Age | Commit message (Collapse) | Author |
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Use center of currently visible frame part instead of
center of the whole frame for position of marker which
is adding from toolbox.
Used separate operator for this to keep operators more
atomic and not confuse with lots of conflicting properties.
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* Use unified node sizes, as already was done with compositor nodes. Only Mapping node uses a custom size. This way we don't have too small nodes on creation anymore.
* Don't show Script Category for Blender Internal nodes.
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Made it so Add Marker button from toolbox will place
marker in the middle of the frame.
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* Added a wireframe node (Input category) to get access to Mesh wireframe data.
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size.
* Only the triangulated mesh is available now, quads is for later.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe
Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
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* Added Westin Sheen and Westin Backscatter closures for testing, useful for Cloth like effects.
Only available via OSL, added an example OSL shader to the Templates (Text Editor).
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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.
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Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...
I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).
This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).
Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.
Thanks to Brecht for reviewing.
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from the ui)
bug reported by Eloy Felix over email
Apparently there are some files that will perform better with "use_occlusion_culling" off.
For now the UI option can return.
Technically this could make into 2.67a, but the string is not localized (it'll be in English).
Not sure what is more important here:
- consistent UI OR to expose in the UI an option some people need
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* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
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This uses 2 edge loops and fills them with a grid, taking into account curvature of surrounding edges.
Access from face menu: Ctrl+F,G
http://www.graphicall.org/ftp/ideasman42/grid_fill.png
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test builds.
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"real" node, but for users it's a bit hard to find, so a menu entry is ok for now.
Eventually a context menu for nodes could be a nicer solution: right-click on node link opening a popup with operators for the node, socket or link under cursor, including option "Insert Reroute".
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This operator will run a tracker from previous
keyframe to current frame for all selected markers.
Current markers positions are considering initial
position guess which could be updated by a tracker
for better match.
Useful in cases when feature disappears from the
frame and then appears again. Usage in this case
is the following:
- When feature point re-appeared on frame, manully
place marker on it.
- Use Refine Markers operation (which is in Track
panel) to allow tracker to find a better match.
Depending on direction of tracking use either
Forwards or Backwards refining. It's easy: if
trackign happens forwards, use Refine Frowards,
otherwise use Refine Backwards :)
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Expand the Layers panel by default on Blender Internal as well.
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a python error when used in pose mode.
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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.
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This operator will set scene's start/end frames to
match clip's start frame and footage duration.
Available in Clip panel in clip editor's toolbox.
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in undo stack properly.
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This is an alternative to using camera to scale the
scene and it's expected to be better solution because
scaling camera leads to issues with z-buffer.
Found the whole scaling thing a bit confusing,
especially for object tracking, but cleaning this up
is a bit different topic.
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system as the regular add_node operator, with enum items generated from the common node categories system (nodeitems_utils module). This means that any node listed in the regular node Add menu can now also be added via searching, including node groups and the like. The search operator also uses the subsequent transform to make insertion a bit more streamlined.
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collection to prevent it from re-using settings from a previous call. This would otherwise lead to python exceptions when those properties don't exist for the other node type (point in case: node_tree only is defined for group nodes).
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python expression for the node operator settings to ensure correct escaping.
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changelog generator)
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changes in r56584 and r56585.
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to test is the parent tree is inside the group.
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groups right from the start. These tree pointers would be polled out internally as well, but this way they don't show up in the menus in the first place.
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category.items attribute is now a function taking a context parameter instead of a property. This can be used for checking validity, e.g. for doing node group recursion checks, and filter out unusable items.
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avoid repetitive code. A new operator node_add_and_link is another variant that first creates a node and them connects a specific socket to an existing one (defined by context pointer).
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(it interferes with the input_templates/output_templates functions from C nodes). This can be reimplemented in a nicer way for pynode subclasses later on, but should not be part of the basic Node class.
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node_add operator. The group node tree pointer is then part of the settings dictionary.
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standard C nodes (e.g. poll or draw_buttons) available in python scripts, they need a specialized Node subtype (called NodeInternal). This is necessary because bpy omits any registerable functions of RNA types in the generated python classes, relying instead on using the supposed native implementation in a registered python class. Since the standard shader/compositor/texture nodes in Blender are not registered but directly created in makesrna they lack all registerable function in the associated python types. The NodeInternal RNA subtype replaces the registerable functions of the base Node type to solve this issue.
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Celebrating Freestyle :) Kudos to dfeveloper Tamito and Malaysian artist Mclelun!
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* Hair strands were too thin in preview, after addition of "radius_scale" property in r56072.
Increased the scale from 0.01 to 0.03 now.
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pynodes): add menu entries are translated again.
The sockets' names remain untranslated currently, investigating whether this can safely be fixed at this stage too...
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Only the suggested changes that cause backward incompatibility were considered for now.
* Removed pyFXSThicknessShader that is identical with pyConstantThicknessShader.
* Swapped the order of two arguments of the pyDecreasingThicknessShader constructor
in line with other shaders taking the same arguments.
* Made module functions smoothC and get_fedge into methods of relevant shader classes.
* Removed pyExtremitiesOrientationShader that relied on undefined Stroke methods.
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to show weightpaint below other overlay buttons in the 'Mesh Display' panel.
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already implemented, it's in the Appearance panel now. Also added that panel to
the image editor now since it's relevant there too.
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* Add a few more OSL templates to the Text Editor, so people can use some of the OSL only shaders and closures.
* Temperature (Kelvin) to RGB converter
* Wavelength to RGB converter
* Ramp closure (Phong and Diffuse)
* Toon closure (Diffuse and Specular)
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Quad View: ALT + W
Switch Wireframe / Solid: F3
Render: F10
Properties: F12
Ortho / perspective View: P
Zoom to selected center: Z
Select/ Deselect all: CTRL + A
in changing A hotkeys ctrl-a hotkeys are now ctrl-shift-a and GameEngine is now ctrl-alt-shift-p
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more logically.
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Moved the code after the masking check so we can skip the texture lookup
if the pixel is done, is a bit faster. Also hide the color wheel for these
tools, only did it for 2D paint in previous commit.
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