The 'random' unit tests and some examples from the new boolean code
triggered asserts and crashes. This fixes those.
There is a new flag in the input that optionally disables a pass
over input to snap segment edges to other segments.
Removing the 'Large Cursors' option as it is no longer applicable or useful on any platform.
Differential Revision: https://developer.blender.org/D6958
Reviewed by Brecht Van Lommel
This brush has a simple physics solver that helps when sculpting cloth.
- The mass and the damping properties of the simulation are properties of the brush.
- It has two additional radius control to limit the influence and falloff of the simulation.
- Masked vertices are pinned in the simulation, and it applies the sculpt gravity directly in the solver.
- The Cloth Brush has 7 deformation modes with 2 falloff types (radial and plane).
The brush can create the constraints only on the required PBVH nodes, so the simulation is isolated on high poly meshes. As long
as the brush size is not too big it should be possible to keep it real time.
Known issues:
- The way constraints are created is extremely basic and it creates repeated constraints. Maybe there is another way to create fewer constraints while keeping the simulation quality decent. This part can also be multithreaded. (As it is it works ok, but it could be better)
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6715
The coordinates should be read from the PBVH when using deform modifiers.
This is needed for the cloth brush to work with subdivisions, as it reads the
vertex coordinates using this function when building and updating the
constraints.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6967
Updates include:
- std::move() cleanup in rcmatrix.h
- Enabled parallelization for fluid guiding (fairly noticeable speed improvement).
- More flexible flags setter function with control over boundary width.
This fixes denoising being delayed until after all rendering has finished. Instead, tile-based
denoising is now part of the "RENDER" task again, so that it is all in one task and does not
cause issues with dedicated task pools where tasks are serialized.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6940
This makes the memory allocation for the denoiser state use the memory allocator in Cycles, which
will evict textures to host memory when there is not enough space on the device. This means the
allocation for the denoiser state won't just fail if there is no more space and instead more space is
made for it to work. Also simplifies code somewhat.
Fix for fix (rB8bf7ca9fe31c).
The fix was not actually working [neither for multi-armature-editing as
intended nor for single armatures] and it broke single-armature bone
separation completely.
More or less indentation issue, move relevant code out of bone loop, do
after all bones have been checked, guess this was intended anyways.
Differential Revision: https://developer.blender.org/D6949
Use BASE_VISIBLE_VIEWLAYER (rather than BASE_VISIBLE_DEPSGRAPH -- which
is not including the 'Hide in Viewport')
Note: the is one case where this still 'fails':
- 'Show only Hidden' plus excluding the parent collection (would be nice
to show those -- but contents of excluded excluded collections dont get
show in any case... this would be more work and for another report...)
Maniphest Tasks: T71611
Differential Revision: https://developer.blender.org/D6953
Useful for cases when topology does not need to have any
crease or UV layers. Now instead of assigning callbacks
which returns zero data is possible to simply assign the
callback itself to NULL.
This is in preparation of new object types. This only changes mesh_eval, we
may do the same for mesh_deform_eval and other areas in the future if there is
a need for it.
This previously caused a bug in T74283, that should be fixed now.
Differential Revision: https://developer.blender.org/D6695
This reverts commit f2b95b9eae.
Fix T74283: modifier display lost when moving object in edit mode.
The cause is not immediately obvious so better to revert and look at this
carefully.
Under the special circumstance of double clicking and then opening a
panel with sub-panels again, the parent panel's offset in y-direction
was added twice to the child panels: once inside "get_panel_real_ofsy"
and once within "align_sub_panels".
This introduced a visible glitch.
Reviewed by: Julian Eisel
Differential Revision: https://developer.blender.org/D6942
Was affecting quad faces. where 0 was always passed for inner
loops and a wrong one for boundary ones.
In the current code this change shouldn't cause any difference
since the corner index is ignored in the actual callback, but
it is required to have his fixed for an upcoming changes.
The apparent off-by-one error was caused by a few factors:
- The 'blend base' colour was green for the two frames directly
surrounding the current frame, but black for the current frame itself.
- For the frames before the current one, the 'blend base' was mixed with
black, making the green stand out clearly, but fading to black again
for the current frame. This looks like an off-by-one, even though it
was just bad mixing.
- For the frames after the current one, the 'blend base' was mixed with
cyan, which already has a strong green component, so mixing it there
was much less visible, making the entire thing look like an off-by-one
error where it actually wasn't.
I have simplified the code, so now it only chooses green as the 'blend
base' for the current frame, and simplified the mixing for the current
frame.
This further separates requested attributes and textures from the actual
node graph, that can be retained after the graph has been compiled and
freed. It makes it easier to add volume grids as a native concept, which
sits somewhere between an attribute and a texture.
It also adds explicit link types for UDIM tile mapping, rather than
relying on fairly hidden logic.
System GLEW often is not new enough, which gives error on startup. The build
correctness should not be affected by using lite vs. full, so better to leave
this out than save compiling one extra file.
Cycles recently fixed this issue, EEVEE needed to be adapted to output
similar results in the light passes.
This patch implements cycles `safe_divide_even_color` function to a GLSL
function that will be used when extracting the light passes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6948
Shadow could penetrate occluded geometry. This patch adds a check to see
if the light is in the right location to light the pixel.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6918
This is in preparation of new object types. This only changes mesh_eval, we
may do the same for mesh_deform_eval and other areas in the future if there is
a need for it.
Differential Revision: https://developer.blender.org/D6695