On some drivers, the default values is not respected correctly.
To workaround this we create a small VBO that contains only 1 vec4 worth of
data and just bind it using glBindVertexBuffer to ensure 0 stride.
This fixes T75069 Instances not rendered correctly by workbench.
This adds support for macOS aliases in addition to symlinks. It also adds
support for hidden, readonly and system file attributes.
Contributed by Ankit (ankitm) with modifications by me.
Differential Revision: https://developer.blender.org/D6679
Modify the view layer add operator (and underlying `BKE_view_layer_add`)
to allow for copying the current view layer, as well as adding a new one
but with all LayerCollections disabled by default (this is important for
heavy scenes where currently adding view layers can take a long time due
to enabling every collection by default).
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6862
This works similarly to the CYCLES_OPENCL_TEST
environment variable to allow testing on unsupported
hardware.
Note: like the OPENCL test override, this is
for *testing* only and bug reports on unsupported
hardware will *not* be accepted at this point in
time.
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
Using a float to store and render the mask seems like a waste of memory
without any noticeable difference in the viewport for its use case.
After this commit, the mask and the face sets combined should take the
same amount of GPU memory than only the mask in previous versions.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7148
This new method is only enabled if Overlay Smooth Wire is enabled.
This method gives really nice results but has some downside:
- Require a depth copy or loose the ability to write wire depth to the
depth buffer and have correct depth ordering of wires. This patch use the former, with its associated cost.
- Require some depth sampling and prevent early depth test (i.e: has
some performance impact).
- Has some relatively minor instability with geometry that are perpendicular
to the view and intersecting with other geometry.
Pros:
- Compared to a fullpass approach this is surely going to have less
performance impact and much higher quality.
- Removes the additional vertex offset. (see T74961)
- Fixes all half edges z-fighting.
{F8428014}
{F8428015}
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7233
SCULPT_FACE_SET_NONE default value is 0 and it is rendered hidden, so
the invert sign operation to show it was not working. Now the show all
function sets this face set to ID 1 before setting its sign.
I also refactored this check in gpu_buffers.
Not related to the reported issue, but the mesh in attached contains non
manifold geometry with hidden loose vertices, so the visibility state
was not syncing correctly to those vertices. Now the toggle operators
checks the current visibility only on the face sets, so no manifold
vertices are ignored (as they are in the rest of operations in sculpt
mode).
Reviewed By: jbakker
Maniphest Tasks: T74780
Differential Revision: https://developer.blender.org/D7188
This fixes multiple issues:
- Adds tag to update shading when changing vertex visibiliyt. This makes the mesh visibility update when the operator ends.
- Sync vertex to face sets no longer requires the pmap, so it does not crash. (Maybe we can initialize the pmap on undo to avoid these problems in the future).
- Sync vertex to face sets now works in a coherent way with the rest of visibility operations. Hide Box and Hide mask now sync the visibility changes to the face sets, so the all the operations are now getting a correct visibility state.
Reviewed By: brecht
Maniphest Tasks: T74761
Differential Revision: https://developer.blender.org/D7187
Brushes are created automatically when the tools is enabled, but this
way it gets correct defaults and it is accesible from scripts.
Reviewed By: jbakker
Maniphest Tasks: T74899
Differential Revision: https://developer.blender.org/D7199
The default face set color is white, so we can skip drawing the default
face set. This allows to enable again the optimization of not drawing
overlays in nodes where the mask is empty.
This will still slow down the viewport when a new face set is created
for the whole mesh or when inverting the mask, like in previous
versions.
I also renamed the function to make more clear that now it is checking
for both mask and face sets.
Reviewed By: brecht
Maniphest Tasks: T74692
Differential Revision: https://developer.blender.org/D7207
This checks that the distance of the current positions of two connected
vertices is not 0 before calculating the correction vectors for those
vertices.
Reviewed By: jbakker
Maniphest Tasks: T74808
Differential Revision: https://developer.blender.org/D7184
When using Face Sets to mask the mesh filter the pmap needs to be
initialized to check the face sets of each vertex, otherwise it will
crash because it is null.
Probably now we should just initalize the pmap when building the PBVH as
almost all tools need it, so we can avoid these crashes in the future.
Reviewed By: jbakker
Maniphest Tasks: T75089
Differential Revision: https://developer.blender.org/D7236
Show control edges stores the control edges in the mesh which is
picked up by the draw manager. When applyng a subsurf (or multires) we
don't want that data present in the base mesh. Any rebuilding of the mesh
would overwrite the data anyway.
This patch introduces a new flag for applying modifiers
that can be checked to ignore storing display specific data in
the base mesh.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7163
The normals of loose edges can be non uniform as they aren't normalized.
Checked with what happens with edit loose edges and synchronized the
implementation.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7127
Weight paint overlay was not working when XRay was turned on.
The Weight Paint overlay is rendered directly into the default
framebuffer with a depth equal test. This test fails as the depth won't match.
This patch will update the depth buffer in these cases.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7176
Events for keys specific to certain keyboard layouts unknown to Blender
were ignored. Now pass them along as unknown key events for which we
can still handle text input, like we already do for Linux and macOS.
Differential Revision: https://developer.blender.org/D7229
Random Walk subsurface scattering did look different with OptiX because transmittance is
calculated based on the hit distance, but the OptiX implementation of `scene_intersect_local`
would return the distance in world space, while the Cycles BVH version returns it in object
space. This fixes the problem by simply skipping the object->world transforms in all the
places using the result of `scene_intersect_local` with OptiX.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7232
Happens on macOS 10.15.4 and Xcode 11.4.
The reason of failure is caused by following factors:
- xcodebuild reports full semantic macOS SDK version 10.15.4
- The actual SDK file path will only include major and minor part
of the version (10.15, MacOSX10.15.sdk)
- Previous CMake code of ours expected direct match between SDK
version and file path.
The solution is to make our detection code a bit more flexible and
additionally check for major.minor macOS SDK version in the path.
The specific goal of this change is to get rid of separate code paths
for older and newer Xcode versions.
The version 8.2 is picked since it's the latest version which runs on
macOS 10.11 (which is our current deployment target). If that turns
out too new for some reason the alternative would be to require Xcode
version 5.
The selection in Draw mode works as a quick eraser and must erase only the points selected in that operation and not any previous selected point.
Now, before erase, unselect any previous selected point.
Note: It's planned to split select & erase operators for Draw mode.
Disable functionality reported in T60766 & only partially worked.
This could be used if the key-map was added after Blender started
as a way to customize modal key-maps, however it didn't work with
the add-on enabled on startup.
Add-on key-maps are intended to extend existing key-maps
so they can call the add-on, not as a way to change modal key-maps
for Blender's built-in functionality.
Disable this since it's not needed as add-ons
can't yet define modal key-maps.
The main CMakeLists already requires CMake 3.5, so there is no point of
requiring "newer" CMake on macOS.
This was a code from a while back where CMake 3 was not required on all
platforms.
This issue became visible after fixing other TAA issues recently.
The sample count of the first frame wasn't reset resulting that the
incorrect resolve took place. This issue was already there beforehand,
it is just much clearer during the recent changes.
Now the `taa_sample will be reset when performing an animation playback
in the 3d viewport.