Age | Commit message (Collapse) | Author |
|
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the
render pass tab and used in shader materials. Both Object and World based
shaders are supported. The AOV can be previewed in the viewport using the
renderpass selector in the shading popover.
AOV names that conflict with other AOVs are automatically corrected. AOV
conflicts with render passes get a warning icon. The reason behind this is that
changing render engines/passes can change the conflict, but you might not notice
it. Changing this automatically would also make the materials incorrect, so best
to leave this to the user.
**Implementation**
The patch adds a copies the AOV structures of Cycles into Blender. The goal is
that the Cycles will use Blenders AOV defintions. In the Blender kernel
(`layer.c`) the logic of these structures are implemented.
The GLSL shader of any GPUMaterial can hold multiple outputs (the main output
and the AOV outputs) based on the renderPassUBO the right output is selected.
This selection uses an hash that encodes the AOV structure. The full AOV needed
to be encoded when actually drawing the material pass as the AOV type changes
the behavior of the AOV. This isn't known yet when the GLSL is compiled.
**Future Developments**
* The AOV definitions in the render layer panel isn't shared with Cycles.
Cycles should be migrated to use the same viewlayer aovs. During a previous
attempt this failed as the AOV validation in cycles and in Blender have
implementation differences what made it crash when an aov name was invalid.
This could be fixed by extending the external render engine API.
* Add support to Cycles to render AOVs in the 3d viewport.
* Use a drop down list for selecting AOVs in the AOV Output node.
* Give user feedback when multiple AOV output nodes with the same AOV name
exists in the same shader.
* Fix viewing single channel images in the image editor [T83314]
* Reduce viewport render time by only render needed draw passes. [T83316]
Reviewed By: Brecht van Lommel, Clément Foucault
Differential Revision: https://developer.blender.org/D7010
|
|
Just a misplaced assignment to the return value from the panel handler
in rB600fb28b6295.
|
|
This adds a new property to the sculpt vertex color paint brush to limit
the area of the brush that is going to be used to sample the wet paint
color. This is exactly the same concept as normal radius and area radius
that exist for sculpting brushes for sampling the surface depth and
orientation.
When working near color hard edges, this allows to prevent the color
from the other side of the edge to blend into the wet paint.
With 1.0 (the previous default) wet paint radius, as soon as the brush touches
one vertex of the other color, the wet paint mix color changes, making it
impossible to maintain the border between the two colors.
Reviewed By: sergey, dbystedt, JulienKaspar
Differential Revision: https://developer.blender.org/D9587
|
|
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
|
|
This was missing from D9623. Now the same sculpt scene stats are also
displayed in the status bar.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9700
|
|
The displayed value was always that of the x axis.
|
|
When change the order of the stroke using the arrange operator, the arrange was done, but the viewport did not display the result until you refresh the viewport.
|
|
These operators existed since 2.83, but the menu was hidden by error.
Also the operators have been cleanup and make multiframe compatible.
Reviewed By: mendio
Differential Revision: https://developer.blender.org/D9671
|
|
Fix a crash when right-clicking in the Graph Editor animation channel
list. The code for getting selected keyframes was not checking for baked
curves.
|
|
Add Custom Space to the list of space conversions for constraints.
Constraints can use World Space, Local Space, Pose Space, Local with
Parent, and now also Custom Space with a custom object to define the
evaluation space.
The Custom Space option uses the Local Space of an other
object/bone/vertex group. If selected on owner or target it will show a
box for object selection. If an armature is selected, then it will also
show a box for bone selection. If a mesh object is selected it will show
the option for using the local space of a vertex group.
Reviewed By: #animation_rigging, sybren, Severin, angavrilov
Differential Revision: https://developer.blender.org/D7437
|
|
|
|
The previous commit surfaced a bug introduced in rBab4654cdfe8f in which
a boolean wasn't initialized to false.
|
|
The icons for collapsed children already draw highlighted when hovered.
