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2019-12-16Mantaflow [Part 3]: Customized UI for Manta fluidsSebastián Barschkis
With Mantaflow the current smoke modifier UI will accommodate both smoke and liquids. In addition, there is now an option for Mantaflow liquids in the quick effects section ("Quick Liquid"). Reviewed By: sergey Maniphest Tasks: T59995 Differential Revision: https://developer.blender.org/D3852
2019-06-11Fix T65393: Error live editing UI scriptsCampbell Barton
Disable relative imports for UI scripts.
2019-04-19Cleanup: use staticmethod where appropriateCampbell Barton
2019-04-19Cleanup: mark unused arguments in UI scriptsCampbell Barton
Quiet's pylint W0613 warning, also remove some unused args.
2019-02-11Cleanup: RNA boolean names (use prefix conventions)Campbell Barton
2019-01-24Fix smoke clipping being ignored by Cycles and not being editable after baking.Brecht Van Lommel
The value worked in 2.7, but not with copy-on-write in 2.8.
2018-11-28Use collection and instance terminology in Python APISergey Sharybin
This follows naming convention agreed on in T56648.
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.
2018-11-07Workbench: Add cubic filtering for smoke simulationClément Foucault
The option is per domain and only affects the solid / xray / wireframe view. Eevee is not yet supported.
2018-09-06UI / Python: rename X-Ray to In Front, Draw to Display.Brecht Van Lommel
See T56648.
2018-08-28Cleanup: pep8Campbell Barton
2018-08-28UI: text keyword argument to labelCampbell Barton
Prepare for keyword only args
2018-08-24UI: remove hack to align search propertiesCampbell Barton
2018-08-20UI: Small adjustments to Smoke properties layoutWilliam Reynish
2018-08-17Physics Smoke: Use Single Column and Grid Flow layoutVuk Gardašević
See D3567
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.
2018-06-19UI: Smoke panels as sub-panelsPablo Vazquez
Remove suffix from name since they are sub-panels now. Display Settings -> Viewport Display, and two sub-panels as well for less used settings.
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
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2018-02-24Merge branch 'master' into blender2.8Kévin Dietrich
Conflicts: source/blender/blenkernel/BKE_blender_version.h
2018-02-24Smoke: expose empty space clipping property to the UI.Kévin Dietrich
This is used to determine which voxels are to be considered empty space. Previously it was hardcoded for converting dense grids to OpenVDB grids to reduce disk space usage. This value is also useful for rendering engines to know, i.e. to optimize ray marching.
2017-10-27Eevee: Make Smoke sim panel visible with EEVEEClément Foucault
2017-10-21Merge branch 'master' into blender2.8Campbell Barton
2017-10-21Cleanup: use relative imports in bl_uiCampbell Barton
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-06-01Merge branch 'master' into blender2.8Sergey Sharybin
2017-06-01Cleanup: use row() sub-layout to expand enum properties horizontalyraa
2017-05-25TexFace removal part 3Campbell Barton
- MTexPoly structure & layer type. - The 'Mesh.uv_textures' layers. - DerivedMesh TexFace drawing. - Scripts & UI.
2017-03-20Cleanup: especially non pep8 parts of Py UICampbell Barton
2017-03-19Moving classes to separate listing broke panel orderCampbell Barton
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.
2017-03-18PyAPI: remove bpy.utils.register_module()Campbell Barton
In preparation for it being removed, see: T47811
2016-12-06UI: add a message to indicate when using a modifier that wasn'tKévin Dietrich
compiled. This adds a short message to the smoke, remesh and boolean modifiers' UI when trying to use them when their compilation was turned off. This was already implemented for the fluid and ocean simulation modifiers. This also makes the 'quick fluid' and 'quick smoke' operator abort and report when trying to use them when unavailable.
