Commit Graph

74 Commits

Author SHA1 Message Date
Campbell Barton
fa11d41113 Cleanup: especially non pep8 parts of Py UI 2017-03-20 09:49:35 +11:00
Campbell Barton
19d493ee10 Moving classes to separate listing broke panel order
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.

Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
2017-03-20 02:37:55 +11:00
Campbell Barton
9bdda427e6 PyAPI: remove bpy.utils.register_module()
In preparation for it being removed, see: T47811
2017-03-18 20:03:24 +11:00
Lukas Tönne
bdae647670 Color sources for point density textures based on mesh vertices
This patch adds support for coloring point density textures based on several mesh vertex attributes.

* Vertex Color: Use a vertex color layer for coloring the point density texture
* Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used)
* Vertex Normals: Use object-space vertex normals as RGB values.

The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching.

Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of.
For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed
as multiple points in the same location.
2016-03-24 12:07:03 +01:00
Campbell Barton
d924998d3e Cleanup: pep8 2016-02-01 00:47:10 +11:00
Antony Riakiotakis
18208c8ad9 Fix T44872
All musgrave tupes use intensity, never hide it.
2015-05-28 18:05:50 +02:00
Campbell Barton
af2f4724d5 Cleanup: don't use single sets for comparisons 2015-04-14 10:34:32 +10:00
Julian Eisel
b7bac19aca Fix T43621: Layout only using 65% of available width
Not really a bug, more like a silly typo.
2015-02-11 14:41:35 +01:00
Campbell Barton
7095f47665 cleanup: pep8
also remove empty class parenthesis
2015-01-29 15:35:06 +11:00
Campbell Barton
e17c6f79a5 cleanup: py imports 2015-01-28 16:50:51 +11:00
Lukas Tönne
2fe96f3f88 New texture influence option for particle kink amplitude (as opposed to
frequency).
2015-01-20 09:30:11 +01:00
Lukas Tönne
9698182227 Renaming "Kink" texture influence to "Kink Frequency" to be more
specific.
2015-01-20 09:30:11 +01:00
Lukas Tönne
b331a82910 Support for various data properties of the hair grid in the voxel
texture.
2015-01-20 09:29:21 +01:00
Lukas Tönne
5f41b19463 New voxel texture mode "Hair", for displaying the internal hair volume
structure as a texture.

This is mostly a debugging feature that may be removed again later.
2015-01-20 09:29:21 +01:00
Bastien Montagne
09351c68e1 Cleanup, since we don't put Cycles compat into regular bl_ui files. ;) 2014-10-17 21:07:21 +02:00
Thomas Dinges
b0ef008741 Different fix for T42262, we don't put Cycles compat into regular bl_ui files. 2014-10-16 23:27:38 +02:00
Bastien Montagne
b28aa182f3 Fix T42262: Ocean texture options cannot be edited while in Cycles 2014-10-16 23:02:23 +02:00
Campbell Barton
200dd87de1 Cleanup: pep8 & redundant vars 2014-07-22 12:03:15 +10:00
Sergey Sharybin
6601136aaa Enable texture preview even when Cycles is active 2014-06-19 13:11:58 +06:00
IRIE Shinsuke
12e47d0536 Blender Internal: Fix texture influence panel not showing Displace/Warp sliders for volume materials. 2014-05-23 01:49:58 +09:00
Tamito Kajiyama
b7f085d9c1 Patch D246: Texture Marks for freestyle strokes, written and contributed by Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle

Reviewed By: brecht, kjym3

Differential Revision: https://developer.blender.org/D246
2014-05-03 18:54:59 +09:00
Brecht Van Lommel
9f903208e8 Fix T36165: blender internal HDR textures with negative values got clamped.
For example for vector displacement, you may have an EXR texture that has
negative colors values. Blender clamps these by default, now the Colors panel
for textures has a Clamp option to disable this clamping.

This option affects all texture types and is enabled by default, you need
to disable it if you want negative values to have an influence.

