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This commit aims to add functionality to the surface deform modifier that
gives more control and allows it to work better with the modifier stack.
* Maintains compatibility with older files. The default settings keep it
so that the whole object is bound and vertex coordinates get overwritten
as the modifier currently does.
* Turns the deformations from an absolute vertex coordinate overwrite into
an additive offset from the vertex location before the modifier to the
resulting bound deformation. This gives the ability to control the
strength of the deformation and mix the deformation of the modifier
with the modifier stack that comes before it.
* Also adds in a vertex group with the invert option. This is applied after
the bind deformation is added. So the whole object is still bound to target,
and the vertex group filters afterwards what parts get affected.
I experimented with a version to only binds the geometry weighted to the
vertex group, but that would break compatibility with old files.
I may bring it in later as a separate option/mode for the surface deform.
With several fixes from @mont29.
Reviewed By: mont29
Differencial Revision: https://developer.blender.org/D6894
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This parameter was used in previous version and must be removed from UI panel.
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vertex groups.
This commit gives the solidify modifier the ability to assign the newly created shell
and rim geometries to selected vertex groups. This expands the procedural control over
the modifier stack by letting users apply modifiers to the shell geometry without affecting
the original geometry.
This will be especially helpful for NPR users that use solidify to create backface
culling lines on their characters giving them the ability to add displace noise
and other effects.
Differential Revision: https://developer.blender.org/D6903
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This commit adds the option to use armature bones for the From and To targets
when using armature objects.
The changes are based on the UV Warp modifier.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6820
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Leftover from rB3b59c111821b.
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- Use addon keyconfig for registered tools so reloading the keymap
doesn't clear them.
- Ensure there is a default keymap, needed for addon keymaps
to be available in the user keyconfig.
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Differential Revision: https://developer.blender.org/D7223
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See rB337e86148688aa608d007381ee9ca78879050754
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It appears this slipped through the code review
Reviewed By: sebbas
Differential Revision: https://developer.blender.org/D6760
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This implements a new mode in the Face Sets Create operator to create a
new face sets from the faces selection in edit mode. This can be used
when the user considers that the edit mode tools are more convenient for
a more precise control or a certain type of selection, like creating a
face set from a face loop.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7211
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This operator initializes all face sets in the sculpt at once using
different mesh properties. It can create face sets by mesh connectivity,
material slots, face normals, UV seams, creases, sharp edges, bevel
weights and face maps.
For properties that are already in the faces, this is implemented as a
loop. Properties that depend on edge attributes use a similar operation
to sculpt flood fill, but using face adjacency instead of edge vertex
connectivity.
As Multires also stores the face sets in the base mesh, this should work
in the face sets Multires implementation without any changes.
This is implemented as a separate operator as this resets the visibility
and creates all face sets at once, while the create face set operator
creates a single face sets, leaving the rest of the face sets in the
mesh as they are.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7209
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This implements the Surface Smooth Brush as a mode inside the Smooth tool,
which uses the HC algorithm from "Improved Laplacian Smoothing of Noisy Surface Meshes".
Comparted to the regular smooth brush with laplacian smooth, this brush removes
the surface while preserving the volume of the object.
The smooth result can be controlled by tweaing the original shape preservation,
displacement and iteration count.
The same surface smooth operation is also available as a mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7057
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The threshold only must be vsisible in Segment mode.
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There is no need to have another font embedded in the Blender executable, we
can assume the bundled font exists. In the future we may provide a fallback
if the font specified by the user in the preferences is missing a character,
but that can use our bundled international font.
Differential Revision: https://developer.blender.org/D6854
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This means Blender can display more text correctly without having to enable
user interface translation. Previously the quality of the font was lower,
but that has been fixed now.
The font files have now been ungzipped, which results in faster file loading
as Freetype can read only the parts of the file that it needs. Blender download
size should not increase since the release package is compressed.
This includes improvements for Cyrillic characters from the latest DejaVu
Sans fonts from D6960, contributed by Harley Acheson. Fixes T74097.
Differential Revision: https://developer.blender.org/D6854
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This commit adds the option to invert the resulting weights of the
falloff curve.
There is a workflow used by some to convert a texture mask into
vertex weights by using a custom curve and inverting the points.
This allows the same effect with a single click, and gives the modifier
more procedural functionality.
With minor UI tweaks by @mont29.
Differential Revision: https://developer.blender.org/D6899
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Include technical operators here so they're available
when using menu-search.
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This has some advantages over operator search:
- Some operators need options set to be usefully accessed.
- Shows key bindings to access menus
(for actions that don't have key bindings themselves).
- Non operator actions such as check-boxes are also shown.
- Menu items can control execution context, using invoke or execute
where appropriate so we can control how the operator runs.
Part of the design task T74157.
