This is BAD code, but the particle kinking does not make it easy to
write a non-local modifier that requires neighboring positions,
curvature, etc. The feature is needed for Gooseberry.
This adds another level of clumping on child hairs. When enabled, child
hairs chose a secondary clumping target using a Voronoi pattern. This
adds visual detail on a smaller scale, which is useful particularly when
the number of parents is relatively small.
Natural fibres behave in a similar way when they become sticky and
intertwined. Hairs close to each other form a first twisted strand, then
combine into larger strands. Similar features can be found in ropes:
http://en.wikipedia.org/wiki/Hair_twistshttp://en.wikipedia.org/wiki/Rope
Conflicts:
source/blender/blenloader/intern/versioning_270.c
Scope update is very slow for high resolutions, and currently blocks
the UI thread(!). This is especially terrible in paint modes, where
each stroke causes a scope update and unacceptable freezing.
The scopes update method tries to avoid this somewhat by skipping if the
toolbar is disabled, but this doesn't help when painting where brush
tools etc. are frequently needed. It's also a bad-level poll, with the
core system accessing a UI element.
Eventually scope updates should become a low-priority background job,
as well as becoming threaded. Until then this polling provides a usable
workaround to the most outrageous cases.
This is an alternative method to the current fixed function with a
clump factor and "shape" parameter. This function is quite limited and
does not give the desired result in many cases (e.g. long, parallel
rasta strands are problematic). So rather than trying to add more
parameters there is now a fully user-defined optional curve for setting
the tapering shape.
This is necessary because the hair dynamics settings are not part of the
ParticleSettings datablock, but part of the convoluted cloth modifier
inside the particle system struct. In the future this will be recoded
properly, but in the meantime presets provide a simple an unobtrusive
way to have reusable dynamics settings for hair.
Conflicts:
release/scripts/startup/bl_ui/properties_particle.py
This helps to create some variation in a hair system, which can
otherwise become very uniform and boring. It's yet another confusing
setting in a system that should have been nodified, but only option for
now (broken windows ...)
Conflicts:
source/blender/blenkernel/intern/particle_system.c
source/blender/physics/intern/BPH_mass_spring.cpp
This allows setting a target density which the fluid simulation will
take into account as an additional term in the pressure Poisson
equation. Based on two papers
"Detail Preserving Continuum Simulation of Straight Hair" (McAdams et al. 2009)
and
"Two-way Coupled SPH and Particle Level Set Fluid Simulation" (Losasso et al. 2008)
Currently the target pressure is specified directly, but it will be
a lot more convenient to define this in terms of a geometric value such
as "number of hairs per area" (combined with hair "thickness").
Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
This is a bit more awkward for artists to use, but necessary for
a stable solution of the hair continuum calculation. The grid size is
defined by the user, the extent of the grid is then calculated based on
the hair geometry. A hard upper limit prevents bad memory allocation
in case too small values are entered.
Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
more intuitive.
Also removed a couple of unused or useless features from the UI:
* collider friction is unused and replaced in favor of true collision
* spring damping refers to structural springs (stretch), which is
not noticable in hair due to extreme stiffness atm.
* pressure factors are not sure since this feature is too unstable atm.
Conflicts:
release/scripts/startup/bl_ui/properties_particle.py
shape instead of a brush tool.
The brush cutting tool for hair, while useful, is not very accurate and
often requires rotating the model constantly to get the right trimming
on every side. This makes adjustments to a hair shape a very tedious
process.
On the other hand, making proxy meshes for hair shapes is a common
workflow. The new operator allows using such rough meshes as boundaries
for hair. All hairs that are outside the shape mesh are removed, while
those cutting it at some length are shortened accordingly.
The operator can be accessed in the particle edit mode toolbar via the
"Shape Cut" button. The "Shape Object" must be set first and stays
selected as a tool setting for repeatedly applying the shape.
Without this the particle system only shows the actual non-simulated
hairs ("guide hairs") during edit mode. These hairs are used for goals
as well, so showing them in the regular viewport is pretty important.
Also the usual hair curves are interpolated along the entire length,
which makes it very difficult to see exact vertex positions, unless
using exact powers of 2 for the segment number and match the display
steps.
Conflicts:
source/blender/blenkernel/intern/particle.c
This returns a general status (success/no-convergence/other) along with
basic statistics (min/max/average) for the error value and the number
of iterations. It allows some general estimation of the simulation
quality and detection of critical settings that could become a problem.
