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2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-26Fix build error after recent cleanup.Brecht Van Lommel
2019-01-26Cleanup: blank lines over doxy headersCampbell Barton
2019-01-26Cleanup: remove redundant BKE/BLI/BIF headersCampbell Barton
2019-01-26Cleanup: redundant definesCampbell Barton
Comment or remove unused defines.
2019-01-25ShapeKey: add utils to say whether given ID type supports shapekeys.Bastien Montagne
Those kind of checks are handy to have for generic processing...
2019-01-25Fix T55462: Ungroup in Node editor crash BlenderSergey Sharybin
If ID doesn't want to do user counting it shouldn't be in main.
2019-01-25Fix crash happening with hair stepSergey Sharybin
The issue was caused by the hair step checking whether particle system needs to have path cache. This was done in a way which was traversing an entire scene and was checking every object for particle instance modifier. Ideally, path cache should be an own operation in the dependency graph. Or at least, this flag should be set by dependency graph builder, similar to curve's path. Since the code was broken already (it was only checking first particle instance modifier), it is easier to remove the buggy code, solve the crash and move on for now. If this causes an issue, simply set particle system to be rendered as path. Fixes crash with playback of Spring scenes.
2019-01-25Fix texture paint accessing freed memoryCampbell Barton
Part of T60660
2019-01-25Depsgraph: use specific tag to update shadingCampbell Barton
2019-01-25Fix texture paint showing pink texture on loadCampbell Barton
2019-01-25Cleanup: sort cmake file listsCampbell Barton
2019-01-24Fix smoke clipping being ignored by Cycles and not being editable after baking.Brecht Van Lommel
The value worked in 2.7, but not with copy-on-write in 2.8.
2019-01-24Fix T59175: Compress file isn't working when Load UI is disabled.Bastien Montagne
Do not see why flags from loaded file should be skipped when we do not load UI, this is not related to UI... Think we can keep flags from file in both cases, should this raise some other issue we'll just have to fine tune masked flags in each case separately.
2019-01-24Merge branch 'blender2.7'Brecht Van Lommel
2019-01-24Cycles: change default displacement method to bump mapping again.Brecht Van Lommel
Even though it makes sense logically to have displacement actually displace the mesh, this is causing a lot of confusion for existing users that are used to the previous behavior. Further, since Eevee does not support displacement yet and the discrepancy between the viewport and final render is problematic.
2019-01-24Multires reshape: correct grids level allocationSergey Sharybin
Similar to masking grids, need to also check existing grid level. This is because edit mode might leave allocated grid with 0 levels.
2019-01-24Subdiv: Fix wrong orig_index for vertices of a loose edgeSergey Sharybin
2019-01-24Fix T60408: Loose edge distort vertex on a surfaceSergey Sharybin
Treat those vertices as infinitely sharp. This matches the way how OpenSubdiv's topology is being created.
2019-01-23Sculpt: add Topology Rake, to align edges along brush while painting.Jean Da Costa
This helps to generate cleaner topology and define sharp features for dynamic topology. Best used on relatively low-poly meshes, it is not needed as much for high detail areas and has a performance impact. Differential Revision: https://developer.blender.org/D4189
2019-01-23GP: Remove unneeded armature codeAntonioya
This line looks a mistake and it's not needed.
2019-01-23Fix T59152: dynamic topology constant detail should be in world space.Brecht Van Lommel
It seems more predictable, and makes more sense for future multi-object modes.
2019-01-23Fix T56877: Enabling mask Motion Blur overrides the Feather FalloffSergey Sharybin
Compositor makes a copy of mask before sampling the mask on different time steps. The copy of layers did not copy falloff Settings.
2019-01-23Fix T58994: Subdivision modifier generates artifacts with crease=1Sergey Sharybin
The issue was caused by the lack of averaging of normals for vertices which are on the ptex face boundaries.
2019-01-23Add font selection to VSE text stripsRichard Antalik
Allows users to select a font for text strips in the video sequence editor. Related: 3610f1fc43d0 Sequencer: refactor clipboard copy to no longer increase user count. Reviewed by: Brecht Differential Revision: https://developer.blender.org/D3621
2019-01-23Sequencer: refactor clipboard copy to no longer increase user count.Brecht Van Lommel
The clipboard is not a real user and should not be counted. Only on paste should the user count increase. This is part of D3621, and was implemented by Richard Antalik and me.
