Age | Commit message (Collapse) | Author |
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This commit adds another optional check (when `--debug-io` is set) on
write .blend process, to check and ensure all shape keys have their
'from' pointer properly set to their respective user ID.
This is intended to be used as debuging tool mostly (to try to detect
when/why some of those pointers can become NULL).
For now, it also systematically perform same checks/fixes when loading a
.blend file, to fix all broken ones laying around. Later we might move
that usage to a do_version instead, but for now think it's safer to
always perfom it (and it's rather cheap process anyway).
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Does not make sense to keep that with BLO_writefile.h, this can also be
used by read code, and some other parts of Blender (like ed_undo.c
currently)...
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Missing code from 3d083f37. Need to ensure that ID properties
are properly allocated and restored on read.
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It's too slow for now, could be considered if it's optimized more.
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Use clipping for workbench solid mode drawing.
Other modes & shading support still needs to be added.
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Having clipping limit selection and tools is confusing when not visible.
Disable on load until it's supported
(doing this via ifdef's isn't practical).
Fixes T59580
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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
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This further changes the preferences organization, to avoid grouping unrelated
settings together. With more sections we can also expand more panels by default,
making it possible to quickly go through sections and see the settings of each.
Panels with less used settings are still collapsed by default, to keep all panel
headers visible without scrolling.
Differential Revision: https://developer.blender.org/D4216
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tooltips."
This reverts commit c1762b1a085246a29f532b24463a236f347b7dd1, as this was
intentional since interface translations are often incomplete or use unusual
terms.
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That one was used to allow specifying in system console a new path for
missing libraries, when loading a .blend file.
We now have a much more easy and user-friendly way of repairing missing
linked datablocks/libraries, so this is not needed anymore.
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Translation as a whole is still disabled by default as before.
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This is a leftover from a time when these were not supported on all GPUs.
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Note that the actual caching is still disabled, since
more tests is needed with more production-looking files.
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This commit makes it so OpenSubdiv's topology refiner is kept
in memory and reused for until topology changes. There are the
following modifications which causes topology refiner to become
invalid:
- Change in a mesh topology (for example, vertices, edges, and
faces connectivity).
- Change in UV islands (adding new islands, merging them and
so on),
- Change in UV smoothing options.
- Change in creases.
- Change in Catmull-Clark / Simple subdivisions.
The following limitations are known:
- CPU evaluator is not yet cached.
- UV islands topology is not checked.
The UV limitation is currently a stopper for making this cache
enabled by default.
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Without this clang-format may wrap them onto a single line.
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D4198 by @charlie w/ edits.
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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
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This commit groups a set of new tools that were tested in grease pencil object branch before moving to master. We decide to do all the development in a separated branch because it could break master during days or weeks before the new tools were ready to deploy.
The commit includes:
- New Cutter tool to trim strokes and help cleaning up drawings.
- New set of constraints and guides to draw different types of shapes. All the credits for this development goes to Charlie Jolly (@charlie), thanks for your help!
- Segment selection mode to select strokes between intersections.
- New operator to change strokes cap mode.
- New option to display only keyframed frames. This option is very important when fill strokes with color.
- Multiple small fixes and tweaks.
Thanks to @pepeland and @mendio for their ideas, tests, reviews and support.
Note: Still pending the final icons for Cutter in Toolbar and Segment Selection in Topbar. @billreynish could help us here?
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TH_BACK was being used when drawing the 3D view even though
there was no way to set the color in the preferences.
The color was zero'd when moving to the new 2.8x theme.
Having both gradient and background colors was confusing,
especially having to use 'TH_HIGH_GRAD' for the 3D view, 'TH_BACK' for
other views.
Move the background color back to 'TH_BACK', 'TH_BACK_GRAD' is used
when gradients are enabled.
RNA is unchanged so presets don't need updating.
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Allows expanding tabs before running clang-format.
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When holding down the key for a while, the pie menu will disappear when
releasing the key. This is under the assumption that in this case the user
decided to cancel the action.
Differential Revision: https://developer.blender.org/D4180
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- When toggling a mode that doesn't support multi editing
only do this once of the active object.
- For sculpt mode create sculpt data since this is needed
for activating other sculpt objects on reload.
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Same logic as fix from D4153, but only applied when running undo.
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This reverts commit 4d8ed937f226f4cdfa6f62fde5306b14c217e9c5.
An alternative fix will come soon as a patch, since this introduced an issue.
Rolling back since the original fix (sculpt cursor on load) is less important
than the issue it introduced (crash on weight paint undo/redo).
Fix T60322.
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In a77b63c56943eb, the Preferences navigation region background was
made brighter. Recently stored userpref.blends (since b00963afc14978b,
so beta release included) would still use the slightly darker
background for the Preferences navigation region.
Now the version patch added for a77b63c56943eb also sets the new color
for those recent configs.
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(Part 1 was 00963afc14978b)
Does the following changes visible to users:
* Use panels and sub-panels for more structured & logical grouping
* Re-organized options more logically than before (see images in D4148)
* Use flow layout (single column by default).
* New layout uses horizontal margin if there's enough space.
* Change size of Preferences window to suit new layout.
* Move keymap related options from "Input" into own section.
* Own, left-bottom aligned region for Save Preferences button.
* Adjustments of names, tooltips & icons.
* Move buttons from header into the main region (except editor switch).
* Hide Preferences header when opened in temporary window.
* Use full area width for header.
* Don't use slider but regular number widget for UI scale.
* Gray out animation player path option if player isn't "Custom"
Internal changes:
* Rearrange RNA properties to match changed UI structure.
* Introduces new "EXECUTE" region type, see reasoning in D3982.
* Changes to panel layout and AZone code for dynamic panel region.
* Bumps subversion and does versioning for new regions.
RNA changes are documented in the release notes:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API
Design & implementation mostly done by @billreynish and myself.
I recommend checking out the screenshots posted by William:
https://developer.blender.org/D4148#93787
Reviewed By: brecht
Maniphest Tasks: T54115
Differential Revision: https://developer.blender.org/D4148
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Fixed by setting the limit to the original limit I used for Cycles.
Rendering still goes extremely slow when bokeh is lower than 1.0.
But at least now it is "waitable". With lower numbers than 0.01 I don't
think we would ever get a render to finish.
@fclem feel free to address the real root of the problem, but I'm afraid
it may be a limitation of the algorithm you are using.
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The original issue is that wm->paintcursors is empty until we go in and
out of the sculpt mode. To fix this we need to toggle inside the sculpt
mode.
This is usually tackled by ED_editors_init(), however the sculpt mode
toggling was never call because the object technically had "mode data".
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D4153
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Vertex paint overlays the color w/ solid mode,
Having a partial overlay makes the sample tool not give useful results.
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Match name of mesh weight paint.
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Since there will be no view layer overrides in 2.80, this is needed still.
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Ref D4133.
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- own error in rB2c196de56bbb163048b08f321983234a5e72e804
- now introduce RE_PASSNAME_DEPRECATED placeholder for old passes
- also dont allocate NodeImageLayers for these
Reviewers: brecht
Maniphest Tasks: T59922
Differential Revision: https://developer.blender.org/D4132
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The GP_STROKE_RECALC_CACHE identifier was changed to GP_STROKE_RECALC_GEOMETRY because the previous name was confusing and could be confused with the recalculation of the Draw Manager cache.
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Also (mostly in comments): behaviour -> behavior (we use American English).
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Also contains some code typo fixes (mostly, adtaptative -> adaptive,
former is nearly innexistant in English, let's stick to simple valid
words ;) ).
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