Age | Commit message (Collapse) | Author |
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Wording on the UI, slider consistency and material mask switches layout.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: http://developer.blender.org/D11839
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This patch adds a function where you can specify occlusion effectiveness from 0 to 255 layers per face for a given mesh material.
Reviewed By: Sebastian Parborg (zeddb)
Ref D11308
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Reviewed by: Sebastian Parborg
Differential Revision: https://developer.blender.org/D11089
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It should set bl_order to show below panels registered by render engine add-ons
like Cycles.
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There is no need to expose this as multiple properties,
also use `use_` prefix for boolean properties.
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This adds the LineArt grease pencil modifier.
It takes objects or collections as input and generates various grease
pencil lines from these objects with the help of the active scene
camera. For example it can generate contour lines, intersection lines
and crease lines to name a few.
This is really useful as artists can then use 3D meshes to automatically
generate grease pencil lines for characters, enviroments or other
visualization purposes.
These lines can then be baked and edited as regular grease pencil lines.
Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola
Differential Revision: http://developer.blender.org/D8758
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Partially reverts 2250b5cefee7.
Removing the user count and fake user count icons was controversial (which was
expected) and there are a few further changes needed, that won't make it in
time for the release, see D9946.
While there is a design to bring back the user count and fake user indicators,
a new design idea was proposed that the UI team wants to follow. This came too
late for the 2.92 release, the new design is targeted at the 2.93 release now.
Meanwhile, UI team decision was to simply revert the design changes.
The new design is being worked on in https://developer.blender.org/T84669.
Note that this commit does not revert some internal changes done in
2250b5cefee7. Namely the introduction of `ed_util_ops.c` and data-block
operators in there. These will still be needed in the new design.
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The previous design is rather old and has a couple of problems:
* Scalability: The current solution of adding little icon buttons next to the
data-block name field doesn't scale well. It only works if there's a small
number of operations. We need to be able to place more items there for better
data-block management. Especially with the introduction of library overrides.
* Discoverability: It's not obvious what some of the icons do. They appear and
disappear, but it's not obvious why some are available at times and others
not.
* Unclear Status: Currently their library status (linked, indirectly linked,
broken link, library override) isn't really clear.
* Unusual behavior: Some of the icon buttons allow Shift or Ctrl clicking to
invoke alternative behaviors. This is not a usual pattern in Blender.
This patch does the following changes:
* Adds a menu to the right of the name button to access all kinds of operations
(create, delete, unlink, user management, library overrides, etc).
* Make good use of the "disabled hint" for tooltips, to explain why buttons are
disabled. The UI team wants to establish this as a good practise.
* Use superimposed icons for duplicate and unlink, rather than extra buttons
(uses less space, looks less distracting and is a nice + consistent design
language).
* Remove fake user and user count button, they are available from the menu now.
* Support tooltips for superimposed icons (committed mouse hover feedback to
master already).
* Slightly increase size of the name button - it was already a bit small
before, and the move from real buttons to superimposed icons reduces usable
space for the name itself.
* More clearly differentiate between duplicate and creating a new data-block.
The latter is only available in the menu.
* Display library status icon on the left (linked, missing library, overridden,
asset)
* Disables "Make Single User" button - in review we weren't sure if there are
good use-cases for it, so better to see if we can remove it.
Note that I do expect some aspects of this design to change still. I think some
changes are problematic, but others disagreed. I will open a feedback thread on
devtalk to see what others think.
Differential Revision: https://developer.blender.org/D8554
Reviewed by: Bastien Montagne
Design discussed and agreed on with the UI team, also see T79959.
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This is similar to c4a2067130130d, but applies to the general UI and is only
about single data-blocks. Here there was a similar problem: How can buttons
pass the data they represent to operators? We currently resort to ugly ad-hoc
solutions like `UI_context_active_but_get_tab_ID()`. So the operator would need
to know that it is executed on a tab button that represents a data-block.
A single button can now hand operators a data-block to operate on. The operator
can request it via the "id" context member (`CTX_data_pointer_get_type(C, "id",
&RNA_ID)` in C, `bpy.context.id` in .py).
In this commit, it is already set in the following places:
* Generic RNA button code sets it to the pointed to data-block, if the button
represents a data-block RNA pointer property. (I.e for general data-block
search buttons.)
* Data-block selectors (`templateID`) set it to the currently active data-block.
* The material slot UI-List sets it for each slot to the material it represents.
The button context menu code is modified so its operators use the context set
for the layout of its parent button (i.e. `layout.context_pointer_set()`).
No user visible changes. This new design isn't actually used yet. It will be
soon for asset operators.
Reviewed as part of https://developer.blender.org/D9717.
Reviewed by: Brecht Van Lommel
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Use the automatic property split layout (hence, change to the new 40/60% split
ratio) and add decorator buttons for animatable properties.
This actually applies to all node input buttons in the properties, e.g. world shading,
light shading, texture nodes.
