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.
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.
Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
panel in paint modes. Also expose all options of mask textures in the
mask texture panel, even if there is no texture, just like regular
textures are presented.
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.
* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:
Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:
These attributes/aspects are:
Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)
Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.
Properties that affect this are:
Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.
These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
* Shift-Rclick and holding right click, x or y will trigger constrained
scaling of overlay. Pressing again will revert to uniform scaling.
* Added operator, visible under the mapping drop menu, to fit stencil
aspect ratio to brush image aspect ratio.
* Made it possible to access stencil attributes from python as vec.x,
vec.y. Thanks to kgeogeo for pointing out!
* rename sculpt_brush_texture_settings to brush_texture_settings
* Expose texture scale and offset in texture paint mode
* Introduce still inactive mapping mode for texture paint, tiled and
view aligned only. Projective paint uses only tiled, while 2d paint can
use both. Commit will come that will use both appropriately for both
modes, omitting fixed brush flag (which is tiled with another name)
Settings are shown in both the View3D toolbar and texture properties
panel; code is now in shared sculpt_brush_texture_settings() function
in properties_paint_common.py.
Also added a few new properties to the SculptCapabilities RNA to
replace "X in {Y, Z}" tests in the Python code.
Patch from Jaggz H, thanks!
[#31096] Weight-painting: Brush-specific weights
http://projects.blender.org/tracker/?func=detail&atid=127&aid=31096&group_id=9
Each brush's weight can now be set individually, can also enable
unified setting (same as size and strength have.)
Added readfile code to the patch: subversion bumped to 1, brushes get
default weight of 0.5, unified weight enabled by default and value
from old vgroup_weight field.