Commit Graph

1888 Commits

Author SHA1 Message Date
Sergey Sharybin
68b9794a40 Fix #35232: Marker right-click misbehavior on adding
Made it so Add Marker button from toolbox will place
marker in the middle of the frame.
2013-05-21 14:44:50 +00:00
Thomas Dinges
3758193c18 Cycles / Wireframe node:
* Added a wireframe node (Input category) to get access to Mesh wireframe data. 
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. 
* Only the triangulated mesh is available now, quads is for later. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe

Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
2013-05-20 15:58:37 +00:00
Miika Hamalainen
d3a6c0c834 Smoke simulator: Add flow subframes and ability to set custom particle size.
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.

Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)

For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes

This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
2013-05-17 17:45:37 +00:00
Bastien Montagne
9d567dd366 This commit addresses the somewhat weak handling of stackless textures in Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...

I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).

This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).

Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.

Thanks to Brecht for reviewing.
2013-05-17 07:10:10 +00:00
Dalai Felinto
49003dd90c partial revert of commit 54126 - (BGE UI: removing " use_occlusion_culling" from the ui)
bug reported by Eloy Felix over email

Apparently there are some files that will perform better with "use_occlusion_culling" off.
For now the UI option can return.

Technically this could make into 2.67a, but the string is not localized (it'll be in English).
Not sure what is more important here:

- consistent UI OR to expose in the UI an option some people need
2013-05-16 21:37:24 +00:00
Brecht Van Lommel
00f0ac8107 Fix #35368:
* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
  Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
2013-05-16 00:07:01 +00:00
Campbell Barton
1df12416ca bmesh, grid fill tool.
This uses 2 edge loops and fills them with a grid, taking into account curvature of surrounding edges.
Access from face menu: Ctrl+F,G

http://www.graphicall.org/ftp/ideasman42/grid_fill.png
2013-05-15 20:34:40 +00:00
Brecht Van Lommel
85530846b6 Fix #35376: node editor throwing python error on some files saved with 2.66 test builds. 2013-05-15 19:24:07 +00:00
Lukas Toenne
916ab30ccb Added an entry for Reroute node in the node categories. Reroute is not a "real" node, but for users it's a bit hard to find, so a menu entry is ok for now.
Eventually a context menu for nodes could be a nicer solution: right-click on node link opening a popup with operators for the node, socket or link under cursor, including option "Insert Reroute".
2013-05-13 09:32:17 +00:00
Sergey Sharybin
d9ca50ff64 Refine markers position operator
This operator will run a tracker from previous
keyframe to current frame for all selected markers.
Current markers positions are considering initial
position guess which could be updated by a tracker
for better match.

Useful in cases when feature disappears from the
frame and then appears again. Usage in this case
is the following:

- When feature point re-appeared on frame, manully
  place marker on it.
- Use Refine Markers operation (which is in Track
  panel) to allow tracker to find a better match.

Depending on direction of tracking use either
Forwards or Backwards refining. It's easy: if
trackign happens forwards, use Refine Frowards,
otherwise use Refine Backwards :)
2013-05-12 16:04:14 +00:00
Pablo Vazquez
128a1c1856 Render Layers UI
Expand the Layers panel by default on Blender Internal as well.
2013-05-12 15:25:35 +00:00
Brecht Van Lommel
8e13bb3f60 Fix #35273: click in empty space to deselect as used by the Maya keymap gave
a python error when used in pose mode.
2013-05-10 20:49:16 +00:00
Miika Hamalainen
2f9f3dd590 Smoke: Add new "Full Sample" option to high resolution smoke panel.
This is hopefully the ultimate solution against smoke blockiness near emitter.

Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.

Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness

Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
2013-05-10 16:18:00 +00:00
Sergey Sharybin
764420ed3d Set scene frames operator for clip editor.
This operator will set scene's start/end frames to
match clip's start frame and footage duration.

Available in Clip panel in clip editor's toolbox.
2013-05-10 15:56:32 +00:00
Lukas Toenne
a961b683fc Small fix for node add operators: use the UNDO option so they get registered in undo stack properly. 2013-05-10 09:54:25 +00:00
Bastien Montagne
fffab3993d Bit flag enum props are always expanded, no need to specify it explicitely! 2013-05-09 19:30:09 +00:00
Sergey Sharybin
97138e4dac Added a button to apply scale on scene solution
This is an alternative to using camera to scale the
scene and it's expected to be better solution because
scaling camera leads to issues with z-buffer.