Doing this makes the layout more consistent with other layouts in the
properties. But the decorators are also a useful hint for users that these
options can be animated. Previously using decorators and the automatic split
layout wasn't possible, I've done a number of changes now to have it supported.
Before I moved the socket icons to the left side, the decorators also looked
weird (two circle icons next to each other).
{F8497704} With nested items: {F8497708}
Reviewed By: William Reynish, Pablo Vazquez
Differential Revision: https://developer.blender.org/D7544
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Differential Revision: https://developer.blender.org/D7223
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This change implements the basics as described in {T68312} for the
shading modes.
* LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup.
* Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles.
* Renderers will be able to customize the shading settings panel and add additional settings.
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5612
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Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D4991
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This fixes poor Cycles panel ordering, with Freestyle and Custom Properties
appearing at the top.
For most cases order of registration is still the easiest way to control
order and it's recommended to keep using that. This is mainly to solve a few
cases where we want a few built-in panels to appear below add-on panels.
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This is in order to have more flexibility and to have an explicit option
for final renders.
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Quiet's pylint W0613 warning, also remove some unused args.
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This makes it easier to exclude a surface from casting shadows and can be
used to manipulate the shadows even for opaque surfaces.
Versionning ensure that old behavior is transfered to new rendering logic.
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Material was already there. Implementation was changed so it's just a
single line of code to adapt a panel to the node editor.
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In keeping with convention to match code & UI naming.
- No user visible changes.
- Include 'menu' in the name since context is an overloaded term.
- While a few of these are panels, from a user perspective they are
still context menus.
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This is a fixup for my own: 92d185faebe.
I'm also fixing the poll of the EEVEE_MATERIAL_PT_context_material
which would fail when we had no context.material available.
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The UI was trying to use screen_context.c for its poll and draw
functions. So the active object and active object data and active layer
was used in the UI, instead of the context one.
Besides, for the material, the wrong context path was used altogether
when the active object was a greasepencil.
This would lead to all sort of pinning problems:
* A Mesh panel is pinned, but the active object is a grease pencil, the
grease pencil panels would show.
* If a Grease Pencil (data) panel is pinned, but the active object is not
the one pinned, nothing would show.
* Material panels and pinning were totally broken, showing the material
context for pinned mesh data panels even.
I also sanitized the name of the panels, their inheritance and poll
functions.
Reviewers: antoniov, brecht
Subscribers: billrey
Differential Revision: https://developer.blender.org/D4470
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It is only used for solid mode for now but could be used by eevee in the
future.
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This adds the posibility of having certain materials transparent in solid
mode. The option is (for now) per material only and thus only shows in
material color mode.
This uses the same rendering technique as Xray mode.
Note that objects are not considered transparent for selection with this.
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- Clear deprecated flags for ID's:
Scene, Sequence, World, Object & Mesh.
- Clear deprecated flags for Spaces: outliner, 3D view & image.
- Remove unused `Mesh.drawflag`
- Remove unused `USER_ALLWINCODECS`, `USER_MMB_PASTE`.
- Remove `V3D_SOLID_TEX` & `V3D_ZBUF_SELECT` - used in a few areas.
- Flip `Object.empty_image_visibility_flag`
(avoids do-version on each new flag)
- Rename 'Backside' -> 'Back' in context of drawing - showing 'Back'
makes sense.
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Differential Revision: https://developer.blender.org/D3926
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This is in order to have more flexible ligthing presets in the future.
The diffuse lighting from hdris was nice but lacked the corresponding
specular information. This is an attempt to make it possible to customize
the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow.
* Add cheap PBR to Workbench with fresnel and better roughness support.
This improves the look of the metallic surfaces and is easier to control.
* Add ambient light to studio lights settings: just a constant color added
to the shading.
* Add Smooth option to studio lights settings: This option fakes the
effect of making the light bigger making the lighting smoother for this
light. Smoother lights gets reflected like a background hdri.
* Change default light settings to include the smooth params.
* Remove specular highlights from flat shading. (could be added back but
how do we make it good looking?)
* If specular lighting is disabled, use base color without using metallic.
* Include a lot of code simplification/cleanup/confusion fix.
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Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
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This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
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This is because we can now optimize the use of SSS on shaders based on
socket input values.
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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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.
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Communicates the same by giving more room to the Material datablock name
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And move Custom Properties panel last
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This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
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There is room for it anyway because of the 3 buttons on the right.
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Also minor changes to other panels.
Patch by @billreynish
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Eevee default material settings were not showing.
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- Uses the roughness setting of the basic eevee material
- renamed gloss_mir to roughness
- set default of roughness to 0.25
- renamed ray_mirror to metallic
- cleaned up material rna (BI mirror struct)
- use BLINN phong model
- normalize incoming/outgoing specular light
- when using camera oriented studiolight, the SolidLight will be used
for specular highlights
- EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
- change the settings of the internal light to make scenes more
readable
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Is enabled for all render engines as workbench will be rendering
SOLID/Texture modes and uses these settings.
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Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
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