Better visualization and extended feedback can follow later.
This is part of the original method from "Volumetric Methods for
Simulation and Rendering of Hair". The current filter is a simple box
filter. Other energy-preserving filters such as gaussian filtering
can be implemented later.
The filter size is currently given as a cell count. This is not ideal,
rather it should use a geometrical length value, but this is too
abstract for proper artistical use. Eventually defining the whole grid
in terms of spatial size might work better (possibly using an external
object).
as forces, velocities, contact points etc.
This uses a hash table to store debug elements (dots, lines, vectors at
this point). The hash table allows continuous display of elements that
are generated only in certain time steps, e.g. contact points, while
avoiding massive memory allocation. In any case, this system is really
a development feature, but very helpful in finding issues with the
internal solver data.
on itself.
This uses the same voxel structure as the hair smoothing algorithm.
A slightly different method was suggested in the original paper
(Volumetric Methods for Simulation and Rendering of Hair), but this is
based on directing hair based on a target density, which is another
way of implementing global goals. Our own approach is to define a
pressure threshold above which the hair is repelled in the density
gradient direction to simulate internal pressure from collisions.
in the particle buttons list.
This is much more convenient than having to switch back and forth
between particle and modifier buttons. The modifier box for particles
does not contain anything useful other than these two toggles anyway.
This patch adds the option to set minimum/maximum latitude/longitude values for
the equirectangular panorama camera in Cycles, as discussed in T34400.
The separate functions in kernel_projection.h are needed because the regular
ones are also used as helper functions for environment map sampling.
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: dingto, sergey, brecht
Differential Revision: https://developer.blender.org/D960
Also 'fix' T43243, since we can easily add a common better behavior now
when both axis settings are incompatible, by systematically changing
the other axis.
Will update 'main' addons in next commit, contrib ones I'll let to the authors
(old behavior is still possible anyway).
Currently this is mainly useful for picking camera DOF depth.
- EKey over a distance field prompts you to pick a depth from the camera.
- WKey (Specials menu) to pick from the 3D view (when the active camera's selected).
This commit adds a new type of volume preservation mode to Spline IK
which makes it possible to set limits on the minimum and maximum
scaling of bone "fatness".
* The old volume preseving mode has been kept but renamed, to avoid
breaking old rigs. "Volume Presevation" uses the new method, while
"Inverse Preservation" is the old one.
* The code and settings for this new xz scale mode are directly lifted
from the improved Stretch To constraint
This time, it's a dedicated operator user has to run before saving the file.
And it recursively check all IDs linked from each scene, therefore rendering
materials etc. previews using a scene they are used in.
Note the renderengine issue is not completely addressed this way
(existing code for icon previews seems to ignore completely other engines,
and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine
as fallback, also you can get a material linked to an hidden object in a scene, etc.).
Reviewers: sergey, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D980
We can now use 'generic' data transfer instead.
Note new one is not an exact replacement, it should be able to do
everyting old op could do though, and more.
Not much to add, modifier uses same code as operator basically, only key difference
is that modifier will never create data layers itself, you have to use dedicated operator
for that.
This add code needed to map a CD data layout from source mesh towards destination one,
and code needed to actually transfer data, using BKE's mesh remap generated data.
This allows to transfer most CD layers (vgroups, vcols, uvs...) as well as fake, boolean ones
(like smooth/sharp edges/faces, etc.). Some types are not yet transferable, mainly
shape keys, this is known TODO.
Data transfer can also use some advanced mixing in some cases (mostly, vgroups and vcols).
Notes:
* New transfer operators transfer data from active object towards selected ones.
* Modifier will be committed separately.
* Old weight transfer code (for vgroups) is kept for now, mostly because it is the only
usable one in weightpaint mode (it transfers from selected object to active one,
this is not sensible in Object mode, but needed in WeightPaint one). This will be addressed soon.
Again, heavily reviewed and enhanced by Campbell, thanks!
and graph editor.
This was a tricky commit that was not so straightforward to make work.
The information for bones is not easy to come by in the animation curves,
however we do have some string manipulation tricks to make it happen.
Testing in gooseberry worked for the rigs there, commiting to master now
For CPU it gives available instructions set (SSE, AVX and so).
