Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Differential Revision: https://developer.blender.org/D7619
|
|
Reviewed By: Blendify
Maniphest Tasks: T76654
Differential Revision: https://developer.blender.org/D7697
|
|
Also removes the 'Curve Stroke' panel that showed globally for curve
edit mode. This means the settings will not be available without the
draw tool selected.
Reviewed By: billreynish, campbellbarton
Differential Revision: https://developer.blender.org/D7652
|
|
Now the brushes have several new random settings and use curves to define the effect. The curves have been moved below the parameter to keep UI standards and extra curve panels have been removed.
{F8505387}
The new curves are:
* Hue.
* Saturation.
* Value.
New option to random at stroke level instead to random at point level for the following values:
* Thickness.
* Strength.
* UV.
* Hue.
* Saturation.
* Value.
Curves have been moved below the corresponding parameter and only are displayed in properties panel. Display the curves in the popover made it unusable.
{F8505392}
Also, the Pressure random has been renamed to Radius because the old name was not clear enough.
Reviewed By: mendio, pablovazquez
Differential Revision: https://developer.blender.org/D7577
|
|
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.
|
|
In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
|
|
This adds the automasking options to the Sculpt Tool options in a way
that they affect all brushes. This is more convenient when working with
some of these options while switching brushes as they don't need to be
enabled/disabled per brush.
An automasking option is enabled if it is enabled in the brush or in the
sculpt options.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7304
|
|
The variable cannot be names because it was already renamed.
|
|
This parameter is now at Brush level, so it was duplicated in the Color panel.
|
|
This check box alters how weights are displayed and painted,
similar to Multi Paint, but in a different way. Specifically,
weights are presented as if all locked vertex groups were
deleted, and the remaining deform groups normalized.
The new feature is intended for use when balancing weights within
a group of bones while all others are locked. Enabling the option
presents weight as if the locked bones didn't exist, and their
weight was proportionally redistributed to the editable bones.
Conversely, the Multi-Paint feature allows balancing a group of
bones as a whole against all unselected bones, while ignoring
weight distribution within the selected group.
This mode also allows temporarily viewing non-normalized weights
as if they were normalized, without actually changing the values.
Differential Revision: https://developer.blender.org/D3837
|
|
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
|
|
Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.
This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.
Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.
Reviewed By: jbakker, #user_interface, Severin
Differential Revision: https://developer.blender.org/D6070
|
|
|
|
|
|
Differential Revision: https://developer.blender.org/D6718
|
|
Currently the UI for Symmetrize is confusing, for a few reasons:
- It exists as a sub-panel to the Dyntopo panel, even though it doesn't require Dyntopo to work
- It is inside a panel called Remesh, which is confusing because we now have a different Remesh panel
Changes:
- Put the Symmetrize controls in the Symmetry panel
- Rename Optimize to Rebuild BVH and move to the Sculpt menu
- Change the poll function - apparently it doesn't require Dyntopo
Differential Revision: https://developer.blender.org/D6735
Reviewed by Pablo Dobarro
|
|
In the brush properties, some masking-related controls are currently available as a sub-panel in the Options panel, while others are in the Mask panel. I want to generally lessen the amount of controls in generic 'options' panels, since it's non-descriptive and rather a rather random grab bag of various controls. Better to group things in terms of their functionality with descriptive names.
This change consolidates the masking-related controls under one panel.
Differential Revision: https://developer.blender.org/D6577
Reviewers: Pablo Dobarro, Julien Kaspar
|
|
Fix T69572
TODO: support `Relative-Mirror` as well.
Maniphest Tasks: T69572
Differential Revision: https://developer.blender.org/D5862
|
|
option (even though it is being used for the ADD brush)
Add the option to the UI in that single case.
Maniphest Tasks: T72473
Differential Revision: https://developer.blender.org/D6418
|
|
Note that this removes image_paint.detect_data from
UnifiedPaintPanel.get_brush_mode, I can't see why it's needed,
it causes issues where the texture paint UI isn't used when it can be.
|
|
With the brush reorganization included in D5928, the brush panels had covered the topbar and make impossible to use the drawing tools.
Now, the options are grouped in Stroke popover, similar to Sculpt.
Also fixed some missing or wrong texts.
|
|
|
|
|
|
This makes a number of changes to the tool settings brush UI:
- All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together.
- The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa.
- Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel.
- UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header.
