Age | Commit message (Collapse) | Author |
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Interpolate rather than do alpha over mix, matching projection paint.
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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'1' threshold value would only allow to access a third of the basic
'color space' (from black to white, from 0.0 to 1.0 component values),
when you expect it to access the whole range.
Unfortunately, this needs a subversion bump to allow already defined
brushes to keep exact same behavior!
Also, did not change default value (0.2) for new brushes, think here
keeping current one makes more sense.
Thanks to @LucaRood for confirming the issue.
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Yet another commit which makes painting aware of multi-threaded systems.
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Painting at negative locations was using int-rounding.
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These warnings are false-positives
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We had too many warnings lately... was awaiting that someone would kill them - didn't happen -> goes to my commit ratio! :P
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Deprecate wrap (BRUSH_TORUS) option, we now have paint flags for tiling
and we can reuse those. Also allows seperate tiling in X/Y
direction for 2D painting now.
Only one tiling is allowed for now.
Options can be found in new "Tiling" panel under the tools tab.
For version patching, we just turn off brush wrapping,
to allow reuse of the flag in the future.
New option is paint mode wide instead of per brush so
a brush having the old wrap option will not enable it
for the whole mode in the version patch.
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Was doing clamping as fix for T42984. Seems we can ommit clamping for
sculpting if we make sure overlap is not zero with negative values.
Control for clamping is moved to the "Use Clipping" function of curves
(which is on by default), so both bugs remain squashed and advanced
users can now properly utilize curves in sculpting, though not all
brushes work well with negative curves.
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Not sure why this was so in the first place but changing it seems OK.
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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calculations and use the OCIO one instead.
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This is still not perfect,
but should work smoother now. Previously there was visible wobbling
while painting.
This can be included in final release.
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texture in the right space
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curves.
Issue here is that brush curve could return negative values. This would
result in overflow of mask values. Those were not visible during real
time preview because result would be clamped.
We had two functions in the code, one of which allowed negatives but I
don't think that we really want that, users have no control over the
negative values at all anyway.
Thanks to the reporter, Leon Cheung for figuring out the issue :)
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This commit includes a few things:
* It moves the Rake and Random flags from the brush to the MTex.
* The first change allows mask textures to have independent rake
support.
* Random rotation now has an angle value that controls the width of the
effect from the rake or default angle
* Rake and Random are now supported together.
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* Fill brush did not do proper srgb conversion for byte images (reported
by Sebastian Koenig, thanks!)
* Color sampling for palettes did not refresh the toolbar.
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Blend brush color with texture before converting to srgb
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Disallow kernels bigger than 2x2 for blur/sharpen in projective painting
due to performance considerations.
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This reverts commit 7c7cb01aa5641414d9f0c39ab81df0f57205f362.
The smoothing weights will cause shifting in the image if not calculated
as they were in the branch. Solution for better performance will be to force-clip
kernel to a square of size two for projective painting.
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Attempt to make soften brush faster by allowing non-symmetric kernels.
Projective painting supports those naturally but for 2D painting there's
a small hack to avoid shifting of the texture. Not totally correct but
it works for now.
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* Crash with image drag'n'drop
* Drag'n drop color to paint 2d canvas not working
* Change "Layers" to "Slots" to appease purists.
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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also rename some functions to match our convention
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airbrush + small brush size.
Fast textured strokes meant that sometimes the update width (calculated
from stroke distance) would be greater than the new ibuf width. This
meant out of bounds access for the new ibuf.
It's totally strange that I couldn't reproduce this issue on older
versions since the logic here has not really changed much between
versions.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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View2D had some inconsistencies making it error prone in some cases.
- Inconstant checking for NULL x/y args.
Disallow NULL args for x/y destination pointers, instead add:
- UI_view2d_region_to_view_x/y
- UI_view2d_view_to_region_x/y
- '_no_clip' suffix wasn't always used for non-clipping conversion,
switch it around and use a '_clip' suffix for all funcs that clip.
- UI_view2d_text_cache_add now clips before adding cache.
- '_clip' funcs return a bool to quickly check if its in the view.
- add conversion for rectangles, since this is a common task:
- UI_view2d_view_to_region_rcti
- UI_view2d_region_to_view_rctf
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This was rather a TODO item related on supporting the proper painting color
space, but added a small tweaks which will make things working for now in
most of the situation (assuming the default view of display is ivnertible,
as it is to be expected to be anyway).
Shouldn't give much overhead since the conversion processors are cached in
the color management code.
And for the note: no, projection painting does not requite such a tweak
because viewport works in sRGB space anyway.
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an undo if we are in image paint mode and use the paint undo stack. Also added missing GPU update.:
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Summary:
Seems to be known TODO in the code, but no idea why it
was never solved, especially since tweak is so much easy.
It might be arguable that we need to support painting
color space, but it's still much better to convert to
sRGB space. It's gonna to cover 90% of cases anyway.
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Maniphest Tasks: T37670
Differential Revision: http://developer.blender.org/D65
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float images, was not taking premul/straight convention into account properly.
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wrong, it should just fit the texture in the brush circle.
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After the paint refactoring for 2.67, the OpenGL texture was getting updated for
every stroke point, rather than once for every redraw. With a small brush radius
and low spacing the number of stroke points can be quite large, which might have
a big performance impact depending on the graphics card / drivers.
Also for 2D image paint, avoid redrawing the button panels and properties editor
during painting.
There is another possible cause for slowdowns with 3D texture painting which was
not fixed. Projection painting is creating and destroying threads for every stroke
point. Depending on the CPU/OS there might be a lot of overhead in doing that if
the brush size is small.
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brush
size. Interpolated mouse coordinates should not get rounded to integers.
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consistent with projection painting.
Also did some refactoring of this code, moving the brush image creation code
out of brush.c and making it consistent with image updating code.
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