For GPU CUDA it reports most of the attribute values returned by
cuDeviceGetAttribute(). Ideally we need to only use set of those
which are driver-specific (so we don't clutter system info with
values which we can get from GPU specifications and be sure they
stay the same because driver can't affect on them).
Mask slot still depended on regular slot to check some capabilities.
Some angle capabilities now only depend on the texture slot, not the
brush, so separate them and use the slot where appropriate.
The layers list and the Dopesheet channels now show color swatches for both the
stroke and fill colours now. This is useful when you've got layers that only
use either/or.
* Currently, these only get shown if the relevant opacity setting is high enough
for that aspect to contribute to the result.
* The sizing of these items could do with some more tweaking (especially in the
Dopesheet), as these may now be too small to accurately see and/or interact with.
* There are some potential issues when using near-gray (or actually, colours similar
to the list backgrounds, but that issue exists in other areas of Blender anyway.
(NOTE: At this stage, these changes are still experimental, and not for 2.73 yet)
This commit includes a few things:
* It moves the Rake and Random flags from the brush to the MTex.
* The first change allows mask textures to have independent rake
support.
* Random rotation now has an angle value that controls the width of the
effect from the rake or default angle
* Rake and Random are now supported together.
Currently, code just checks whether a text-edited button uses a given icon (VIEWZOOM) to decide to apply changes on each typed char.
This patch adds a propper button flag (UI_BUT_TEXTEDIT_UPDATE) and a dedicated RNA flag (PROP_TEXTEDIT_UPDATE) for that.
It's also now usable not only for text buttons, but also for example for num buttons when in 'text edit' mode, etc.
It also fixes an actual bug, which is for text properties, in 'immediate' mode, hitting escape would not restore org value, because `ui_apply_but_TEX()` would set its orgstr to NULL on first call (giving it to `but->rename_orig` instead of copying it).
Note no change in behavior is expected from user POV.
Update for addons using that 'VIEWZOOM' icon 'feature' will follow (if any).
Reviewers: campbellbarton
Reviewed By: campbellbarton
Projects: #user_interface, #bf_blender:_next
Differential Revision: https://developer.blender.org/D938
This commit contains:
- Subversion bump to 2.73
- Release cycle is set to "rc"
- Submodules are pointed to appropriate tag now
(addons contrib just points to the latest contrib repo)
- New shiny splash screen!
Can be considered TODO but it's not bad to support either. Also added
RNA api to get aspect ratio of assigned UV image - returns aspect
corrected image dimensions so needs adjustments for uv editing.
creating empties.
The documentation says None is a valid argument for obdata (making
empties), but this would cause an exception. Now obdata is only used
when it is defined. An optional name argument can be passed to override
obdata.name as well.
* Rename "emboss" to "widget_emboss"
* Remove duplicated UI_GetThemeColor4ubv function
I made sure version bump and Save User Settings are working correctly ;P
It turns out that several important modelling addons depend on the assumption
that Grease Pencil data gets created on the active object instead of on scene
level. This commit adds a toggle for setting whether new Grease Pencil data
is created on scene or object level.
These work as follows:
* "Scene" = The behaviour originally introduced as part of the GPencil_EditStrokes
changes. New strokes are added to the scene instead of the active object, making
it easier to manage things when working with Grease Pencil in general.
* "Object" = The previous behaviour (from 2.50 to 2.72), where new strokes are added
to the active object. This is now being reintroduced to soften the transition
for addons out there which have been doing this in a lazy/lax way so far.
Now, what may be slightly confusing are the "fallback" measures in place:
* "Scene" - To ensure that loading old files goes ok without needing a version patch,
if the active object has GPencil data, that will be used in place of the scene's
own GPencil data.
* "Object" - If there was no active object at the time of creating strokes
(for instance, if you delete the active object immediately before drawing),
GPencil data gets attached to the current scene instead.
Since some tweaks may still be needed here, I've decided to bump the subversion
number so that we have a reference point when doing version patches.
On second thought, it is probably still worthwhile to be able to disable GPencil
drawing on strips. By default, GPencil strokes are still shown by default now,
but they can be turned off using this option if it turns out that they are
getting in the way (e.g. a director/animator make some planning notes in the shot
at an earlier stage which are hidden for normal display now, but are still there
popping up sproadically during the animatic).
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.
