Add new option to change the stroke hardeness. This option works at stroke level, not at point level.
Also replaced the "Both" name mode by "Stroke and Fill".
Differential Revision: https://developer.blender.org/D7195
This patch implements dumping images from cache to HDD.
The main goal of this system is to provide a means to achieve consistent playback speed mainly for strips that are not possible to preview in real time.
How to use:
Disk cache has own settings in user preferences for path to storage, size limit and compression level.
To use disk cache, you need to check `Use Disk Cache` box, set `Disk Cache Directory`, `Disk Cache Limit` and save or open existing .blend file.
By default sequencer output will be cached only. Manual setting is possible in cache panel.
Uses:
- Replacement or alternative for proxies. Disk cache will work with any strip type, supports float images as well.
- Storage for strip thumbnails.
- Less RAM needs to be allocated for preview cache
How it works:
Disk cache is extension of RAM cache. Every image, that is stored or deleted in RAM will be stored or deleted on HDD as well. Images can be compressed to save space and for use on slower drives. Compressed images are slower to write and read though.
Images are stored in bulk of 100 rendered frames per one file. This is to overcome slow file access time for large amount of files. Drawback is, that if one frame needs to be redrawn, all 100 frames are deleted.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D5524
* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds
The last two are Cycles only currently.
Ref T73201
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.
The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6955
This check box alters how weights are displayed and painted,
similar to Multi Paint, but in a different way. Specifically,
weights are presented as if all locked vertex groups were
deleted, and the remaining deform groups normalized.
The new feature is intended for use when balancing weights within
a group of bones while all others are locked. Enabling the option
presents weight as if the locked bones didn't exist, and their
weight was proportionally redistributed to the editable bones.
Conversely, the Multi-Paint feature allows balancing a group of
bones as a whole against all unselected bones, while ignoring
weight distribution within the selected group.
This mode also allows temporarily viewing non-normalized weights
as if they were normalized, without actually changing the values.
Differential Revision: https://developer.blender.org/D3837
The feature is hidden behind an experimental option, you'll have to
enable it in the preferences to try it.
This feature is not yet considered fully stable, crashes may happen, as
well as .blend file corruptions (very unlikely, but still possible).
In a nutshell, the ideas behind this code are to:
* Detect unchanged IDs across an undo step.
* Reuse as much as possible existing IDs memory, even when its content
did change.
* Re-use existing depsgraphs instead of building new ones from scratch.
* Store accumulated recalc flags, to avoid needless re-compute of things
that did not change, when the ID itself is detected as modified.
See T60695 and D6580 for more technical details.
This option existed already and was just hidden in the UI. With the new fluids system though, it will only be used for rendering - and not to optimize the cache.
Both are doing almost the same and can be merged. This reduce complexity for user and less code to maintain.
Reviewed By: mendio, pepeland, fclem
Differential Revision: https://developer.blender.org/D7134
This extends the ocean modifier to add new spectra
(Pierson-Moskowitz, Jonswap, TMA).
These models are very different to the Phillips spectrum.
They are intended for more established,
large area, oceans and/or shallow water situations.
Update Dopesheet header to include missing buttons, remove Scene Active only buttton and also removed duplicated search box.
The removed options come from old 2.7x version and they are not required now.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D7107
The Extrapolation Mode menu in the graph editor channel list was
incorrectly using the operator for the Action/Dopesheet editor. The
operator was even missing in the generic dopesheet hotkeys, so
{key Shift E} was listed as hotkey but didn't work. This is now all
fixed.
EasingType was implemented rBdaccaa713b6e for the GraphEditor (but never
made it to the Dopesheet). If you can select Easing Mode in the
DopeSheet, then you should also be able to select the associated Easing
Type.
Thanks @lichtwerk for the initial implementation.
Maniphest Tasks: T65076
Differential Revision: https://developer.blender.org/D6094
When scaling the root bone of a rig to apply a global scale, the
corrective smooth modifier results in wrong deformation due to incorrect
scaling. The delta calculations are not taking into account any scale
value.
To fix it, a scale property is added to the modifier, allowing to set
manually the scale value for the deltas by simply multiplying the
vectors by this value. There is a similar implementation in Maya's Delta
Mush deformer. This property can be for example driven by the scale of
the root bone of the rig, to dynamically update when the animator scale
this bone.
Reviewed By: brecht, sybren
Differential Revision: https://developer.blender.org/D6622
This automasking option protects the open boundary edges of the mesh from the brush deformation. This is needed to sculpt cloths and it works nicely with the cloth brush.
It has a Propagation Steps property that controls the falloff of the mask from the edge.
Limitations:
- The automask is recalculated at the beginning of each stroke, creating a little bit of lag in high poly meshes, but it is not necessary. This can be fixed in the future by caching the edge distances, increasing a little bit the complexity of the code.
- The boundary vertex detection in meshes is not ideal and it fails with triangulated geometry, but it is the same as in the smooth brush. After fixing this, we should refactor the smooth brush to use the API and let the automasking option manually control the affected vertices.
- It does not work in Multires (it needs to be implemented in the API). The smooth brush in Multires is also not making boundary vertices.
- The falloff has a visible line artifact on grid patterns. We can smooth the final automasking factors several iterations, but it will make the initialization much slower. This can also be added in the future if we decided to cache the distances.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6705
This only applies to the case where preferences are opened as an editor in
a workspace, not with Edit > Preferences in a new window.
Differential Revision: https://developer.blender.org/D7001
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
Since hair collisions were integrated with the cloth solver
(rBd42a7bbd6ea5), there are a couple of relevant settings which were not
exposed to the User:
- Collision Quality
- Minimum Distance (this was reported in T73842, default of 0.015m was
still limiting in certain scenarios - this can now be made smaller)
- Impulse clamping
- Collision collection
This will add a 'Collisions' panel to Hair Dynamics with those settings
Note: in contrast to 'real' cloth, self-collisions are not supported for
hair
Maniphest Tasks: T73842
Differential Revision: https://developer.blender.org/D7032
Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.
This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.
Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.
Reviewed By: jbakker, #user_interface, Severin
Differential Revision: https://developer.blender.org/D6070
When running with debug enabled ('-d' argument),
warnings are printed for add-ons which are not yet updated.
Reminder to name things based on what they do,
not the technologies they use :)