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2017-05-16UI: Expose Views to eevee and clayDalai Felinto
2017-05-11Eevee: Add render properties and scene panel.Clément Foucault
2017-05-10Eevee: Post process parameters.Clément Foucault
-Display almost all parameters. -Made some small adjustment to motion blur to support FOV motion blur. -Made DOF max radius a parameter.
2017-05-05Implement overridable scene render settingsDalai Felinto
This add a new set of (possible) render settings that can be defined at the scene level and overridable at the scene layer level. Once we get workspaces we can either add workspace inbetween scene and scene layer evaluation. Or to replace layer settings, to avoid extra confusion to users. An example of this setting is "samples", as implemented now for the clay engine.
2017-03-20Merge branch 'master' into blender2.8Campbell 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
2017-02-07Clay-Engine (merge clay-engine)Clément Foucault
Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)
2017-02-07Render Layers and Collections (merge from render-layers)Dalai Felinto
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2015-08-08Collapse multiview panel in render layers by defaultSergey Sharybin
This is not so much common panel to access to and having it fully visible just adds clutterness in cases when one only need to work with render passes.
2015-06-07Cleanup: use staticmethodsCampbell Barton
2015-05-18Fix T44708: UI label should use pluralJulian Eisel
Just to keep commit ratio up while being busy preparing for final exams ;)
2015-04-14Cleanup: don't use single sets for comparisonsCampbell Barton
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-15Review for the gsoc UI cleanup for the BGEInes Almeida
Review for the gsoc UI cleanup for the BGE. Surviving commits are: - Game Engine UI cleanup: removing Scene/Active Clip - Game Engine UI cleanup: Adding missing 'not available' labels in empty panels The rest was reverted for being subjective and polluting the UI code with an if for every button: http://wiki.blender.org/index.php/User:Brita/GSoC_BGE_cleanup_and_support/reports/final#UI_Review Reviewers: kupoman Subscribers: dingto Projects: #game_ui Differential Revision: https://developer.blender.org/D982
2014-04-24Code cleanup: unused python vars & importsCampbell Barton
Use frosted rather then pyflakes
2014-01-30Code cleanup: remove (now) redundant empty text with icon_onlyCampbell Barton
2014-01-27Revert the removal of Blender Internal Edge rendering, after artist feedback.Thomas Dinges
This reverts commit fb91a602c756f3ee5a122efa1862b8be7604186b.
2013-11-24UI List: remove separate name text fields.Brecht Van Lommel
It was never the intention to have these separate, and now that we can rename directly in the list there is no more need for them.
2013-11-23Add ctrl-click rename to most lists in Blender UI and templates/examples.Bastien Montagne
Notes: * Did not touch to addons, that's up to the authors. ;) * Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
2013-11-19Blender Internal:Thomas Dinges
* Remove "Edge" post processing effect and the corresponding render layer. Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again). Reviewed By: brecht, ton Differential Revision: http://developer.blender.org/D14
2013-10-14Interface / Template lists:Thomas Dinges
* Make the gap for the filtering options slightly bigger, so 1 row doesn't look so cluttered. * Default Render Layer and Particle System list in the Properties Editor to 1 row as well, to save space.
2013-05-12Render Layers UIPablo Vazquez
Expand the Layers panel by default on Blender Internal as well.
2013-04-30Properties Editor / UI:Thomas Dinges
* Render Passes -> Passes, same as Cycles.
2013-04-25Fix [#34545] Render layer name is unwantedly translated in composite node editorBastien Montagne
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around). Also fix similar issue in main list of render layers (Py UI code! :P ).
2013-04-07Code cleanup:Thomas Dinges
* Remove commented C code from properties_render_layer.py
2013-04-07Properties Editor / Render Layers:Thomas Dinges
* Cycles Render layers UI was broken after freestyle merge (changes were not merged). Did manual edits now with some tweaks. * Some layout fixes for Mask Layer.
2013-03-22Moved the definitions of Freestyle-specific panels to its own module.Tamito Kajiyama
Suggested by Sergey Sharybin through a code review of the branch.