The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
- Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
to enter "Stroke Edit Mode". In this mode, many common editing tools will
operate on Grease Pencil stroke points instead.
- Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
- Proportional Editing works when using the transform tools
2) Grease Pencil stroke settings can now be animated
NOTE: Currently drivers don't work, but if time allows, this may still be
added before the release.
3) Strokes can be drawn with "filled" interiors, using a separate set of
colour/opacity settings to the ones used for the lines themselves.
This makes use of OpenGL filled polys, which has the limitation of only
being able to fill convex shapes. Some artifacts may be visible on concave
shapes (e.g. pacman's mouth will be overdrawn)
4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
has been added which draws strokes as a series of screen-aligned discs.
While this was originally a partial experimental technique at getting better
quality 3D lines, the effects possible using this technique were interesting
enough to warrant making this a dedicated feature. Best results when partial
opacity and large stroke widths are used.
5) Improved Onion Skinning Support
- Different colours can be selected for the before/after ghosts. To do so,
enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
the colours accordingly.
- Different numbers of ghosts can be shown before/after the current frame
6) Grease Pencil datablocks are now attached to the scene by default instead of
the active object.
- For a long time, the object-attachment has proved to be quite problematic
for users to keep track of. Now that this is done at scene level, it is
easier for most users to use.
- An exception for old files (and for any addons which may benefit from object
attachment instead), is that if the active object has a Grease Pencil datablock,
that will be used instead.
- It is not currently possible to choose object-attachment from the UI, but
it is simple to do this from the console instead, by doing:
context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]
7) Various UI Cleanups
- The layers UI has been cleaned up to use a list instead of the nested-panels
design. Apart from saving space, this is also much nicer to look at now.
- The UI code is now all defined in Python. To support this, it has been necessary
to add some new context properties to make it easier to access these settings.
e.g. "gpencil_data" for the datablock
"active_gpencil_layer" and "active_gpencil_frame" for active data,
"editable_gpencil_strokes" for the strokes that can be edited
- The "stroke placement/alignment" settings (previously "Drawing Settings" at the
bottom of the Grease Pencil panel in the Properties Region) is now located in
the toolbar. These were more toolsettings than properties for how GPencil got drawn.
- "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
suggestion for an earlier discussion on developer.blender.org
- By default, the painting operator will wait for a mouse button to be pressed
before it starts creating the stroke. This is to make it easier to include
this operator in various toolbars/menus/etc. To get it immediately starting
(as when you hold down DKEy to draw), set "wait_for_input" to False.
- GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor
- Toolbar panels have been added to all the other editors which support these.
8) Pie menus for quick-access to tools
A set of experimental pie menus has been included for quick access to many
tools and settings. It is not necessary to use these to get things done,
but they have been designed to help make certain common tasks easier.
- Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
spatially stable manner.
- D Q = "Quick Settings" pie. This allows quick access to the active
layer's settings. Notably, colours, thickness, and turning
onion skinning on/off.
This patch includes the work done in the terrible consequencer branch
that hasn't been merged to master minus a few controversial and WIP
stuff, like strip parenting, new sequence data structs and cuddly
widgets.
What is included:
* Strip extensions only when slipping. It can very easily be made an
option but with a few strips with overlapping durations it makes view
too crowded and difficult to make out.
* Threaded waveform loading + code that restores waveforms on undo (not
used though, since sound_load recreates everything. There's a patch for
review D876)
* Toggle to enable backdrop in the strip sequence editor
* Toggle to easily turn on/off waveform display
* Snapping during transform on sequence boundaries. Snapping to start or
end of selection depends on position of mouse when invoking the operator
* Snapping of timeline indicator in sequencer to strip boundaries. To
use just press and hold ctrl while dragging.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D904
Previosuly, world was shown on the background if "Render Only" was used.
Now user should be able to set it independently. This is a prelude to
(drumroll)...
In the process, I've removed the old operator (ANIM_OT_channels_visibility_set)
and folded that option in with the hide operator, to make this consistent
with how this is done in the 3D view and other parts of Blender.
Revised the tools for managing which FCurves are visible in the Graph Editor
curves area. Now, there are the following tools in place:
* V (channels region only) = Hide all curves except those in selected channels [OLD]
* H = Hide all selected curves [NEW]
* Shift-H = Show all previously hidden curves [NEW]
I've removed the old operator to toggle visibility status of selected curves,
as it doesn't seem that useful anymore.