Patch by Fredrik Hansson with modifications by me.
2014-01-23 18:49:10 +01:00
Bastien Montagne
4c52e737df Add ctrl-click rename to most lists in Blender UI and templates/examples.
Notes:
* Did not touch to addons, that's up to the authors. ;)
* Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
2013-11-23 20:54:32 +01:00
Campbell Barton
6d0284f934 minor edit on r60413, convert to a bool. 2013-09-29 02:07:48 +00:00
Thomas Dinges
c662b247f6 Properties Editor / UI:
* Fix a py error in the "Image Sampling" panel, tex.image can be NULL.
2013-09-28 19:56:08 +00:00
Bastien Montagne
5b83a89c81 Followup to r59434 : py UI scripts edits.
Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
2013-08-23 20:41:21 +00:00
Bastien Montagne
9d567dd366 This commit addresses the somewhat weak handling of stackless textures in Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...

I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).

This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).

Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.

Thanks to Brecht for reviewing.
2013-05-17 07:10:10 +00:00
Brecht Van Lommel
42ca1c8dcd Fix for image transparency backwards compatibility. Now the texture datablock has
a Use Alpha option again. This makes the case where you enabled Premultiply on the
image and disabled Use Alpha on the texture work again.

That's mostly useful when you have a straight alpha image file which has no useful
RGB colors in zero alpha regions (e.g. renders). Then sometimes you don't want to
use the alpha for the texture stack mixing, but you still want to multiply it into
the RGB channels to avoid a blocky transition into zero alpha regions.

This also removes the version patch that copied image datablocks because it's not
reliable and might be causing bug #34434. This does mean we are no longer backwards
compatible for cases where two different texture datablocks with Use Alpha enabled
and disabled where using the same image.
2013-03-04 13:18:14 +00:00
Bastien Montagne
23aa0c9067 Fix uilists showing data names translated (reported on bf-translations ML by Satoshi Yamasaki aka yamyam, thanks!). 2013-02-08 16:01:21 +00:00
Dalai Felinto
13f890a26c Game Engine UI: Image Sampling Texture Panel cleanup
removing non-GE supported features.

The idea of splitting the draw() function comes from Campbell Barton.
Review from him as well.

The main reason for not implement this in properties_games.py is to make sure the
panel is in the same order for both BI and BGE engines.
2013-01-22 18:42:16 +00:00
Antony Riakiotakis
cb8158cce6 Unification of brush code
* rename sculpt_brush_texture_settings to brush_texture_settings
* Expose texture scale and offset in texture paint mode
* Introduce still inactive mapping mode for texture paint, tiled and
view aligned only. Projective paint uses only tiled, while 2d paint can
use both. Commit will come that will use both appropriately for both
modes, omitting fixed brush flag (which is tiled with another name)
2013-01-16 12:57:35 +00:00
Sergey Sharybin
860d42b9a3 Fix #33816: property not found: World.use_textures
Issue was caused bu svn rev53355 and now logic seems to mimic
behavior before that change.
2013-01-10 10:10:34 +00:00
Sergey Sharybin
08cea96ab0 Alpha premul pipeline cleanup
This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
  assumptions.
- There's an input image setting to say whether it's stored with
  straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
  deliver straight alpha.

Some implementation details:

- Removed scene's color unpremultiply setting, which was very
  much confusing and was wrong for default settings.
  Now all renderers assumes to deliver premultiplied alpha.

- IMB_buffer_byte_from_float will now linearize alpha when
  converting from buffer.

- Sequencer's effects were changed to assume bytes have got
  straight alpha. Most of effects will work with bytes still,
  however for glow it was more tricky to avoid data loss, so
  there's a commented out glow implementation which converts
  byte buffer to floats first, operates on floats and returns
  bytes back. It's slower and not sure if it should actually
  be used -- who're using glow on alpha anyway?

- Sequencer modifiers should also be working nice with straight
  bytes now.

- GLSL preview will predivide float textures to make nice shading,
  shading with byte textures worked nice (GLSL was assuming straight
  alpha).

- Blender Internal will set alpha=1 to the whole sky. The same
  happens in Cycles and there's no way to avoid this -- sky is
  neither straight nor premul and doesn't fit color pipeline well.

- Straight alpha mode for render result was also eliminated.

- Conversion to correct alpha need to be done before linearizing
  float buffer.

- TIFF will now load and save files with proper alpha mode setting
  in file meta data header.

- Remove Use Alpha from texture mapping and replaced with image
  datablock setting.

  Behaves much more predictable and clear from code point of view
  and solves possible regressions when non-premultiplied images were
  used as textures with ignoring alpha channel.
2012-12-31 13:52:13 +00:00
Campbell Barton
d984c46701 remove type checks on drawing uiList's,
if the list is given the wrong item then the script needs to be fixed, better not fail silently.

left in checks as commented out asserts.
2012-12-28 10:45:59 +00:00
Bastien Montagne
7504cf34b4 This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!

