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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
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Since hair collisions were integrated with the cloth solver
(rBd42a7bbd6ea5), there are a couple of relevant settings which were not
exposed to the User:
- Collision Quality
- Minimum Distance (this was reported in T73842, default of 0.015m was
still limiting in certain scenarios - this can now be made smaller)
- Impulse clamping
- Collision collection
This will add a 'Collisions' panel to Hair Dynamics with those settings
Note: in contrast to 'real' cloth, self-collisions are not supported for
hair
Maniphest Tasks: T73842
Differential Revision: https://developer.blender.org/D7032
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Spotted by Roel Koster in the initial face set commit.
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UI was missing some of the new functionality introduced in a5c4a44df67e.
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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
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For optimization purposes these settings need to be enabled explicitly from now on.
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When running with debug enabled ('-d' argument),
warnings are printed for add-ons which are not yet updated.
Reminder to name things based on what they do,
not the technologies they use :)
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Cleanup the order of properties and hide sub setting as they were
confusing before.
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Part of T73617
Differential Revision: https://developer.blender.org/D6994
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Part of T73617
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Simple checkbox that - if enabled - will tell the solver to clear density or liquid particles in obstacle cells.
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Adds the invert vgroup option to the Wave modifier.
Differential Revision: https://developer.blender.org/D6893
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And change file browser to boolean from bitflag enum, which is only 32 bit.
Differential Revision: https://developer.blender.org/D7004
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The hardness property moves the brush falloff towards the edges, making
the brush sharper.
This should be the intended way to control the brush falloff instead of
tweaking the falloff curve manually, as it can be mapped to pressure to
make the falloff variable during the stroke.
It is also a good idea to show in the UI that the custom curves is an
advance features and it should almost never be modified when sculpting/
painting unless you want to create some advanced effects. By modifying
the curves freely it is really easy to break the brushes and make them
produce artifacts. This needs to be done in a later after merging the
pending projects to reorganize all the brush properties accordingly.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6902
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Differential Revision: https://developer.blender.org/D6977
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Removing the 'Large Cursors' option as it is no longer applicable or useful on any platform.
Differential Revision: https://developer.blender.org/D6958
Reviewed by Brecht Van Lommel
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This brush has a simple physics solver that helps when sculpting cloth.
- The mass and the damping properties of the simulation are properties of the brush.
- It has two additional radius control to limit the influence and falloff of the simulation.
- Masked vertices are pinned in the simulation, and it applies the sculpt gravity directly in the solver.
- The Cloth Brush has 7 deformation modes with 2 falloff types (radial and plane).
The brush can create the constraints only on the required PBVH nodes, so the simulation is isolated on high poly meshes. As long
as the brush size is not too big it should be possible to keep it real time.
Known issues:
- The way constraints are created is extremely basic and it creates repeated constraints. Maybe there is another way to create fewer constraints while keeping the simulation quality decent. This part can also be multithreaded. (As it is it works ok, but it could be better)
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6715
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For some reason they were separated, even though they are closely
related.
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UI
Main issue is that the UI doesn not respect the Unified Weight/Strength
setting (but instead alwasy shows the brushes weight/strength)
Was working before, but somewhat missed in rBfb74dcc5d69d.
See discussion in T74025 on why the Gradient Tool in its current state
is not very user friendly in general, what I think we should do though
is at least have the values in the UI respect Unified Weight / Unified
Strength since this is what the tool will use internally...
ref T74025
Maniphest Tasks: T74025
Differential Revision: https://developer.blender.org/D6900
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- Match UI Style
- Clarify that the vertex group is different then other modifiers
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Makes it more consistent with mesh edit mode.
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This is using the GGX probe as background. This has the drawback of
having the resolution choosed in the indirect lighting setting.
The blurring is not really high-quality.
The pros is that it has a simple implementation and is fast to evaluate.
This patch also fades the background alpha to make overlay engine draw the
default background color in the correct color space. Removing one colorspace
hack.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6895
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Since this control is set as you drag in the viewport anyway, this amount value is effectively useless.
It was only recently added by mistake with the Bevel GSOC.