Found the whole scaling thing a bit confusing,
especially for object tracking, but cleaning this up
is a bit different topic.
2013-05-09 16:38:55 +00:00
Campbell Barton
675f845116 use standard name for operator properties - 'props'. 2013-05-09 13:05:36 +00:00
Lukas Toenne
56485b6562 Upgrade for the add_search node operator. This now uses the same basic system as the regular add_node operator, with enum items generated from the common node categories system (nodeitems_utils module). This means that any node listed in the regular node Add menu can now also be added via searching, including node groups and the like. The search operator also uses the subsequent transform to make insertion a bit more streamlined. 2013-05-09 11:43:48 +00:00
Lukas Toenne
efcfe88adc Fix for add_node operator: needs to have SKIP_SAVE set for the settings collection to prevent it from re-using settings from a previous call. This would otherwise lead to python exceptions when those properties don't exist for the other node type (point in case: node_tree only is defined for group nodes). 2013-05-09 10:13:13 +00:00
Lukas Toenne
89d77c538a Fix suggested by Campbell Barton: use %r instead of %s when building the python expression for the node operator settings to ensure correct escaping. 2013-05-09 08:05:02 +00:00
Lukas Toenne
a092611f67 Fix for node item polling: recursion check was the wrong way around, needs to test is the parent tree is inside the group. 2013-05-08 15:41:09 +00:00
Lukas Toenne
d7c74acab1 Added filter to the node group items callback to remove recursive node groups right from the start. These tree pointers would be polled out internally as well, but this way they don't show up in the menus in the first place. 2013-05-08 15:41:07 +00:00
Lukas Toenne
8863222a90 A bit more pythonic way of using the items callback in node categories. The category.items attribute is now a function taking a context parameter instead of a property. This can be used for checking validity, e.g. for doing node group recursion checks, and filter out unusable items. 2013-05-08 15:41:05 +00:00
Lukas Toenne
3ebe7d970e Moved a couple of common properties into the NodeAddOperator base class to avoid repetitive code. A new operator node_add_and_link is another variant that first creates a node and them connects a specific socket to an existing one (defined by context pointer). 2013-05-08 15:40:53 +00:00
Lukas Toenne
701aa8b59b Removed the add_group_node operator, this is now integrated into the generic node_add operator. The group node tree pointer is then part of the settings dictionary. 2013-05-08 15:40:46 +00:00
Campbell Barton
8193d83cd9 split dissolve into 3 different operators (face/edge/vert). 2013-05-08 13:48:57 +00:00
Brecht Van Lommel
cc86176a60 Fix #35190: texture mask stencil Reset Transform did not work properly. 2013-05-02 17:55:17 +00:00
Campbell Barton
29ffcf408f remove re-allocations while building weight paint color array, move button to show weightpaint below other overlay buttons in the 'Mesh Display' panel. 2013-05-02 01:49:10 +00:00
Brecht Van Lommel
a1cdccc3d8 Fix Show Brush button being missing from the UI for paint modes, the feature was
already implemented, it's in the Appearance panel now. Also added that panel to
the image editor now since it's relevant there too.
2013-05-01 15:28:56 +00:00
Campbell Barton
2cda8a9efb fix for select ungrouped vertices not flushing, also group select menu items more logically. 2013-05-01 05:59:58 +00:00
Brecht Van Lommel
12476d157a Fix projection paint clone/soften/smear no longer working with textures,
Moved the code after the masking check so we can skip the texture lookup
if the pixel is done, is a bit faster. Also hide the color wheel for these
tools, only did it for 2D paint in previous commit.
2013-05-01 03:28:14 +00:00
Thomas Dinges
256a84ea7e Properties Editor / UI:
* Render Passes -> Passes, same as Cycles.
2013-04-30 18:57:04 +00:00
Brecht Van Lommel
576e579925 More painting fixes:
* 2D image painting with textures that contained alpha did not work correctly,
  had been broken for a while.

* 2D image panels texture (mask) panels showed wrong buttons for texture overlay.

* Texture map mode 3D now also uses masking, like Tiled and Stencil the texture
  does not move along with the brush so it works fine.