This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!

To make all this work, other changes were also necessary:

* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.

* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.

* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.

* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
  Note: not sure whether we should add that one to all UILayout's prop funcs?

Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
Thomas Dinges
1abb60af80 Texture UI:
* Use the full space for the Texture ID Block.
2012-10-21 11:04:04 +00:00
Daniel Genrich
cb634b9100 Google Summer of Code project: "Smoke Simulator Improvements & Fire".
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements

Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer

Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
2012-10-10 13:18:07 +00:00
Campbell Barton
9fa36b12cc style cleanup: pep8 2012-10-08 08:28:05 +00:00
Campbell Barton
2553cdf195 style cleanup 2012-07-29 12:07:06 +00:00
Thomas Dinges
ab38e1d379 User Interface Scripts:
* Code cleanup, removed unneeded code.
* Style cleanup, don't break lines to early 
(unless marked as pep8-80 or pep8-120 compliant) 
* Keep 1 line after layout declaration empty.
2012-07-29 10:03:46 +00:00
Bastien Montagne
19e81b12e7 Fix [#31714] Pinning object context causes texture list to disappear
Problem was py code of main texture panel was not doing any check on the pinned id, assuming it managed the textures itself - but this is not the case of the Object datablock...

All work actually done by Sergey, was just missing the Lamp specific case. Checked both in code and with tests, quite sure all cases are now correctly handled!
2012-06-21 07:32:06 +00:00
Sergey Sharybin
28002edb6b Finish changes in up/down arrows for menus
Restored single triangle for special menus, which still isn't perfect but
probably makes more sense.

Added drawflag bit flags to button, which is currently used to declare, that
button need to have up/down arrows. This is needed because it's tricky to
distinguish if button should have such arrows. For example, ID search buttons
is a simple block button which doesn't directly mean it'll have pop-up menu
and not all buttons which cases pop-up menu to display need to have such
arrows.

So currently only ID selector button is forcing up/down arrows to be displayed,
all the rest buttons now behaves in the same way as it used to be before.
2012-05-23 14:24:40 +00:00
Ton Roosendaal
2d0c5b9017 Long old UI annoyance:
The up/down triangle icon for menus was not drawing when a menu had
an icon; even though space was reserved there. Note: this can only
work now with removing the ugly "down triangle" icon from buttons like
next to the Material list box (button pops up menu with tools).

Looks nicer this way anyway.
2012-05-22 15:50:13 +00:00
Nicholas Bishop
a8e9d5533f Code/UI cleanup: improvements for sculpt brush texture settings.
Settings are shown in both the View3D toolbar and texture properties
panel; code is now in shared sculpt_brush_texture_settings() function
in properties_paint_common.py.

Also added a few new properties to the SculptCapabilities RNA to
replace "X in {Y, Z}" tests in the Python code.
2012-05-15 04:50:47 +00:00
Campbell Barton
c93c8bda3d replace relative imports with absolute imports so scritps can be executed directly (live editing). 2012-04-04 14:39:52 +00:00
Campbell Barton
1f74789d12 Correct mathutils documentation, also correct some python spelling errors and add makefile target check_spelling 2012-02-08 04:37:37 +00:00
Campbell Barton
a7c1e339cf picky cleanup to use of bpy.types 2012-01-18 06:11:56 +00:00
Antony Riakiotakis
6ccc605660 Bicubic bump map filtering.
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. 

To use the functionality change the bump mapping method to "best quality"
Previous "best quality" setting becomes "medium quality" now.
For non OpenGL 3.0 GPUs this becomes the same as "medium quality"

Also:
* added tooltip descriptions to the bump method settings.
* modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL.

Bicubic shader by Morten Mikkelsen. Thanks a lot!

Oh...and FIRST!
2011-12-15 13:58:09 +00:00
Campbell Barton
b44c82b4fd remove invalid NULL checks from own recent commit and minor pep8 edits. 2011-12-05 22:19:30 +00:00
Thomas Dinges
b550cd8c1e Fix [#29502] Brush texture Preview panel doesnt show Alpha checkbox
* Added to the py UI file, it would require some deeper changes to have it in the c Template, can be done later.
* Fixed a typo.
2011-12-04 16:55:46 +00:00