2016-10-30Viewport smoke: add support to render the volume using a color ramp.Kévin Dietrich
This is yet another debug option that allows to render an arbitrary simulation field by using a color ramp to inspect its voxel values. Note that when using this, fire rendering is turned off. Reviewers: plasmasolutions, gottfried Differential Revision: https://developer.blender.org/D1733
2016-09-25Volume slice settings: tweak/fix UI enabling conditions.Kévin Dietrich
It was still possible to have some properties enabled when it does not make sense to have them so.
2016-09-25Viewport smoke: fix a couple of issues in the new display settings.Kévin Dietrich
- WITH_SMOKE macro was not defined so some code was not compiled, though it was still accessible from the UI - some UI elements were disappearing due to bad indentation, also rework the UI code to not hide but rather disable/grey out button in the UI - Display thickness was not used due to bad manual merge of the code from the patch.
2016-09-24Viewport smoke: add options to draw velocity vectors.Kévin Dietrich
This basically exposes to the UI a function that was only available through a debug macro ; the purpose is obviously to help debugging simulations. It adds ways to draw the vectors either as colored needles or as arrows showing the direction of the vectors. The colors are based on the magnitude of the underlying vectors. Reviewers: plasmasolutions, gottfried Differential Revision: https://developer.blender.org/D1733
2016-09-24Viewport smoke: add support for axis aligned slicing.Kévin Dietrich
Current approach uses view aligned slicing to generate polygons for GL texturing such that the generated polygons are always facing the view plane. Now it is also possible to use object aligned slicing, which creates polygons by slicing the object perpendicular to whichever axis is facing the most the view plane. It is also possible to create a single slice for inspecting the volume, or for 2D rendering effects. Settings for this, along with a density multiplier setting, are to be found in a newly added "Smoke Display Settings" panel in the smoke domain properties tab. Reviewers: plasmasolutions, gottfried Differential Revision: https://developer.blender.org/D1733
2016-07-28Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll ↵Mitchell Stokes
methods This mostly affects physics panels. Any engines relying on RenderEngine.use_game_engine flag to show/hide panels will need to be updated. The COMPAT_ENGINES technique is how we usually deal with this. One issue with use_game_engine is that I cannot find a way to set it; it appears only the BGE can set it. This means (without this commit) external RenderEngines cannot get rid of the default physics panels. The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky and we should look into removing its usage where possible.
2016-01-28Usual i18n/UI messages fixes.Bastien Montagne
2016-01-23Implementation of OpenVDB as a possible cache format for smokeKévin Dietrich
simulations. This commits implements OpenVDB as an extra cache format in the Point Cache system for smoke simulations. Compilation with the library is turned off by default for now, and shall be enabled when the library is present. A documentation of its doings is available here: http:// wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport. A guide to compile OpenVDB can be found here (Linux): http:// wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/ Dependencies_From_Source#OpenVDB Reviewers: sergey, lukastoenne, brecht, campbellbarton Reviewed By: brecht, campbellbarton Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli, jtheninja, lukasstockner97, dingto, brecht Differential Revision: https://developer.blender.org/D1721
2015-03-30Cleanup: single quotes for enumsCampbell Barton
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-28cleanup: py importsCampbell Barton
2013-08-24Followup to r59434 : py UI scripts edits.Bastien Montagne
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"!
2013-05-17Smoke simulator: Add flow subframes and ability to set custom particle size.Miika Hamalainen
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow. Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :) For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes This commit also includes couple of fixes I spotted while testing: * Fix: dissolve was applied at different time for low res and high res simulations. * Fix: full sample setting didn't get copied with domain.
2013-05-10Smoke: Add new "Full Sample" option to high resolution smoke panel.Miika Hamalainen
This is hopefully the ultimate solution against smoke blockiness near emitter. Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well. Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
2013-04-23rna attribute consistency edits, use common prefix for booleans.Campbell Barton
2013-01-16style cleanupCampbell Barton
2012-10-10Google Summer of Code project: "Smoke Simulator Improvements & Fire".Daniel Genrich
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
2012-10-08style cleanup: pep8Campbell Barton