2019-01-22Fix T58492: smoke flow jitters around flow source when using adaptive domain.Bastien Montagne
This is more like a band-aid than a real fix actually, real fix would be to understand why rendering smoke requires auto texspace to be ON (afaict, this was not the case in 2.7x)... But I've already spent way too much time on this issue, at least now we get better situation than before (i.e. smoke with adaptive domain works well even when orig domain mesh has autospace flag disabled).
2019-01-22Mesh eval: Do not condition clearing of auto texspace to dirty bbox.Bastien Montagne
Not sure why that was that way (can't remember any good reason at least, so assuming this is a dummy mistake from own rB33cbcd73448f), this should be done in any case.
2019-01-22Fix potential invalid memory access in surface force field BVH tree.Andrew Williams
Free the BVH tree immediately along with the mesh, otherwise we might access invalid mesh data. Differential Revision: https://developer.blender.org/D4201
2019-01-22Fix T60686: Renaming an animated bone breaks its animationSergey Sharybin
After rename is done we need to make sure all copies of corresponding datablocks are updated in all dependency graphs: otherwise bone will have a new name, but animation will still be using an old one.
2019-01-22Fix T60575: Multiresolution Crashes when appliing more subdivisionsSergey Sharybin
The issue was caused by intermediate DerivedMesh being created with scene's Simplify settings taken into account. This is what happens when one area makes implicit decisions based on whether passed Scene pointer is not NULL. Made it so ignoring simplification serttings is an explicit flag, which makes it easier to follow what's going on.
2019-01-22Fix T59395: Subdivision modifier with quality 1 crashes blenderSergey Sharybin
This is actually a workaround for the crash in OpenSubdiv. Topology refiner will have a crash when special conditions are met: - Refiner is configured to use infinitely sharp patches. - Refinement happens for the level 1 (which we call Quality 1 on Blender side). - Mesh has non-quad faces. The workaround is to force refinement to happen to level 2 (or quality 2 on Blender side) when those conditions are met. Later on with the next OpenSubdiv update we can remove this workaround, since there was work done on OpenSubdiv side to deal better with such configurations. The modifier will now be somewhat slower, but this will be compensated with upcoming topology cache enabled by default. The workaround is done when initializing settings, so the comparison of topology refiner settings is happening without any extra workarounds there.
2019-01-21Cleanup: trailing spaceCampbell Barton
2019-01-21Cleanup: shadow warning, styleCampbell Barton
2019-01-20Fix T60677: GP vertex groups get messed up, when deleting a groupAntonioya
2019-01-20Cleanup: remove all BLI_utiledefines' ugly vectorial macros.Bastien Montagne
Not only were those often making doublons with already existing BLI_math's stuff, but they were also used to hide implicit type conversions... As usual this adds some more exotic inlined vector functions (one of the rare cases where I really miss C++ and its templates... ;) ).
2019-01-19Cleanup: add trailing commasCampbell Barton
Prevents clang-format merging into a single line.
2019-01-18Subdiv CCG: Cleanup, commentsSergey Sharybin
2019-01-18Multires: Correct averagingSergey Sharybin
Before that only normal component was averaged, which is not really correct. Unfortunately, the new code is somewhat slower due to more involved math to deal properly with non-quad faces, but the plan is to move averaging from runtime to edit time, This means, that mdisps will always be continuous around the edges and no averaging on every frame change of animated character will be needed.
2019-01-18Multires: Ensure continuity when reshaping from objectSergey Sharybin
2019-01-18Subdiv: Fix wrong corner passed to a callbackSergey Sharybin
2019-01-18Multires: Simplify reshaping codeSergey Sharybin
The idea is to run reshaping for every boundary vertex of a grid rather than trying to copy boundary grid elements. While this is somewhat slower, this avoids all this tangent flipping magic, which tempts to be rather tricky and fragile.
2019-01-18Multires: Correct function name, to match behaviorSergey Sharybin
2019-01-18Multires: Fix spike issues when sculpting on trianglesSergey Sharybin
The boundary copy code was not dealing correct with flipping tangent vectors, hence causing discontinuity in the final positions. Now we only copy boundaries for quads, where we know how to deal with tangent vectors and where we know that this is needed. More clear solution could be to change the code in a way that handles handles displacement grids of quads in the same way as it's done for non-quad faces.
