniques gathered from
http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt
TODOs:
* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
D1147 by @julien, with fixes/improvements
Duplicate bones where needed, otherwise use existing.
Keeps parent relations intact, can operate on parts of an armature.
I noticed our version code and subversion got out of sync in the past, maybe
that's what the issue was here.
Deleting the entries from the .xml makes it fall back to the default values.
Forbid add quick fur operator from adding fur to objects in edit mode.
Fur is not visible for them anyway and because of local undo stack used
in edit mode tweaking values of this operator does not lead to proper
operator redo.
Removed all references of deprecated texture shader. Also deleted
several lines of dead code.
Since texture_shader.py no longer does what it was supposed to do,
the file itself was removed.
Patch reviewed by Tamito Kajiyama (kjym3).
This commit modifies the "New Action" operator to always stash the old action
before it creates a new one. As a result, the old active action will now have
a proper user of sorts after the new one is created, preventing previously
created actions from being lost.
Now that the New operator does this, it can be used for the Action Editor header AND
NLA Editor (Animation Data Panel -> Active Action) again. The "stash and create"
operator is somewhat redundant at this point as a result.
In constrast to the old "new" operator, this operator will stash the existing action
in the stack to prevent it from being lost. This situation isn't totally ideal yet,
since the NLA Editor still calls the old method.
I'm still not sure which version is better, but I suspect that with the labels,
this might help users figure this out more than if they were just unlabelled
icon buttons...
This operator (the snowflake icon, beside the pushdown button on the Action Editor
header) adds the currently active action to the NLA stack in a muted track, then
creates + loads a new action ready to be populated with new keyframes.
Since the NLA is being used to hang on to all the actions here, no actions are
getting lost.
Usage Notes (there will be some additional tweaks to make this nicer):
* To preview different actions that have been "stashed", simply click the "Solo"
toggle for the track containing the action in question. Playing back the NLA will
now show the stashed track
* To edit a previously stashed action - simply enter tweakmode on it in the NLA
while the "Solo" toggle is enabled.
Todo:
* Add some more operators here to polish up the Action <-> NLA bridge to make the
layered and stash workflows smoother. Examples include some tools to easily
switch between the different actions layers in the stack, as well as making it
easier to get out of tweakmode (and sync up the action lengths)
* Review and cleanup the behaviour of the "new" operator here to avoid the old
problems that users were running into
* After the next release - Implement the full Action Libraries functionality, with
ways to bridge the stashed strips over to a full-blown library.
This commit exposes the "Push Down" button/functionality found in the NLA Editor
to the Action Editor, so that actions can be added NLA Stack from here too. The
main point of this for now is to make the whole layered-animation workflow nicer
more efficient, but not requiring the second editor be visible in common cases.
It also conveniently sets things up for the next few changes (already hinted at
here)...