2013-03-03Renamed FreestyleLineSet.use to .show_render.Tamito Kajiyama
Based on review comment from Campbell.
2013-01-06Merged changes in the trunk up to revision 53584.Tamito Kajiyama
Conflicts resolved: release/scripts/startup/bl_ui/properties_render.py source/blender/blenloader/intern/readfile.c source/blender/editors/interface/interface_templates.c source/blender/makesrna/RNA_enum_types.h Also made additional code updates for: r53355 UIList - Python-extendable list of UI items r53460 Alpha premul pipeline cleanup
2012-12-20Another big patch set by Bastien Montagne, thanks a lot!Tamito Kajiyama
* Made Freestyle optional (turned on by default). * Fix for missing bpath.c updates in the previous merge of trunk changes.
2012-12-05A patch set by Bastien Montagne (many thanks!)Tamito Kajiyama
* Removed the ../include and ../src include directories from scons/cmake files. These directories do not exist and are very noisy when building. * Coding style clean-up in Python scripts: 'string' is used for enum values, and "string" for usual stings. * UILayout.active is used instead of UILayout.enabled to grey out "inactive" settings. This still allows users to edit them, which can be handy sometimes. * Improved UI layout of the Line Style panel by means of: - The standard “column” paradigm is used in more places; - More compact layout where possible; and - Tweaks to the modifiers' header. * Improved UI layout of the Line Set panel by rearranging the "Selection by" options into a compact row of toggle buttons.
2012-11-05Fix for dashed line options not working as expected in some applicationsTamito Kajiyama
when combined with geometry modifiers. The problem is that users were not able to choose the time when the dashed line options are applied. Instead, the dashed line options were applied only before geometry modifiers were employed. Since dashes were separate strokes, the geometry modifiers were processed dash by dash. Depending on users' artistic intention, this may or may not lead to expected stylization results, as reported by octane98 in the BlenderArtists Freestyle thread on January 3, 2012. http://blenderartists.org/forum/showthread.php?89986-Freestyle-for-Blender&p=2018592&viewfull=1#post2018592 Now the Strokes tab of the Freestyle Line Style panel has two sets of dashed line options. One is in the Splitting section of the Strokes tab and used for splitting strokes by dashed line patterns. The other set is called "Dashed Line" and used to generate dashed lines based on the strokes after the geometry modifiers are applied. The two sets of dashed line options are independent of each other, so that users can enable one of them as well as both at the same time.
2012-10-30Additional UI tweaking: the Freestyle toggle of the Include section in the ↵Tamito Kajiyama
Layers panel is greyed out when Freestyle is globally disabled.
2012-10-30Further tweaking of the recent UI changes (new layer context), mostly by ↵Tamito Kajiyama
splitting the big layers panel in three, and fixing Freestyle's panels poll function to hide them when Freestyle is disabled. Patch contribution by Bastien Montagne, thanks!
2012-10-28Improvements of Freestyle GUI controls - Part 1.Tamito Kajiyama
This commit makes a set of fixes and improvements based on the results of Freestyle branch review by Brecht. The discussion thread is: http://lists.blender.org/pipermail/bf-committers/2012-October/037927.html * The Layers panel and Freestyle-related panels in the Render tab of the Properties window were moved to the newly created Render Layers tab. The idea is to separate per render layer rendering options into a distinct Properties window tab, and use the existing Render tab to accommodate per scene rendering options. * The new Freestyle panel was added in the Render tab. The panel header contains a toggle button for globally enabling Freestyle, with the aim of making Freestyle easier to find. Those Freestyle options in the Post Processing panel were also moved to the new panel. * GUI code was updated so that UI controls will be greyed out (instead of being hidden) when Freestyle is disabled. Additional UI changes were also made to reduce space consumption. * The list of line sets was moved from the Freestyle panel to the Freestyle: Line Sets panel. * Old ray-casting algorithms were removed from the UI. Now only two algorithms (culled and non-culled cumulative visibility detection algorithms) are available, and the selection is done by the new "Culling" toggle button within the edge detection options.