The Mesh Tools have quite few crucial tools that're missing from the toolbar. This is the main one.
The tools that're here should also be reorganized a bit to introduce actual orgnization, as it's quite sporadic at the moment. Will do that later.
too crowded.
UVs in the same layer can be used for many images. It used to be
possible to filter UV faces based on the image, but this is impossible
now due to the way the system works, so I added an option to allow
filtering UVs based on active material index.
Rationale on using option and not being smart here (options are bad tm)
is that for some workflows, such as preserving image space by using the
same image for many materials, people might want to turn this off.
Had to fix it by hand (restting them to default values), theme maintainers,
please check your theme from time to time and track such ugly 'pitch black' fields.
And we devs should run theme update script much more often too - will do in next commit!
Add simple uvs now does a cube unwrap and pack operation. Result is not
optimal by far but it should not result in crashes and it will be quite
usable for simple cases.
Adding new object to RigidBodyWorld obgroup is not a good way to do that, since it only
takes effect (create rigid_body for new objects) when you change current frame.
Better to use rigidbody.object_add() operator here!
This adds a theme option for the embossing of UI widgets. By doing this users have much greater flexibility for creating nice themes. Previously many themes (particularly dark ones) looked quite bad due to the very obvious emboss. This made simpler, flat-style themes very challenging.
Closes T42228
Reviewed by @campbellbarton
Add Recalcuate Normals to the Faces menu, next to other shading options.
Differential revision: https://developer.blender.org/D841
Signed-off-by: Thomas Dinges
Main moving logic is moved to new `BKE_keyblock_move()`, which makes it available from anywhere.
In addition, move code was reworked so that it only loops once on whole keyblocks list,
and it accepts arbitrary org and dest indices, not only neighbor ones.
Partly based on work by revzin (Grigory Revzin) in his soc-2014-shapekey GSoC branch, thanks!
Loading XML module, registering etree namespaces... etc
on startup for everyone on chance someone may want to export
an SVG from Freestyle is unacceptable.
This shouldn't have got through the review.
also disable loading when built without freestyle.
Features:
* Both still image and animation rendering, as well as polygon
fills are supported.
* The exporter creates a new SVG layer for every Freestyle line
set. The different layers are correctly sorted.
* SVG paths use data from line styles, so the base color of a
line style becomes the color of paths, idem for dashes and
stroke thickness.
* Strokes can be split at invisible parts. This functionality is
useful when exporting for instance dashed lines or line styles
with a Blue Print shader
* The exporter can be used not only in the Parameter Editor mode,
but also from within style modules written for the Python
Scripting mode.
Acknowledgements:
The author would like to thank Francesco Fantoni and Jarno
Leppänen for their [[ https://github.com/hvfrancesco/freestylesvg | Freestyle SVG exporter ]].
Differential revision: https://developer.blender.org/D785
Author: flokkievids (Folkert de Vries)
Reviewed by: kjym3 (Tamito Kajiyama)
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI
* Maximize Editor: (old Ctrl+Up)
* Full Screen Window: (old Alt + F11)
* Full Screen Editor: new operator (Alt + F10)
* Change Show/Hide Header: (Alt + F9)
When the mode is on moving the mouse near the top right corner of the
editor shows an icon to go back to the normal editor mode.
This was originally intended for the multiview branch, but this
functionality also benefits non-stereo workflows, thus it can be
reviewed and committed independently.
Development notes:
* This includes cleanups in the code to sanitize the naming of
fullscreen/maximize across the window/editor code.
* Originally the idea was to make the window fullscreen as well, but
this idea was dropped.
* You can see the clicking area when debug is 1
* Technically the user can be left with an unfaded icon in the corner
(specially when using a tablet). If we think this is too bad we can
increase the action zone to be the whole screen, or something similar.
Reviewers: campbellbarton [1], ton [2], fsiddi [2]
[1] actual code review
[2] design review
Differential Revision: https://developer.blender.org/D678
Currently the volume variation feature in stretch constraints is
unlimited. This has to be compensated by riggers by adding scale limit
constraints, but these are unaware of the stretch orientation and can
lead to flipping. Also the stretch calculation itself is not working
properly and can lead to collapsing volume.
