Add an option to solidify complex which will make faces which have thickness
controlled by vertex weights flat/even, and parallel to their original face.
For each face it uses the minimal weight assigned to its vertices to control
the thickness.
This will help users for example in architecture or basic CAD design by finally
making solidify work there at all if altering thickness is needed.
Differential Revision: https://developer.blender.org/D7340
Reviewed and minor cleanups by Batien Montagne (@mont29).
Adds a slider to solidify which allows the user to add bevel weight on the outside
or remove bevel weight from the inside.
Also includes a very small improvment for working with subsurface modifier where
the rim edge in complex solidify will now also have a chance to get a crease if
there is only two adjacent edges.
Differential Revision: https://developer.blender.org/D7334
Reviewing and minor cleanups: Bastien Montagne (@mont29).
* Implemented the algortihm that would merge vertices to the weighted
center between them.
* Exposed the merge threshold to the user.
The new default tolerance is 0.0001 (versionning code ensures that
previous default value remains in use to avoid any change in existing
files).
Review and minor changes/cleanups from Bastien Montagne (@mont29).
This patch adds the option to use an armature bone in place of an object for texture mask coordinates.
This affects the 3 vertex weight modifiers, the displace modifier, the warp modifier, and the wave modifier.
With minor changes from Bastien Montagne (@mont29).
Differential Revision: https://developer.blender.org/D7348
Removal of 'Translation' checkbox. Enable translation options when selecting non-English languages.
Differential Revision: https://developer.blender.org/D7210
Reviewed by Brecht Van Lommel
Feature can be enabled or disabled in timeline view menu item "Show F-Curves".
Author a.monti
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D7205
- Adds select menu
- Removes undo/redo controls
- Adds delete menu
- Refactor
- Combines font and text menu
The goal is to match other edit menus better and match the text editor.
In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
This adds the automasking options to the Sculpt Tool options in a way
that they affect all brushes. This is more convenient when working with
some of these options while switching brushes as they don't need to be
enabled/disabled per brush.
An automasking option is enabled if it is enabled in the brush or in the
sculpt options.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7304
With this brush option it is possible to mask the boundary vertices of
all face sets. This is especially useful in the cloth brush, where face
sets can be used to simulate seams between different patches of cloth
and produce different patterns and effects.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7230
This adds the Voxel Mode to the current remesh modifier. It works
exactly the same way as the voxel remesh operator and uses the same
properties to control the remeshing. We can exand this with more options
in the future (fix poles, reprojection...)
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7292
As the 'M' key is free, it's convenient to use for the merge menu,
especially since this contains "Merge by Distance",
a frequently used action.
Use 'Alt-M' for a new split menu, following our convention of Alt being
used for opposite functionality.
Also move merge/split menu's into the "Mesh" menu as neither operate
solely on a single mesh element type.
This was crashing, when looking into a fix I noticed that it gave
hap-hazard results dissolving past forks in the parent/child hierarchy
arbitrarily following one chain.
This functionality is almost identical to "dissolve" which delimits
forks in the chain predictably.
So remove this in favor of dissolve (available from the delete menu).
This works for all selection modes,
include last below a separator since it's a specialized function.
Note that the previous commit was raising an exception as operator
properties don't support 'or'.
The button seems to behave more as I'd expect without these
additional checks. Previously, the button was often grayed out when
it was actually working.
Reviewers: ISS
Differential Revision: https://developer.blender.org/D7252
This commit introduces a new mode for calculating the positions and
weights of the IK segments in the Pose Brush based on the Face Sets.
The first segment of the chain will always include all face sets inside
the brush radius and it will propagate until the boundary of the last
face sets added in the flood fill. Then consecutive connected face sets
are added to the chain until the chain length limit is reached or all
face sets of the mesh are already part of the chain.
This feature enables complete control over the pose brush origins in
case that is needed. Also, with this mode, the user can have a library
of base meshes with face sets already configured to get to the initial
pose as fast as possible.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7235
This commit aims to add functionality to the surface deform modifier that
gives more control and allows it to work better with the modifier stack.
* Maintains compatibility with older files. The default settings keep it
so that the whole object is bound and vertex coordinates get overwritten
as the modifier currently does.
* Turns the deformations from an absolute vertex coordinate overwrite into
an additive offset from the vertex location before the modifier to the
resulting bound deformation. This gives the ability to control the
strength of the deformation and mix the deformation of the modifier
with the modifier stack that comes before it.
* Also adds in a vertex group with the invert option. This is applied after
the bind deformation is added. So the whole object is still bound to target,
and the vertex group filters afterwards what parts get affected.
I experimented with a version to only binds the geometry weighted to the
vertex group, but that would break compatibility with old files.
I may bring it in later as a separate option/mode for the surface deform.
With several fixes from @mont29.
Reviewed By: mont29
Differencial Revision: https://developer.blender.org/D6894
This commit gives the solidify modifier the ability to assign the newly created shell
and rim geometries to selected vertex groups. This expands the procedural control over
the modifier stack by letting users apply modifiers to the shell geometry without affecting
the original geometry.
This will be especially helpful for NPR users that use solidify to create backface
culling lines on their characters giving them the ability to add displace noise
and other effects.
Differential Revision: https://developer.blender.org/D6903
This commit adds the option to use armature bones for the From and To targets
when using armature objects.
The changes are based on the UV Warp modifier.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6820
- Use addon keyconfig for registered tools so reloading the keymap
doesn't clear them.
- Ensure there is a default keymap, needed for addon keymaps
to be available in the user keyconfig.
This implements a new mode in the Face Sets Create operator to create a
new face sets from the faces selection in edit mode. This can be used
when the user considers that the edit mode tools are more convenient for
a more precise control or a certain type of selection, like creating a
face set from a face loop.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7211
This operator initializes all face sets in the sculpt at once using
different mesh properties. It can create face sets by mesh connectivity,
material slots, face normals, UV seams, creases, sharp edges, bevel
weights and face maps.
For properties that are already in the faces, this is implemented as a
loop. Properties that depend on edge attributes use a similar operation
to sculpt flood fill, but using face adjacency instead of edge vertex
connectivity.
As Multires also stores the face sets in the base mesh, this should work
in the face sets Multires implementation without any changes.
This is implemented as a separate operator as this resets the visibility
and creates all face sets at once, while the create face set operator
creates a single face sets, leaving the rest of the face sets in the
mesh as they are.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7209
This implements the Surface Smooth Brush as a mode inside the Smooth tool,
which uses the HC algorithm from "Improved Laplacian Smoothing of Noisy Surface Meshes".
Comparted to the regular smooth brush with laplacian smooth, this brush removes
the surface while preserving the volume of the object.
The smooth result can be controlled by tweaing the original shape preservation,
displacement and iteration count.
The same surface smooth operation is also available as a mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7057