Age | Commit message (Collapse) | Author |
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Renamed to BKE_gpencil_visible_stroke_advanced_iter
Also created a simple version of the iterator to be used without multiframe and onion skin.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path.
Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
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This patch adds an option in the Layers > Relations panel called "Disable Masks in Render".
When checked, no masks on this layer are included in the render.
Example:
| {F10087680} | {F10087681} |
See T88202 for why this is needed.
Reviewed By: antoniov
Maniphest Tasks: T88202
Differential Revision: https://developer.blender.org/D11234
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Issue is that due to the strange definition of render in grease pencil
(meaning should be rendered similar to rendering). This included normal
viewport rendering in OB_RENDER and OpenGL render in OB_RENDER.
For other rendering modes the overlay vertex opacity would be used. This
patch sets this value to 1 when rendering via a scene strip override.
NOTE: that this isn't a good solution as I expect that users want to use
the opacity of the Grease pencil object. Perhaps the GPencil team has a
better solution for it.
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This commit allows that the evaluated geometry of an object has
different materials from the original geometry. This is needed
for geometry nodes.
The main thing that changes for render engines and exporters
is that the number of material slots on an object and its geometry
might not match anymore. For original data, the slot counts are
still equal, but not for evaluated data.
Accessing material slots though rna stays the same. The behavior
adapts automatically depending on whether the object is evaluated.
When accessing materials of an object through `BKE_object_material_*`
one has to use a new api for evaluated objects:
`BKE_object_material_get_eval` and `BKE_object_material_count_eval`.
In the future, the different behavior might be hidden behind a more
general C api, but that would require quite a few more changes.
The ground truth for the number of materials is the number of materials
on the geometry now. This is important in the current design, because
Eevee needs to know the number of materials just based on the mesh in
`mesh_render_mat_len_get` and similar places.
In a few places I had to add a special case for mesh edit mode to get it
to work properly. This is unfortunate, but I don't see a way around that
for now.
Differential Revision: https://developer.blender.org/D11236
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When filtering the render using view layer, could be possible the mask is NULL and just need to be ignored.
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This patch adds a threshold value to the glow effect in color mode.
Currently, the threshold is hardcoded to 5%.
You can select a color and specify a higher threshold to include
similar colors in the effect.
Note: depends on D10670
Reviewed By: #grease_pencil, pepeland
Differential Revision: https://developer.blender.org/D10672
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Now, instead to offset the stroke color to make it visible over fill, the stroke keeps the original color and the fill is offset.
Related to the issue in T87406.
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The color of the strokes was shifted when using `Single Color` or
`Object Color`in Solid Display Mode. This was originally done so
that it was still possible to differentiate strokes and fills.
The fix allows for a completly flat shading by checking if the
Lighting Mode is set to `Flat`. If it is, then the colors are not
shifted for the strokes and everything will use the same color.
Reviewed By: antoniov, fclem
Maniphest Tasks: T87406
Differential Revision: https://developer.blender.org/D10957
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The shader was filtering everything but the selected color.
The fix inverts the check to make sure that color is selected.
Reviewed By: fclem
Maniphest Tasks: T86370
Differential Revision: https://developer.blender.org/D10670
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As now is possible to use multiframe in Draw mode, the option to display only lines must be disabled.
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The problem was introduced fixing task T85035.
As the frame was set again when render, if there was a time modifier, the frame was not remaped to the right frame number.
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The fill unclamped thickness value was not properly initialized for using with the new antialiasing.
The error was introduced in commit 09f7c9385829
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This option was broken since the draw engine refactor and it was impossible to display only edit lines for multiframe mode.
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To avoid anti-aliasing artifacts on GPencil strokes that have a size smaller than 1 the thickness
is clamped and the opacity reduced. This was done in vertex shader but this had the side effect
of causing strokes that go from large to small to fade across their lengths.
**Solution**
The opacity modulation has now been moved to the fragment shader as advised by Clément Foucault.
The strokeThickness that was passed to the shader was clamped to prevent it from being too small so an additional
unclamped thickness has been passed to the fragment to calculate the opacity modulation. Alternatively I could have chosen
strokeThickness and clampedThickness but I decided against renaming the variables in the current code.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10438
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Corrects approximately 36 spelling errors in source variable names.
Differential Revision: https://developer.blender.org/D10347
Reviewed by Hans Goudey
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Approximately 91 spelling corrections, almost all in comments.
Differential Revision: https://developer.blender.org/D10288
Reviewed by Harley Acheson
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Fix for both workbench and Gpencil.
Fixes T78574 GPencil: Z pass combine not work
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Due a thread priority, the calculation of the current frame is not done before the frames are available. This produces wrong render frames.
The solution is verify the current frame before doing the real render. This adds only a few milliseconds, but it assures the frame is correct.
As the problem is only when render in background, the recalculation of the frame is only necessary when do real render and not a viewport render, so there is no impact in the animation FPS.
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The grease pencil merge depth shader is designed to only work correctly
in octographic mode. The uv coordinates used `noperspective` attribute.
Somehow this doesn't lead to render artifacts on most platforms and was
only detected on OSX + AMD cards.
This fix would calculate the uv coordinate inside the fragment shader
and isn't passed along from the vertex shader.
Thanks to Sebastián Barschkis for providing the hardware and time and
Clément Foucault for helping out with the final fix.
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Due a problem in the mergetool, the clang format was totally wrong in the previous commit.
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Due a thread priority, the calculation of the current frame is not done before the frames are available. This produces wrong render frames.
The solution is verify the current frame before doing the real render. This adds only a few milliseconds, but it assures the frame is correct.
As the problem is only when render in background, the recalculation of the frame is only necessary when do real render and not a viewport render, so there is no impact in the animation FPS.
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When the multiframe is enabled, playing animation must be disabled or the animation is not visible,
{F9527854}
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9930
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Stores cryptomatte hashes as meta data to the render result. Compositors could
use this for lookup on names in stead of hashes.
Differential Revision: https://developer.blender.org/D9553
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Before the number of samples was not checked, only the pixel size.
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Buffer strokes weren't being the excluded from depth only draw calls
so were being included in depth tests. They are now excluded by
bypassing the creation of the buffer strokes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9742
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The Edit Lines flag was not checking if Onion was enabled. In 2D template this is disabled by default, but default template has enabled it.
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If the material has the holdout enabled, the value of the vertex color must not be used.
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Add a parameter to rotate the texture for Dots and Squares
Differential Revision: https://developer.blender.org/D9369
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