Age | Commit message (Collapse) | Author |
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Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10707
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Approximately 33 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D9796
Reviewed by Julian Eisel
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When inverting erase displacement the filter can increase the
displacement over the limit surface. After using apply base, this can be
used as an alternative intensify details as it usually gives better
results.
This is the same concept as smoothing inverting to intensify details.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9679
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Issue exposed by rB4c7b1766a7f1.
Main idea is that non-memfile first undo step should check into previous
memfile and tag the ID it is editing as `future_changed`.
That way, when we go back and undo to the memfile, said IDs are properly
detected as changed and re-read from the memfile.
Otherwise, undo system sees them as unchanged, and just re-use the
current data instead.
Note that currently only Sculpt mode seems affected (probably because it
is storing the mode switch itself as a Sculpt undo step instead of a
memfile one), but similar action might be needed in some other cases
too.
Maniphest Tasks: T82388
Differential Revision: https://developer.blender.org/D9510
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When using the sculpt filters, global automasking settings that affect
all brushes were ignored because the automasking system was not
implemented for filters, making filters and brushes react differently
to the global sculpt settings which creates confusion.
This makes all filter tools (mesh, cloth, color) use the same general
automasking settings and features as the brush tools. Filters will now
use the settings in the options panel to limit their effect.
This also removes the "use Face Sets" option from the Mesh filter code,
as it was duplicated from the automasking code just to have that
funcitonality. This is now handled by the regular automasking system.
The "Use Face Sets" option is still available in the cloth filter as that
option limits the action of the forces, not the displacement.
After this, it is possible to initialize the automasking system
independently from the StrokeCache and Brush settings, so it can also be
added to more tools and features in the future.
Fixes T81619
Reviewed By: dbystedt, sergey
Maniphest Tasks: T81619
Differential Revision: https://developer.blender.org/D9171
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This filter scales the mesh as it was a softbody, producing folds in the
surface. The orientation of the folds can be controlled using the filter
axis and orientation.
This is an example of a cloth filter that uses deform coordinates instead
of forces, but probably it does not make much sense to expose it to the
user in a different way and with different parameters. I'll remove
FilterCache->enabled_force_axis in a later commit and use always
enabled_axis in SCULPT_filter_zero_disabled_axis_components
for both forces and deformation filters, so this function can also be used
in the mesh filter.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8661
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All filters were using prevclicx, which is in screen coordinates and
mval[0], which is in region coordinates to get the filter strength.
This fixes the issue in all filters.
Reviewed By: Severin
Maniphest Tasks: T80311
Differential Revision: https://developer.blender.org/D8776
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This moves the allocation for filter to separate functions, removes all
repeated calls to RNA_enum_get an fixes some other code quality issues.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8639
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Same concept as the Multires Displacement Eraser Brush but implemented
as a mesh Filter. This allows to delete the displacement of an entire
area uniformly.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8608
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Exact same operation as D8509, implemented as a Mesh Filter.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8510
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Previously, the XYZ deform axis of the Mesh Filter were limited to
object space (which is the default for sculpt mode). Now it is possible
to limit the XYZ displacement in Local, Global or View space.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8582
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Differential Revision: https://developer.blender.org/D8553
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8529
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8528
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8523
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Also order sizeof(..) first to promote other values to size_t.
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This adds a curvature smoothing and intensify details properties to control
the result of the Sharpen Mesh Filter.
Curvature smoothing removes high frequency details from the precalculated
sharpen data, so the filter result has much smoother surfaces and cleaner
sharpen lines;
Intensify details displaces the vertices of creases and valleys in the direction
opposite to its neighbors average, so it intensifies high frequency details
in those areas, producing more noisy and sharp shapes:
Both this properties can be used in combination to achieve a good balance of
high and low frequency details depending on the shape and the desired result.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8447
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Previously, mesh boundaries were relaxed as any other vertex, which was
causing artifacts and unwanted deformation. In order to prevent this,
the mesh filter was using the automasking system to lock the boundary
vertices, which was hacked into the tool. For the brush, the only
solution was to enable boundary automasking to lock those vertices
in plance.
Now the relax vertex function slides the boundary vertices along the
mesh boundary edges, relaxing all the topology correctly while
preserving the shape of the mesh. The automasking hack in the relax
mesh filter was also removed as now vertices slide correctly along
the boundary.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8350
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This issue was produced by a hack in the sculpt mode code from 2.80
when the sculpt API for connectivity info was not available.
The smooth brush was the only brush that needed connectivity info,
so there were 3 different smooth functions with the connectivity
queries implemented for dyntopo, meshes and grids. The mesh version
of smoothing was checking the number of connected faces to a vertex
to mask the mesh boundaries, which was not covering all cases and
was hardcoded in the smooth function itself.
This patch removes all those legacy functions and unifies all
smooth functions into a single one using the new API and the
automasking system. In order to achieve this, there were needed
some extra changes:
- The smooth brush now does not automasks the boundaries by default,
so its default preset needs to be updated to enable automasking
- The mesh boundary info is extracted once and cached in a
bitmap, similar to the disconnected elements IDs. This makes
boundary detection work as expected in all cases, solving a lot
of known issues with the smooth brush. In multires, this info is
extracted and cached only at the base mesh level, so it is much
more memory efficient than the previous automasking system.
- In order to keep the brushes responsive as they were before,
the automasking system can now skip creating the cache when it
is not needed for the requested options. This means that for
high poly meshes and simple automasking options the brushes
won't lag on start.
Reviewed By: sergey
Maniphest Tasks: T78747
Differential Revision: https://developer.blender.org/D8260
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As tools iterators skip not visible vertices, fully hidden nodes can
also be skipped and considered as masked.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8244
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Threaded Sculpt is now always enabled by default. If it causes
performance problems compared single threaded sculpt it should be
considered a bug.
Reviewed By: sergey
Maniphest Tasks: T77638
Differential Revision: https://developer.blender.org/D7960
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Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
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Instead of accumulating displacement for each vertex into the neighbors, accumulate the opposite displacement from each neighbor into the vertex. I think this is the same and it does not produce artifacts in Multires.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D7508
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This tool is similar to the cloth brush, but it applies the cloth
simulation deformation to the whole mesh in an uniform way. The
simulation can be controlled using the mask to pin vertices and the face
sets to define force action areas.
It uses the same solver as the cloth brush which now no longer depends
on StrokeCache.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7857
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This was returning the wrong face set in cases where the active vertex
has more than one available face set.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7858
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This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor.
Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance.
* Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend.
* AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D7475
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In the main mesh filter loop vertex that do not have the active face set
are skipped, so in the following surface smooth displacement loop these
vertices were deformed using an uninitialized laplacian_disp value.
Now the main loop initializes the laplacian_disp for all vertices and
the deformation based on face sets is skipped in the second loop.
Reviewed By: jbakker
Maniphest Tasks: T75662
Differential Revision: https://developer.blender.org/D7443
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This mesh filter sharpens and smooths the mesh based on its curvature,
resulting in pinching hard edges and polishing flat surfaces. It fixes
most of the artifacts of the voxel remesher and those produced when
sculpting hard surfaces and stylized models with creasing and flattening
brushes.
It needs and accumulate_displacement step before each filter iteration which
can't be multithreaded in an easy way (it would need something to sync the
threads when modifying the data of neighbors in a different node), but this
does not affect performance in a significant way.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7335
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