Modeling tool to cut intersections into geometry (like boolean, without calculating inside/outside).
Faces are split along intersections, leaving new edges selected.
Access from Face menu.
Removed the previous changes for passing a line style through the Controller, and
revised the BlenderTextureShader to assign the shader node tree of a line style
(if specified) to strokes. This way the assignment of shading nodes can be done
through both the Freestyle GUI and Python scripting.
This commit merges the code in the pie-menu branch.
As per decisions taken the last few days, there are no pie menus
included and there will be an official add-on including overrides of
some keys with pie menus. However, people will now be able to use the
new code in python.
Full Documentation is in http://wiki.blender.org/index.php/Dev:Ref/
Thanks:
Campbell Barton, Dalai Felinto and Ton Roosendaal for the code review
and design comments
Jonathan Williamson, Pawel Lyczkowski, Pablo Vazquez among others for
suggestions during the development.
Special Thanks to Sean Olson, for his support, suggestions, testing and
merciless bugging so that I would finish the pie menu code. Without him
we wouldn't be here. Also to the rest of the developers of the original
python add-on, Patrick Moore and Dan Eicher and finally to Matt Ebb, who
did the research and first implementation and whose code I used to get
started.
Added a small menu with a few helper oerators next to each group panel:
* Remove group from all objects
* Select objects in group
More could be added possibly in the future.
Thanks to Campbell for the advice here.
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
In addition to D319, this patch updates the parameter editor, the UI of Freestyle.
Using new API functionality and experience gained in making D319, this patch
provides a quite noticable speedup for commonly-used Freestyle linestyle modifiers.
As this patch touches a lot of code (and mainly the foundations) it is likely that
mistakes are made. The patch has been tested with a regression suite for Freestyle
(https://github.com/folkertdev/freestyle-regression-tests/tree/master), but testing
with scenes used in production is very much appreciated.
Differential revision: https://developer.blender.org/D623
Author: flokkievids (Folkert de Vries)
Reviewed by: kjym3 (Tamito Kajiyama)
This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
The issue is actually that creating a new image in texture paint mode
will set it always as a stencil image. Internally, the code checks if
the painted image is the same as the stencil and if it is, no painting
is done.
Solution is to expose a boolena to the operator for setting the image as
a stencil (could be an enum in th future for more uses)
Stencil UI is a bit weird here, will definitely redesign.
The button was intended to guide new users of Freestyle, but actually that is a matter
of documentation. The button is unlikely to be frequently used once users get familiar
with Freestyle panels in other contexts. Now that Freestyle has been part of Blender
since a while, it seems time to clean the UI.
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.
Currently this gaussian blur implementation accumulates values in the
square kernel rather that doing X direction and then Y direction because
of the lack of using multiple-staged filters.
Once we can we'll implement a way to apply filter as multiple stages we
can optimize hell of a lot in here.
Another thing we can do is to use SSE2 instructions here.