This can be tested using the 'Experimental' preferences section
or selected in the key-map editor.
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Planar object now have a thickness by default. This should make it more intuitive for users as there is no need to specify an object thickness.
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This patch adds ability to set up colors and size of background
(transparency) checkerboard pattern in viewport and 2d editors. No new
backgrounds, only changing colors in existing ones.
This is not the background of the viewport, it is a transparency
checkerboard that is turned on only in render mode, when the
transparency mode is on. And also in 2D-editors, (image, sequencer,
etc).
Reviewed By: Pablo Vazquez, Julian Eisel
Differential Revision: https://developer.blender.org/D6791
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Add new option to change the stroke hardeness. This option works at stroke level, not at point level.
Also replaced the "Both" name mode by "Stroke and Fill".
Differential Revision: https://developer.blender.org/D7195
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This is a follow up on rBa1e50cfe6b4dbc360b6118c63a0dc7445023c37b
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Because some OSs are still using old 8bits specific encodings... Angry
eye @windows...
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Avoids possible final object shape destruction since those options
defines how displacement is applied and propagated.
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Differential Revision: https://developer.blender.org/D7149
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Differential Revision: https://developer.blender.org/D7161
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Especially when expanding the UI panel horizontally, there were some problems with empty space.
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Also correct gizmo_view_align color.
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Was hard coded to white making white backgrounds impractical.
D7162 by @billreynish with edits.
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This patch include changes:
- Thicker and clearer selection indication
- Slimmer handles
- More transparent muted strips
- Trim frame number is drawn inside the strip
- Strip text is drawn in upper part of strip
- Color strips now have specific color, with chosen color drawn under strip text
- Transition strip will use color of input strips showing direction of transition
- Selecting effect strip will highlight input strips
- Selecting multicam strips will highlight target channel
- Missing media state is now indicated by a red line drawn on the top part of the strip
- A checkerboard pattern is now drawn on the outsides of the meta range
- Hold still regions are now always drawn if existent, with a darker shade of the strip’s background color
Author: Alessio Monti di Sopra <a.monti>
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6883
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This patch implements dumping images from cache to HDD.
The main goal of this system is to provide a means to achieve consistent playback speed mainly for strips that are not possible to preview in real time.
How to use:
Disk cache has own settings in user preferences for path to storage, size limit and compression level.
To use disk cache, you need to check `Use Disk Cache` box, set `Disk Cache Directory`, `Disk Cache Limit` and save or open existing .blend file.
By default sequencer output will be cached only. Manual setting is possible in cache panel.
Uses:
- Replacement or alternative for proxies. Disk cache will work with any strip type, supports float images as well.
- Storage for strip thumbnails.
- Less RAM needs to be allocated for preview cache
How it works:
Disk cache is extension of RAM cache. Every image, that is stored or deleted in RAM will be stored or deleted on HDD as well. Images can be compressed to save space and for use on slower drives. Compressed images are slower to write and read though.
Images are stored in bulk of 100 rendered frames per one file. This is to overcome slow file access time for large amount of files. Drawback is, that if one frame needs to be redrawn, all 100 frames are deleted.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D5524
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The previous icon was identical with the Thumb icon.
New icon designed by Damian Winnichenko
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There were some conflicts with these keys.
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It was too much to have a panel for that.
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This parameter is now at Brush level, so it was duplicated in the Color panel.
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* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds
The last two are Cycles only currently.
Ref T73201
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Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.
The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6955
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Only the volume object is exposed in the user interface. It is based on OpenVDB
internally. Drawing and rendering code will follow in another commit.
https://wiki.blender.org/wiki/Source/Objects/Volume
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes
Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES
build option. These are unfinished, and included only to make it easier to
cooperate on development in the future and avoid tricky merges.
https://wiki.blender.org/wiki/Source/Objects/New_Object_Types
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6945
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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
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NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
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The color was used in old version when palettes were used, but now all are materials
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The feature is hidden behind an experimental option, you'll have to
enable it in the preferences to try it.
This feature is not yet considered fully stable, crashes may happen, as
well as .blend file corruptions (very unlikely, but still possible).
In a nutshell, the ideas behind this code are to:
* Detect unchanged IDs across an undo step.
* Reuse as much as possible existing IDs memory, even when its content
did change.
* Re-use existing depsgraphs instead of building new ones from scratch.
* Store accumulated recalc flags, to avoid needless re-compute of things
that did not change, when the ID itself is detected as modified.
See T60695 and D6580 for more technical details.
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This option existed already and was just hidden in the UI. With the new fluids system though, it will only be used for rendering - and not to optimize the cache.
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This reverts commit d89e5fcaef5135360716053a43c4676508eaf5ef.
This was meant to be committed to the add-ons repo.
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