2019-01-18Multires: Cleanup, move utility function to a more public placeSergey Sharybin
2019-01-18Multires: Cleanup, more clear namingSergey Sharybin
2019-01-17Physically based defaults for Eevee Bloom and ShutterClément Foucault
Some of Eevee's Bloom defaults are not very good for physically based rendering. This patches addresses this issue. This picture shows one of the problems with current default. Bloom looks very foggy: {F6280495} Even worse, light emitters much dimmer than the Sun can make everything equally hazy if Clamp is set to 1.0 and intensity to 0.8 (current default). Artists often forget to adjust Clamp value and do not know what value to use for realistic intensity. Also, currently both Clamp and Intensity do not have good UI ranges. This is why often Eevee renders end up very hazy and bloom often does not look right. Bloom effect plays important role to help to distinguish between bright and relatively dim light sources. With current defaults this is broken because Clamp set to 1.0. Also, it cannot be disabled if set to 0 like expected. This patch fixes this and sets it to 0 by default. If users need to clamp, they can do so easily with UI range up to 1000. This range is good enough for most cases and provides enough precision to control lower values, and the highest value helps to limit bloom from the Sun if necessary and will leave untouched most other light emitters. If needed, much higher values for Clamp can be entered manually up to 100000. 10000 is still affects the Sun, but up to 100000 highest limit allows to clamp anything that is much brighter than the Sun if user needs to limit bloom in such cases (for example, bright explosion in the sky or anything else very bright). I propose new default for bloom Intensity - 0.05 and UI range to suggests realistic values. Bloom Intensity > 0.1 is not realistic for clean lens but the user can enter manually much larger values if needed. For comparison, here is a my own photo with and without bloom caused by the Sun (on second photo the Sun was occluded with an object). {F6280500} {F6280492} In real life bloom is much more subtle and does not look hazy. If Clamp is disabled, then out of 0.1, 0.05 and 0.025 values I have tried, 0.05 looks most similar to the photo. Here is test render with and without bloom with the Sun in similar position like on the photo: {F6280496} {F6280494} Using color probe 27x27 I compared lightness below the horizon under the Sun. In rendered by Eevee images lightness difference was 17. In case of the photos lightness difference in similar place was 11. I then compared leftmost spot (also below the horizon) and lightness difference was approximately 2 between two photos and 1 between rendered images. In other words, with these settings bloom effect is not too strong and is not too weak. Visually it may seem like decreasing bloom intensity may increase photorealism, but then bloom effect would be too localized even for the Sun. Besides this single test, I tested in many other scenes as well, with and without the Sun, with different HDRIs, and as far as I can tell 0.05 intensity turned out to be good default - it produces bloom strong enough to be noticeable and not too hazy. In Cycles shutter default value is 0.50, so for consistency set to 0.5 by default in Eevee too. Besides, 0.5 is typical standard for real cameras, and values higher than 0.5 usually are needed only if very strong motion blur is desired. Here is summary of all changes: Bloom Intensity: 0.8 > 0.05 Bloom Intensity UI range: 0-10 > 0-0.1 Bloom Clamp: 1.0 > 0.0 (disabled by default) Bloom Clamp manual range: 0-1000 > 0-100000 Bloom Clamp UI range: 0-10 > 0-1000 Shutter: 1.0 > 0.5 This patch is related to the discussion in this thread, there are more examples of what bloom will look like with 0.05 intensity by me and others: https://devtalk.blender.org/t/eevee-needs-to-have-physically-based-defaults/4700 Reviewers: fclem Reviewed By: fclem Subscribers: pablovazquez, billreynish, rboxman Tags: #eevee Differential Revision: https://developer.blender.org/D4212
2019-01-17Fix T60558: Cycles viewport render mismatch when the camera is a light.Brecht Van Lommel
2019-01-17Add experimental batch-delete of hierarchy to Outliner.Bastien Montagne
This uses the same command as regular hierarchy delete, and is only activated when debug value is set to 666 for now. Here on file from T60419, it gives about 20% speed-up (from 5.5s to 4.4s).
2019-01-17Cleanup: unused codeCampbell Barton