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authorMiika Hamalainen <blender@miikah.org>2011-08-03 22:31:48 +0400
committerMiika Hamalainen <blender@miikah.org>2011-08-03 22:31:48 +0400
commit8394f65d4a6019ae623fe32268a769463a189b9e (patch)
tree4338758f689e63d7fdd4752685e16eae42d1401e /release/scripts
parent35720a4c075c2a0782af173519097a094b5c0165 (diff)
Dynamic Paint:
* Object velocity can now be used to determine brush influence and color. * Brushes can now be set to "smudge" existing paint. * Added new operators to easily add and remove surface output mesh data layers from Dynamic Paint ui. * Fixed drip effect algorithm to work properly on forces pointing towards surface. * Adjusted drip effect speed. * Drip effect can now use canvas velocity and acceleration to influence drip direction. * Fixed texture mapping for material enabled brushes. * "Object Center" type brushes can now use "material color" as well. * Improved surface partitioning grid generation algorithm. * Fixed possible invalid brush collision detection when OpenMP enabled. * Fixed incorrect random sized particle displace/wave influence. * Fixed "Object Center" brush color ramp falloff. * Fixed invalid zero alpha sampling when rendering vertex colors. * Lots of smaller tweaking.
Diffstat (limited to 'release/scripts')
-rw-r--r--release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py45
1 files changed, 40 insertions, 5 deletions
diff --git a/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py b/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
index 6aac537de12..15326b51172 100644
--- a/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
+++ b/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
@@ -119,6 +119,19 @@ class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, bpy.types.Panel):
if (brush.wave_type != "REFLECT"):
split = layout.split(percentage=0.6)
split.prop(brush, "wave_factor")
+ elif (brush.brush_settings_context == "VELOCITY"):
+ col = layout.row().column()
+ col.prop(brush, "velocity_alpha")
+ col.prop(brush, "velocity_color")
+ col.prop(brush, "velocity_depth")
+ col = layout.row().column()
+ sub = col.column()
+ sub.active = (brush.velocity_alpha or brush.velocity_color)
+ sub.prop(brush, "max_velocity")
+ sub.template_color_ramp(brush, "velocity_ramp", expand=True)
+ layout.separator()
+ layout.prop(brush, "do_smudge")
+ layout.prop(brush, "smudge_strength")
else:
layout.label(text="-WIP-")
@@ -199,17 +212,31 @@ class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, bpy.types.Panel):
# vertex format outputs
if (surface.surface_format == "VERTEX"):
if (surface.surface_type == "PAINT"):
+ # paintmap output
row = layout.row()
row.prop_search(surface, "output_name", ob.data, "vertex_colors", text="Paintmap layer: ")
- #col = row.column(align=True)
- #col.operator("dpaint.output_add", icon='ZOOMIN', text="")
+ ic = 'ZOOMIN'
+ if (surface.output_exists(object=ob, index=0)):
+ ic = 'ZOOMOUT'
+ col = row.column(align=True)
+ col.operator("dpaint.output_toggle", icon=ic, text="").index = 0
+ # wetmap output
row = layout.row()
row.prop_search(surface, "output_name2", ob.data, "vertex_colors", text="Wetmap layer: ")
- #col = row.column(align=True)
- #col.operator("dpaint.output_add", icon='ZOOMIN', text="")
+ ic = 'ZOOMIN'
+ if (surface.output_exists(object=ob, index=1)):
+ ic = 'ZOOMOUT'
+ col = row.column(align=True)
+ col.operator("dpaint.output_toggle", icon=ic, text="").index = 1
if (surface.surface_type == "WEIGHT"):
- layout.prop_search(surface, "output_name", ob, "vertex_groups", text="Vertex Group: ")
+ row = layout.row()
+ row.prop_search(surface, "output_name", ob, "vertex_groups", text="Vertex Group: ")
+ ic = 'ZOOMIN'
+ if (surface.output_exists(object=ob, index=0)):
+ ic = 'ZOOMOUT'
+ col = row.column(align=True)
+ col.operator("dpaint.output_toggle", icon=ic, text="").index = 0
# image format outputs
if (surface.surface_format == "IMAGE"):
@@ -280,6 +307,14 @@ class PHYSICS_PT_dp_effects(PhysicButtonsPanel, bpy.types.Panel):
col = layout.column()
col.active = surface.use_drip
effector_weights_ui(self, context, surface.effector_weights)
+ split = layout.split()
+
+ layout.label(text="Surface Movement:")
+ split = layout.split()
+ col = split.column()
+ col.prop(surface, "drip_velocity", slider=True)
+ col = split.column()
+ col.prop(surface, "drip_acceleration", slider=True)
elif surface.effect_ui == "SHRINK":
layout.prop(surface, "use_shrink")