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authorAntony Riakiotakis <kalast@gmail.com>2015-07-23 23:52:03 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-07-23 23:52:27 +0300
commit0c0db92d7aabb486be5cfd4d5c6e2e1ed3f56dbc (patch)
treee597008ada2bd52b09d4d16c1356cc30d7326eac /source/blender/makesdna/DNA_scene_types.h
parent36630b7e854ba69520aab9be411361589eb3ce83 (diff)
Sculpt Tiling Feature
Adds 3D-Tiling options to the sculpt tool. This is very similar to the symmetry options in the sense that it replicates the strokes. For tiling this replication happens with a linear offset to fill the whole object along one or more axis. This allows to create geometry that can be tiled seamless. One use case is the creation of tileable textures by sculpting high resolution geometry and then rendering it with an orthographic camera to create maps for diffuse, normal, etc Notes: Patch by Tilman Blumhagen with minor changes (move tile flags to paint symmetry flags). After some feedback from artists, leaving tiling value to constant offset, though I suspect that some method that uses the object bounding box dynamically might be good to have too. It can be added later though :) Thanks a lot for the patch! Patch: D1426
Diffstat (limited to 'source/blender/makesdna/DNA_scene_types.h')
-rw-r--r--source/blender/makesdna/DNA_scene_types.h9
1 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index a0b0cbea4c3..fd6d39c9ce6 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -941,6 +941,9 @@ typedef struct Paint {
/* flags used for symmetry */
int symmetry_flags;
+
+ float tile_offset[3];
+ int pad2;
} Paint;
/* ------------------------------------------- */
@@ -1029,7 +1032,6 @@ typedef struct Sculpt {
float pad;
struct Object *gravity_object;
- void *pad2;
} Sculpt;
typedef struct UvSculpt {
@@ -1817,7 +1819,10 @@ typedef enum SymmetryFlags {
PAINT_SYMM_X = (1 << 0),
PAINT_SYMM_Y = (1 << 1),
PAINT_SYMM_Z = (1 << 2),
- PAINT_SYMMETRY_FEATHER = (1 << 3)
+ PAINT_SYMMETRY_FEATHER = (1 << 3),
+ PAINT_TILE_X = (1 << 4),
+ PAINT_TILE_Y = (1 << 5),
+ PAINT_TILE_Z = (1 << 6),
} SymmetryFlags;
#define PAINT_SYMM_AXIS_ALL (PAINT_SYMM_X | PAINT_SYMM_Y | PAINT_SYMM_Z)