Because the item icons are now select targets (for outliner to properties
editor tab switching) this adds highlights on hover for all outliner
element icons.
|
|
This is consistent with the way other panel type fields are stored.
|
|
During the development of the new nodes in the `geometry-nodes` branch
the color of the new nodes wasn't considered, so all of the nodes ended
up red, the color for "input" nodes. This patch introduces two new
colors, one for "Geometry" and one for "Attributes". There are only two
attribute nodes currently, but the next sprint will add two more,
attribute mix, and sample from texture. The attribute nodes are
conceptually different enough from the nodes that modify the geometry
that they deserve their own color.
Differential Revision: https://developer.blender.org/D9682
|
|
Inconsistency between overlay popover and implementation. Now the
metadata will not be visible when the overlays are turned off.
|
|
Until there is a icon made specially for this, the nodetree icon is up
for grabs. Using it in the nodegroup + modifier + editor helps the users
to make a connection on where to edit those modifiers.
|
|
Since Point Cloud was removed from experimental this is no longer needed.
|
|
The point cloud object is the only one that will support instancing at
first. So we can expose it as a regular object.
It is limited since it has no edit mode. But this is not different than
the volume object.
|
|
|
|
This commit adds functions to set and get the object's active
modifier, which is stored as a flag in the ModifierData struct,
similar to constraints. This will be used to set the context in
the node editor. There are no visible changes in this commit.
Similar to how the node editor context works for materials, this commit
makes the node group displayed in the node editor depend on the active
object and its active modifier. To keep the node group from changing,
just pin the node group in the header.
* Shortcuts performed while there is an active modifier will affect
only that modifier (the exception is the A to expand the modifiers).
* Clicking anywhere on the empty space in a modifier's panel will make it active.
These changes require some refactoring of object modifier code. First
is splitting up the modifier property invoke callback, which now needs
to be able to get the active modifier separately from the hovered
modifier for the different operators.
Second is a change to removing modifiers, where there is now a separate
function to remove a modifier from an object's list, in order to handle
changing the active.
Finally, the panel handler needs a small tweak so that this "click in panel"
event can be handled afterwards.
|
|
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate
It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.
Notes on the Generic attribute access API
The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
This is mainly necessary, because we have to deal with "legacy" attributes
such as vertex weights and attributes that are embedded into other structs
such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
attribute is stored on. So we want to abstract away the interpolation that
that adapts attributes from one domain to another domain (this is not
actually implemented yet).
Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
access and one for write access might be enough, because we know all the ways
in which attributes are stored internally. We don't want more different internal
structures in the future. On the contrary, ideally we can consolidate the different
storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.
It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
|
|
Note: This also changes the Shader socket color, to match "Shading" in the Outliner.
Theme update for shader nodes will be committed separately.
Ref T82689.
|
|
We still have to pick a color for this socket.
Ref T81848.
|
|
toolshelf
`invert_snap` could be called before `snap_gizmo->keymap` was found.
Use the lazy initialization in `invert_snap` then.
|
|
This fixes T68521, T82334.
The object are not properly mirrored in object mode.
For mirroring an object that has an arbitrary rotation along the X axis
this is the procedure:
1. mirror x location.
2. negate x scale of the
3. negate y and z component of the rotation (independent of which rotation mode is used).
This knowledge applies now for all angles and axes to finally make the
mirror operation work in object mode.
The new mirror function has the downside that it can not (in this form)
be used with proportional editing.
This is no problem since the old behavior can still be replicated by
scaling with -1 along any axis.
The solution to get perfect mirrors can not work for scaling in general,
because in that case there could be scew created.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D9625
|
|
Caused by rBba97da21acf2.
For non-topology mirror hidden verts were never respected/included in
EDBM_verts_mirror_cache_begin (they were excluded from the kdtree).
Prior to said commit, hidden mirrored verts that were still in the map
would have been excluded in a separate loop over vertices in
'editmesh_mirror_data_calc()' by checking BM_ELEM_HIDDEN. Due to the new
nature of this function this check was now moved to
EDBM_verts_mirror_cache_begin.
Maniphest Tasks: T83119
Differential Revision: https://developer.blender.org/D9673
|
|
Makes it more clear whether object is allowed or not allowed to be NULL.
Also, avoids possible access to the different object mode enumerator.
