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2022-08-02EEVEE-Next: Depth Of Field: Port implementation to compute shaderClément Foucault
This is a port of the previous implementation but using compute shaders instead of using the raster pipeline for every steps. Only the scatter passes is kept as a raster pass for obvious performance reasons. Many steps have been rewritten to take advantage of LDS which allows faster and simpler downsampling and filtering for some passes. A new stabilize phase has been separated from another setup pass in order to improve it in the future with better stabilization. The scatter pass shaders and pipeline also changed. We now use indirect drawcall to draw quads using triangle strips primitives. This reduces fragment shader invocation count & overdraw compared to a bounding triangle. This also reduces the amount of vertex shader invocation drastically to the bare minimum instead of having always 3 verts per 4 pixels (for each ground).
2022-07-25EEVEE-Next: Display compatible properties panelsClément Foucault
Only a few are kept not available as their features are not yet supported.
2022-07-15Render: camera depth of field support for armature bone targetsDamien Picard
This is useful when using an armature as a camera rig, to avoid creating and targetting an empty object. Differential Revision: https://developer.blender.org/D7012
2022-06-02Cleanup: remove "<pep8 compliant>" from headersCampbell Barton
It can be assumed that all scripts comply with basic pep8 formatting regarding white-space, indentation etc. Also remove note in best practices page & update `tests/python/pep8.py`. If we want to exclude some scripts from make format, this can be done by adding them to `ignore_files` in: source/tools/utils_maintenance/autopep8_format_paths.py Or using `# nopep8` for to ignore for individual lines. Ref T98554
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2021-12-07Cycles: add Fisheye Lens Polynomial camera modelHåkan Ardö
This allows real world cameras to be modeled by specifying the coordinates of a 4th degree polynomial that relates a pixels distance (in mm) from the optical center on the sensor to the angle (in radians) of the world ray that is projected onto that pixel. This is available as part of the panoramic lens type, however it can also be used to model lens distortions in projective cameras for example. Differential Revision: https://developer.blender.org/D12691
2020-10-02Cleanup: pep8, blank linesCampbell Barton
2020-08-22UI: In-line layout for camera passepartoutPablo Vazquez
No need for a sub-panel when there is just one setting.
2020-06-18Fix T77957: Height change in Camera Properties column when changing lens typePhilipp Oeser
Remove unneeded extra column from perspective type properties. Maniphest Tasks: T77957 Differential Revision: https://developer.blender.org/D8060
2020-04-17UI: Layout changes for new checkbox layout possibilitiesWilliam Reynish
Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-01-17Fix T73176: No options for Centre Action Safe MarginsCampbell Barton
2019-09-05MovieClip: Make name of Active Clip consistent in UISebastian Koenig
Using the currently active movie clip had different names in the interface: In scene context it was "Active Movie Clip", in Camera Background Images it was "Camera Clip", in Constraints it was "ActiveClip". I made all those instances use "Active Clip", which is descriptive enough and also the shortest of the three. Reviewed By: billreynish Differential Revision: https://developer.blender.org/D5400
2019-05-21Cleanup: pep8Campbell Barton
2019-05-17Cycles/Eevee: unify depth of field settings for camerasJeroen Bakker
There is now a checkbox to enable/disable depth of field per camera. For Eevee this replace the scene level setting. For Cycles there is now only an F-Stop value, no longer a Radius. Existing files are converted based on Cycles or Eevee being set in the scene. Differential Revision: https://developer.blender.org/D4882
2019-04-19Cleanup: mark unused arguments in UI scriptsCampbell Barton
Quiet's pylint W0613 warning, also remove some unused args.
2019-04-09Cleanup: styleCampbell Barton
2019-03-23UI: show camera sensor 'Width' as 'Size' for 'Auto' fitCampbell Barton
2019-03-21UI: Use better flow layoutWilliam Reynish
Flow layout needs columns defined to work properly
2019-03-21Fix flow layout for camera data Viewport Display panel.Bastien Montagne
Flow layout needs sub-layouts to properly identify 'cells' of its grid.
2019-03-21Use 'show_' prefix convention for composition guidesWilliam Reynish
2019-03-21UI: Put camera composition guides in standard sub-panelWilliam Reynish
Before we were using a very inconsistent toggle-menu for this. Just use standard UI here instead.