The patch fixes this with several modifications:
- Interpret the volume variation factor as exponent, which works better
with large values for artistic purposes.
- Add integrated limits to the volume "bulge" factor, so secondary
constraints for compensation become unnecessary
- Add a smoothness factor to make limits less visible.
Eventually a generic volume preservation constraint would be nicer,
because multiple constraints currently implement volume variation of
their own. This feature could actually work very nicely independent from
other constraint features.
Differential Revision: https://developer.blender.org/D826
The reported issue was caused by a backward incompatibility due to careless
code changes made when per-material Freestyle line colors were introduced
in rB7915d7277ac8c605f016f30f943080556244fb59. In 2.71 line style
Material color/alpha/thickness modifiers was retrieving alpha transparency
from Material.alpha, whereas in 2.72 Material.line_color[3] was referenced.
The present fix reverts the aforementioned code changes.
This issue is a regression from 2.71, so the fix is appropriate for inclusion in
the 2.72a release.
This commit adds a confirm threshold property to pie menus.
Basically, this will confirm the pie menu automatically when
the distance from the center of the pie exceeds that threshold without
a need to release the pie button.
The confirm threshold will only work if it is larger than the pie
threshold.
The confirmation actually occur when the mouse stops moving, to
allow multiple pie menus to be better linked together, (see below)
This functionality also facilitates the ability for chained pie menus by
dragging. Basically, a pie menu item can be a call_menu_pie operator and
the new pie menu will still use the original pie menu release event for
confirmation. This should allow for quick, gesture based navigation in
pie menu hierarchies (going back in the hierarchy is still not supported
though)
There will be a demonstration pie in the official add-on soon
Basically the title tells it all, quite straightforward implementation.
The only thing is the image.render_slot which used to represent the active
render slot index is now moved to image.render_slots.active_index.
Reviewers: venomgfx, campbellbarton
Differential Revision: https://developer.blender.org/D821
This patch removes several stroke shaders written in C++ that are unused
and don't serve a real purpose any more. The removed shaders are:
- BPy_ColorVariationPatternShader
- BPy_StrokeTextureShader
- BPy_TextureAssignerShader
- BPy_ThicknessVariationPatternShader
- BPy_fstreamShader
- BPy_streamShader
and a few more that weren't even exposed to the Python API.
Some minor edits were made by the reviewer.
Differential Revision: https://developer.blender.org/D801
Reviewed by: kjym3
Do not generate materials/images/UVs if they are missing.
Now we spawn a panel ("Missing Data") with operators to generate the missing data and
pop a warning if user tries to paint without them.
The reason we have reverted this is that it is too easy to end up with more textures
than we wanted. It was impossible to enter texture paint without having textures added,
and code makes too many assumptions about what user may want.
Discussed during Sunday's meeting.
This might be a candidate for 2.72a but I'm not sure how other artists will take this
(and how refined and crash-free it is), better make a few iterations first.
And for interested parties...test please, don't wait until after a release to poke with such issues.
Also, add slot operator now adds a new unconnected image node in cycles. Only
used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because
it relies too much on changes done here and can be reverted easily if complainstorm occurs again.
Was hooked up last year for testing purposes, as we already had some code for it, but the closure itself is not really good nor really useful, so let's remove it.
New render layer option named "View map cache" is added to reuse a
previously computed view map for subsequent rendering. The cache is
automatically updated when the mesh geometry of the input 3D scene has
been changed.
This functionality offers a major performance boost for Freestyle
animation rendering when camera-space mesh geometry is static, as well
as for repeated still renders with updates of line stylization options.
Although the "View map cache" toggle is a render layer option, the cache
memory is shared by all render layers and scenes. This means that if
Freestyle is used for two or more render layers (possibly in different
scenes through the compositor), then the cached view map for one render
layer is replaced by a new view map for another render layer and hence
no performance gain is expected.
The following two sort keys are added for sorting chains.
* Projected X - Sort by the projected X value in the image coordinate system.
* Projected Y - Sort by the projected Y value in the image coordinate system.
A new line style option for the selection of first N chains is also added.
Moreover, the chain sorting and chain selection operations are now executed
in this order instead of the reverse order used previously. The UI has also
changed accordingly. This functional change is backward compatible and
won't result in visual differences.
Some nodes only work in certain node trees, so don't show them in the Add Node menu when this is the case.