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This patch adds new render passes to EEVEE. These passes include:
* Emission
* Diffuse Light
* Diffuse Color
* Glossy Light
* Glossy Color
* Environment
* Volume Scattering
* Volume Transmission
* Bloom
* Shadow
With these passes it will be possible to use EEVEE effectively for
compositing. During development we kept a close eye on how to get similar
results compared to cycles render passes there are some differences that
are related to how EEVEE works. For EEVEE we combined the passes to
`Diffuse` and `Specular`. There are no transmittance or sss passes anymore.
Cycles will be changed accordingly.
Cycles volume transmittance is added to multiple surface col passes. For
EEVEE we left the volume transmittance as a separate pass.
Known Limitations
* All materials that use alpha blending will not be rendered in the render
passes. Other transparency modes are supported.
* More GPU memory is required to store the render passes. When rendering
a HD image with all render passes enabled at max extra 570MB GPU memory is
required.
Implementation Details
An overview of render passes have been described in
https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses
Future Developments
* In this implementation the materials are re-rendered for Diffuse/Glossy
and Emission passes. We could use multi target rendering to improve the
render speed.
* Other passes can be added later
* Don't render material based passes when only requesting AO or Shadow.
* Add more passes to the system. These could include Cryptomatte, AOV's, Vector,
ObjectID, MaterialID, UV.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D6331
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PAINT_TEXTURE)
This fails because some tool contexts define their tools with functions
[see the following list for context that fail]:
- PARTICLE (_defs_particle.generate_from_brushes)
- SCULPT (_defs_sculpt.generate_from_brushes)
- PAINT_TEXTURE (_defs_texture_paint.generate_from_brushes)
- PAINT_VERTEX (_defs_vertex_paint.generate_from_brushes)
- PAINT_WEIGHT (_defs_weight_paint.generate_from_brushes)
- PAINT_GPENCIL (_defs_gpencil_paint.generate_from_brushes)
- SCULPT_GPENCIL (_defs_gpencil_sculpt.generate_from_brushes)
- WEIGHT_GPENCIL (_defs_gpencil_weight.generate_from_brushes)
ToolSelectPanelHelper._tools_flatten() is usually called with
cls.tools_from_context(context) [that already yields from the function].
But when registering a tool, _tools_flatten() will still give back this
function, not a ToolDef - and we cannot get a bl_idname from that.
Now check for this and yield None in that case.
Also share logic across all tool_flatten functions:
- _tools_flatten
- _tools_flatten_with_tool_index
- _tools_flatten_with_keymap
Maniphest Tasks: T63892
Differential Revision: https://developer.blender.org/D6763
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More descriptive names for secondary particle options.
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This patch adds a dedicated path to extract 16bit normals instead of packing them into 10bits/comp.
The tangents are also packed to 10bits/comp if not using the new High Quality Normal option.
Fix T61024 Degraded texture shading on dense meshes
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6614
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Adds the invert vgroup option to the UVWarp modifier. Adds a flag and char padding to the DNA.
Differential Revision: https://developer.blender.org/D6841
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Adds the invert vgroup option to the Bevel modifier.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6845
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Adds the invert vgroup option to the Explode modifier.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6844
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Adds the invert vgroup option to the Laplacian Deform modifier.
Differential Revision: https://developer.blender.org/D6843
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This matches the name in the properties panel for the Blob and Snake
Hook brushes
Reviewed By: brecht
Maniphest Tasks: T73105
Differential Revision: https://developer.blender.org/D6805
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Adds the invert vgroup option to the Laplacian Smooth modifier.
Differential Revision: https://developer.blender.org/D6842
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Fix errors introduced by commit rB819af2094b21.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6870y
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This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods.
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D3789
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Since this tool doesn't perform selections when you click, it's important that the cursor helps communicate that something else will happen.
Also fix missing 'to' in Curve Edit Mode.
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Use Ctrl-B, include in menu, rename property to match graph editor.
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Allow zero major/minor radius, also use 10,000 for a hard maximum.
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This avoids the ambiguity with the Cut operator in the Sequencer, which could be confused with Cut/Copy/Paste.
Use 'Split' for the operator and 'Blade' for the active tool.
Patch by Nathan Lovato, with edits
Differential Revision: https://developer.blender.org/D5542
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Was previously using the mesh edit Knife tool icon - now this tool has a bespoke icon.
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Currently the only option is to warp based on the transform of other
objects, which is inconvenient if you want to e.g. control it through
a driver - you need to set up a dummy object and go through that,
which is clunky and should be unneccessary.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6690
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