- 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off.
- Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke.
- Display (now Cursor) panel was reorganized, settings renamed.
- 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True.
- Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity.
- De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow.
- A few more tweaks - see D5928 for the extensive list.
Most of the patch is written by Demeter Dzadik, with some additions by myself
Differential Revision: https://developer.blender.org/D5928
Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
|
|
don't work"
It seems it does work along multiple axes in some cases, but not at all. So
restored the UI for now, waiting for a better fix.
This reverts commit 9569425b027cdb1c80e407697971f42fbee42388.
|
|
Only X-mirror is supported still. While we should support all these in the
future, the UI should match the current supported functionality.
Ref T65872
|
|
This adds support to the current sculpt sample detail operator to sample
a voxel size for the voxel remesher when sculpting on regular meshes.
It provides an approximation of a voxel size that is going to preserve
the sampled sculpt details after remeshing. It is not going to be 100%
accurate in all cases as it relies on having consistent edge length in
the whole sculpt, but it saves a lot of time and avoids guessing the
voxel size by trying different values.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6251
|
|
After adding normal radius, the main use of the Scrape brush is to create flat surfaces with sharp edges. In that case, it does not make sense to have our current "Peaks" version of the brush as its inverted version.
The correct inverted version of Scrape for this use case is the Fill brush. This way you can use this tool to crease both concave and convex sharp edges and to fix the artifacts one version produces with its inverted version.
I think we should merge these two tools into one, but for now, this solution keeps compatibility with the old behavior.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6022
|
|
The smooth iterations of the pose factor were hardcoded to 4. This works fine in most situations when you are posing a low poly mesh, which is the main use case of this tool. I added the smooth iterations as a brush property in case you need to pose a high poly mesh directly without producing artifacts.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6157
|
|
The Multiplane Scrape brush creates sharp edges with a given fixed angle by trimming the mesh with two planes in local space at the same time. When working with stylized or hard surface models, this brush produces way better results and is more predictable than any other crease/flatten brush based on curves and alphas.
It is also the first brush we have than can produce hard surface concave creases.
The Multiplane Scrape Brush also has a dynamic mode where it samples the surface to fit the angle and scrape planes during a stroke. With this mode enabled you can sculpt multiple times over the same edge without creating artifacts.
It can also create creases that change between concave and convex during the same stroke.
The behavior of this brush will improve after merging patches like D5993 and its behavior in concave creases can still be improved, so I will keep tweaking its parameters and default values once we have all brush properties available.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6174
|
|
Dash Ratio and Dash Samples are brush properties to modify the strength of the brush during a stroke. This is useful to create dashed lines in texture paint or stitches in sculpt mode.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5949
|
|
|
|
Also make projpaint a keyword-only argument to avoid copy-paste errors
like this re-occurring in the future.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This reverts commit 20b2acf336cb8f6965fd39728a746922d1b8ae42, reversing
changes made to f185cc0ca55c8c817903d53bf5c107f3efd4e0db.
Merges should only go form the release branch to master. For backporting
commits, use cherry-pick.
|
|
Differential Revision: https://developer.blender.org/D6041
|
|
This commit enables OpenVDB adaptivity in the voxel remesher. It can be useful to reduce the polygon count if you want to switch to dyntopo after using the voxel remesher workflow.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5918
|
|
With the previous behavior, it was impossible to manipulate areas with a lot of complex shapes like fingers, as the pose origin was calculated only with the topology inside the radius.
With pose offset, the previous method is used to calculate the direction of the "bone", and an extra offset is added on top of it. This way you can set the pose origin in the correct place in this kind of situations. The pose factor grows to fit the new rotation origin.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5841
|
|
This commit fixes most of the issues we currently have in the voxel remesher. Mesh volume is preserved when doing multiple iterations, so the sculpt won't shrink and smooth each time you run the remesher. Mesh topology is much better, fixing most issues related to mask extraction and other topology based operations.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5863
|
|
- Fix vertical spacing in grab brush grab active vertex option
- Move Remesher popover in the top bar to the right of Dyntopo
- Move topology automasking to the options subpanel
- Remove voxel remesher button from the topbar
- Add default shortcut to voxel remesher [Ctrl R]
- Add default shortcut to quadriflow [Ctrl Alt R]
- Add set pivot position operator to the sculpt menu
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D5880
|
|
It was using the old 2.7 icon.
|
|
|