* 2D image paint View mapping did not work correct, especially noticeable with
  Rake rotation.

* Masking is now disabled for the smear tool, this can't really work because
  the original image is constantly changing and gave artifacts.
2013-04-30 16:07:52 +00:00
Brecht Van Lommel
3b04b861bd Fix another part of #35141: there was no way to reset the stencil transform after e.g.
scaling it along one axis, now there's a Reset Transform button.

The Image Aspect button is now also hidden unless the texture is an image texture.
And also hide the color wheel for painting tools that don't use colors.
2013-04-30 10:32:02 +00:00
Sergey Sharybin
39ac11a302 Partial fix for #35108: Shortcuts 3dsmax Blender 2.67RC
Made keyap use the same select_or_deselect_all operator
as used for maya keymap instead of tricks with deselect_all.

Solves issue with selection in editor mode (reported as #3
in the original bug report).
2013-04-30 07:34:23 +00:00
Brecht Van Lommel
63f05576b8 More image painting fixes:
* 2D image painting support for masking to limit the max contribution of a stroke
  to a pixel, to get it working compatible with projection painting. Not strictly
  a bugfix, but the inconsistency here was annoying.

* Fix python errors in Texture Mask panel in image editor, was missing overlay
  options.

* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
  pixels due to integer overflow.
2013-04-30 06:07:42 +00:00
Campbell Barton
93e3107806 select loose wasn't working very usefully if you only wanted to select loose verts, now select loose verts/edges/faces depending on the selection mode. 2013-04-29 16:59:53 +00:00
Bastien Montagne
5c5ecc3465 Usual UI messages fixes... 2013-04-29 14:09:19 +00:00
Thomas Dinges
674d82d783 Fluid UI:
* Display Simulation threads only, when built with OpenMP.
2013-04-28 16:52:51 +00:00
Thomas Dinges
85a4938c10 Fix [#35127] Layout -> Frame doen't exist anymore 2013-04-28 13:02:46 +00:00
Campbell Barton
7c27cfc020 add vertex color smooth operator.
Since the bug was fixed that made blur brush _not_ blur all verts, there is no way to blur vertex colors after baking.
While this was hidden it was useful especially for baking vertex colors.
2013-04-27 19:00:26 +00:00
Brecht Van Lommel
e77729f5dd Fix a few more cases where an operator should not show in the search menu. 2013-04-26 02:44:21 +00:00
Brecht Van Lommel
0731932eb8 Fix #35080: freestyle Fill Range by Selection operator giving error when invoked
without a linestyle.
2013-04-26 02:29:31 +00:00
Bastien Montagne
e22c52af16 Fix [#34545] Render layer name is unwantedly translated in composite node editor
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around).

Also fix similar issue in main list of render layers (Py UI code! :P ).
2013-04-25 17:40:08 +00:00
Sv. Lockal
8df319f5e6 minor fixes for freestyle
- update copying code for linestyles to copy gaps
- update copying code for freestyle line modifiers to copy mapping flags and seeds
- fix drawing code for Material modifiers after a recent refactoring
2013-04-25 16:23:23 +00:00
Joshua Leung
fa02cccf2a Bugfix [#35075] Physics Panel of Particles Fluid is Truncated
Some RNA Properties were not updated in UI scripts after a recent refactoring
there removing "use_" prefix from some of the boolean properties (strangely
though, while every other property attached to SPHFluidSettings.flag has gone
from "use_factor_blah" to "factor_blah", use_factor_density still keeps the old
prefix).
2013-04-25 10:05:49 +00:00
Campbell Barton
b18ef3b8fb use more rna-constant name for bevel clamping. 2013-04-24 14:14:54 +00:00
Howard Trickey
d2daa230d6 Fix bug #34611: bevel overlap limit
The previous fix limited overlap, but is sometimes
too conservative, and artists want way to turn off
the limiting, so added 'Allow Overlap' option to
modifier.
2013-04-24 12:39:37 +00:00
Brecht Van Lommel
a7f5f6caab Fix #35058: Mesh > Edge/Face > Bevel would do vertex bevel if that was used in
the operator the previous time. However for these menus it makes more sense to
always use edge/face bevel and to leave vertex bevel for Mesh > Vertex > Bevel.
2013-04-23 14:12:12 +00:00