2019-03-13UI: rename PresetMenu to PresetPanel, move to bl_ui.utilsCampbell Barton
Confusing to call a menu a panel when subclasses need to define panel specific variables. Avoid having bl_ui depend on bl_operator module too. Since this isn't an operator, add utils modules for shared types.
2019-03-01UI: hierarchical nestingWilliam Reynish
Use correct hierarchical nesting in camera and mesh obdata properties
2019-02-13Fix T61499: Missing Camera settings in props except Depth of FieldPhilipp Oeser
rB55c281415b67 removed 'BLENDER_RENDER' as a COMPAT_ENGINE but the cycles addon checks for this in its get_panels() function. Adding this back for now. Reviewers: brecht, billreynish Maniphest Tasks: T61499 Differential Revision: https://developer.blender.org/D4346
2019-02-11UI: show camera DOF UI for workbench engineWilliam Reynish
2018-12-24Cleanup: First batch of UI messages fixes (typos, final points...).Bastien Montagne
Also contains some code typo fixes (mostly, adtaptative -> adaptive, former is nearly innexistant in English, let's stick to simple valid words ;) ).
2018-12-20Fix for camera background images options not showing when using stereoscopy.Sebastian Koenig
Differential Revision: https://developer.blender.org/D4098
2018-11-26UI: rename "OpenGL" render engine to "Workbench".Brecht Van Lommel
Neither is very descriptive for its task, but at least workbench is more future proof and distinguishes it from Eevee.
2018-11-03UI: Sort panels in Properties.Pablo Vazquez
* Viewport Display always last before Custom Properties. * DoF panel second as it's changed more often than Camera sensor width. * In scene, move Simplify higher up as it is changed more often than Gravity or Audio.
2018-10-25Cleanup: unused variablesCampbell Barton
2018-10-18UI: closure some more panels by default, leaving open mostly 1 per tab.William Reynish
2018-09-27UI: update camera background images panel layout.Sebastian Koenig
Differential Revision: https://developer.blender.org/D3739
2018-09-11Cleanup: unused variablesCampbell Barton
2018-09-06UI / Python: rename X-Ray to In Front, Draw to Display.Brecht Van Lommel
See T56648.
2018-08-30Cleanup: inline icon conditionalCampbell Barton
2018-08-28UI: text keyword argument to labelCampbell Barton
Prepare for keyword only args
2018-08-16Camera Background: don't show "Not Set" when using Camera ClipDalai Felinto
2018-07-27UI: Fix error in camera property panelClément Foucault
2018-07-24RNA: Remove Unused dof.is_hq_supported and dof.use_high_qualityClément Foucault
It's not necessary anymore since we assume it's always high quality.
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
2018-07-15UI: Camera Display panel rename to Viewport DisplayPablo Vazquez
Matches all other panels with Viewport properties
2018-07-15UI: Use full width for ID blocks in World, Light, Camera, TexturePablo Vazquez
Also close Preview panel for lights by default and move World custom props last
2018-07-01Cleanup: remove num argument prefixCampbell Barton
2018-06-20Cleanup: follow naming conventionsCampbell Barton
Using panels for presets printed warnings for classes named as menus.
2018-06-13UI: preset popover buttons in panel headers.Brecht Van Lommel
Moves the preset into a menu for the panel header, so it can be changed without opening the panel and takes up less space. Two remaining issues: * For long lists the add new preset button can be scrolled off screen. * We should support showing the name of the chosen preset in the panel header, but the current preset system does not support detecting which preset is used. Differential Revision: https://developer.blender.org/D3366
2018-06-12T55454: removal of clay engineJeroen Bakker
The ClayEngine was introduced to test the blender2.8 architecture during development. As currently we have the wanted features implemented with matcaps we are going to remove the clay engine as it was never intended to be an official releasable engine Note: The test cases are never run. But when enabled will be skipped as they were implemented over the Clay Engine
2018-06-10Sub-panel for camera DoF for EEVEEPablo Vazquez
2018-06-02Fix UI for camera dataDalai Felinto
The fix bit is the split. But since we are using col.separator() left and right we need this as well. I still don't think the separators are the way to go, yet may as well be consistent with the current design in place, thus the extra separator here too.
2018-06-01UI: use single column properties for object dataCampbell Barton
patch by @billreynish w/ minor edits
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156