This can probably be expanded to Input Nodes too, but need to double check some cases here still.
On 4k devices the default pixel size leads to tiny OpenGL drawing
that is hardly usable without doubling the DPI. The retina system
on OSX aims to alleviate this problem by introducing a general 2x
pixel size.
No equivalent feature exists on other platforms so far. However,
to emulate the effect this patch introduces a "virtual" pixel size
factor for OpenGL drawing.
Note that the user currently has to enable this manually by selecting
the "Virtual Pixel Mode" in the user preferences (defaults to native).
All windows of a Blender instance share the same virtual pixel size as well.
It may be possible to handle this on a per-window basis and automate
the selection somewhat (if enabled by the user), so working with
multiple screens becomes more convenient, but technical limitations
make this a bit difficult (on X11 with nvidia drivers the actual screen size
is not reported correctly).
Reviewers: ton, campbellbarton
Differential Revision: https://developer.blender.org/D669
This ensures that the beams color does not darken along borders,
by using the last valid color of the ray as the border color (extending
colors in the direction of the source point).
- Ortho result from view3d_utils.region_2d_to_vector_3d was flipped.
- Persp result wasn't normalized.
- operator_modal_view3d_raycast.py failed for ortho views.
Thanks to Philipp Oeser for the initial fix.
Fixed dead references of API identifiers (e.g., freestyle.types.Interface0D)
due to relocations of the identifiers into submodules. Also made various minor
revisions of mark-ups and typos.
Freestyle sections of the API docs were empty due to Freestyle module reorganization
in commit rB6498b96ce7081db039354228213d72e8c70bd3aa.
Module __all__ property was added to submodules so as to properly exclude irrelevant
documentation elements such as mathutils.Vector.
Currently, this pointer prop is not editable, and making it so does not seem
to be trivial (sound strip seems to use the filepath path, not the soundID pointer?),
so just hide the matching UI item.
- follow references to Bone, Sequence, Node (non ID types) by name only.
was causing infinite recursion.
- add support to skip individual class properties.
This can now write an entire blend-file.
This adds a fresnel conductive OSL preset to the Text Editor. Based on a patch by Lukas Stockner.
Differential revision: https://developer.blender.org/D145
See the differential for details.
* Improved Cycles fire, patch by Gottfried Hofmann. Differential revision: https://developer.blender.org/D777
* Added Smoke + Fire type to the operator too.
* Cleanup.
* Add Density multiplier.
* Use Smoke color attribute.
Patch by Gottfried Hofmann, with some small tweaks by myself.
Differential revision: https://developer.blender.org/D776
* Fix caustic properties, was not updated.
* Remove wrong items, leftovers from panel splitting.
* Add missing items. Even if the bundled presets do not set those, a user expects that all properties inside the panel are taken into account, when adding a new preset.
Since the choice to link or append has been removed in the file browser operator panel,
there was no way to tell whether as a user you were linking or appending.
To fix this the proposed patch separates the operators.
Reviewers: campbellbarton, carter2422, venomgfx
Subscribers: fsiddi
Maniphest Tasks: T41593
Differential Revision: https://developer.blender.org/D770
The problem addressed here is that there was no mean to check if an iterator
points the last of the elements being iterated over. Such checking is necessary
to reliably dereference the iterator (i.e., calling the operator*() method of the
underlying C++ iterator object).
Now Interface0DIterator and StrokeVertexIterator have an .at_last property
to check if an iterator points the last element. Using this new API feature,
the present commit partly reverts the previous commit rBeb8964fb7f19 to
better address T41464.
Differential revision: https://developer.blender.org/D752
Author: flokkievids (Folkert de Vries)
Reviewed by: kjym3 (Tamito Kajiyama)
Include explicit control for texturing:
This commit introduces a painting mode option, available in
the slots panel. The default value "Material" will create slots from the
blender material, same as just merged from the paint branch.
The new option "Image", will use an explicit image field that artists can use
to select the image to paint on. This will should allow painting regardless
of the renderer used or for use in modifiers.
Remotely based on patch by kevindietrich (Kévin Dietrich), but using
a single generic panel here, as suggested by UI team.
Note we add this panel in all modes (only one tweak in scuplt mode,
where there is no history menu generated it seems, unlike other
'paint-like' modes), we can decide to move it into its own tab later.
Differential Revision: https://developer.blender.org/D733