Age | Commit message (Collapse) | Author |
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Also polished the raytracing algorithm.
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Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
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In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
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In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
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Before that if you went to the object panel tab in the Properties Editor
the active object wouldn't show in the first panel.
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Gives more convenient access from Python: `mathutils.Color`
Also correct some copy-paste error w/ property subtypes.
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Missed stencil layer
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Also disable for dyntopo & multires since its currently not supported.
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Support using full material shading in sculpt & paint modes mode.
Access 'Full Shading' from the display panel when in paint modes.
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* Display a warning above the pose list if the pose library is in an invalid
state (i.e. when it has keyframes but no pose-markers associated with those
keyframes). This warning prompts users to run the "Sanitize Pose Library Action"
operator, which should fix up such issues.
* "Sanitize" operator now creates unique names for each newly create pose
marker it generates, including the frame on which it found the pose
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Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
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Color GraphEditor tabs, brighter 3D viewport gradient
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engine
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Up until now users had to switch to Blender Internal to set the dimension of their openGl renderings. This simple change adds the panel at the top of the scene render tab.
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Fix float promotion and missing layer parameters.
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This avoid too much variance at light centers and remove some noise.
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Conflicts:
source/blender/editors/space_outliner/outliner_select.c
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Now that some node types may have custom context, we need to handle that
in the (convoluted :| ) UI code of nodes as well.
Reported in T43295 by Gabriel Gazzán (@gab3d), thanks.
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Initial support for Python/Manipulator integration
from 'custom-manipulators' branch.
Supports:
- Registering custom manipulators & manipulator-groups.
- Modifying RNA properties, custom values via get/set callbacks,
or invoking an operator.
- Drawing shape presets for Python defined manipulators (arrow, circle, face-maps)
Limitations:
- Only float properties supported.
- Drawing only supported via shape presets.
(we'll likely want a way to define custom geometry or draw directly).
- When to refresh, recalculate manipulators will likely need
integration with notifier system.
Development will be continued in the 2.8 branch
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avoids wrong texture data when multiple objects are exported. Note: This
commit might possiblyt not work fully. The full feature is added with the
next commit)
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This fixes an issue introduced by the new output node system, where "No
output node" was displayed in the material panel even when an output
node was present.
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We should use PROP_DISTANCE whenever appropriate.
Also rename "Data Draw Size" > "Size" in the UI for the lightprobes.
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Although we are calling all of them light probes, there are a lot of
differences between them. This commit does the following:
* Prevent user from changing the probe type once added
* Unify "sphere" and "cube" probes into reflection cubemap
(as before you can switch between them from the probe UI)
To be done
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* Don't show add probe menus unless we are on Eevee
* Light probes panels should not be visible in Clay. Light probe objects
should not be visible in Clay viewport (nor on Cycles).
Notes
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* We need icons for the different light probes, and for lightprobes as a
whole (we are using RADIO for now).
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Reorder keyingsets registration order, since it also afects order of I
menu options, better show most used ones first, pure alphabetical order
is not great here... Will likely break some muscle memory though. :|
Based on D2720 by Carlo Andreacchio (@candreacchio), thanks.
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This makes the node menus aware of the Cycles/Eevee distinction, and
only show the relevant nodes for the current engine. Names have also
been changed to accomodate for the new output node system.
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This makes Eevee consistent with Cycles, by having a single output node,
and multiple shader nodes that connect to it.
Note that node systems for Eevee saved before this will be missing the
output node, and thus will show an invalid material. This is easily
resolved by connecting the shader output to a new output node.
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Please do not add useless tooltips! We have enough messages to translate
already...
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That said, materials need to be updated when switching the world.
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