Should be no functional changes.
|
|
ob can be NULL, so it needs to be checked before accessing ob->mode
Differential Revision: https://developer.blender.org/D9680
|
|
These functions were only checking the X axis for flipping the
displacement for a symmetry area depending on the initial position of
the pivot.
This affects transform and any other tools that transform vertices and
applies symmetry based on areas (the pose brush, for example).
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9654
|
|
This adds the vertex and face count info to the scene stats in sculpt
mode. These stats count the active vertices and faces in the
sculptsession for the active object. This has the following advantages:
- It is possible to know how many vertices the sculptsession has active
comparted to the vertex count of the entire scene from sculpt mode
- When sculpting with constructive modifiers, these stats will report the
number of vertices that you can actually sculpt with, instead of the
vertex count of the modified mesh and the entire scene.
Reviewed By: sergey, dbystedt
Differential Revision: https://developer.blender.org/D9623
|
|
Also use LISTBASE_FOREACH in a few places and generally clean up
the code for the two sidebar panels "Sockets" and "Interface".
|
|
axis-constraining on release
Release confirm did not consider modal keymap events.
|
|
Extract initialisation code of box selection into separate functions.
No functional changes.
Reviewed By: zeddb, sybren
Differential Revision: https://developer.blender.org/D9196
|
|
Fix various problems in the Action Group rearranging code. All fixes are
necessary to resolve the bug.
- Before groups are rearranged, the channels are moved into their
respective groups (so no longer referenced by `action->channels`). A
temporary group is made for ungrouped channels. The code made
assumptions about the channels being in the same order as the groups;
that assumption has been removed.
- Looping over channels in an Action Group should stop when reaching the
last channel, and not until `NULL`.
- After all the reshuffling is done, the `action->channels` linked list
wasn't terminated properly. Now `first.prev` and `last.next` are set
to `NULL` to avoid infinite loops.
|
|
Some minor cleanups to make an upcoming bugfix easier.
No functional changes.
|
|
This operators reset the vertex color information of the strokes.
If nothing is selected, all strokes are reset. If any is selected, only selected strokes are reset.
Also added a new menu Paint in Vertex Color mode.
Differential Revision: https://developer.blender.org/D9647
|
|
Was only assigned to truth, always. Never read back.
|
|
As proposed in T74432 and already implemented in several commits,
"region" is the preferred name for `ARegion` variables, rather than
any variant of "ar". This commit changes a few "ar" variables that have
popped up over time and also adjusted names of variants like "arnew".
|
|
The incremental was taking priority but the other elements are mandatory.
|
|
The change was intentional so that the orientation matrices match
(`rv3d->viewinv` becomes equal to the orientation matrix).
But, although in a projection matrix the Z axis is negative, this
should not be so from the user's point of view.
So the solution here is to negate the Z axis when the View orientation
is chosen.
This affects all modes, but is only evident for rotation.
---
Another change here is to use the final rotation value (`values_final`)
for the gizmo drawing since this value can be changed by the mode.
|
|
Prefix a return parameter with `r_` to follow the style guide. No
functional changes.
|
|
Move the logic for determining if the item at a given x position is an
icon into the function. This is used for determining selection over an
icon, and will be used in a later commit for checking for hover over an
icon. No functional changes.
|
|
This adds support for incremental updates in the sculpt transform
code. Now tools can define if they need the displacement applied
for the original coordinates or incrementally.
This is needed for features like elastic transform or cloth deformation
target in the transform tool.
No functional changes.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9547
|
|
The event "value" is not really required since this operation works as a toogle.
This change cleans and simplifies the code.
|
|
The panel title text intersected any buttons in the header because
the label offset retrieved from the layout code was not scaled by
the block's zoom level. Error in rB0d93bd8d63980.
|
|
The transform modifiers are confirmed by releasing any button.
Thus, the operation can be falsely confirmed if the button that launched
the operation is released after the modifier has been activated.
Previously the events that confirmed the modifiers were hardcoded.
An option to fix this would be to add custom confirmation keyitens for
specific modifiers. But this can be a bit confusing and would make the
modal keymap even bigger.
So the solution here is to skip the button that launched the operation
when confirming the modifier.
|
|
Previously, the alternate row color in the Video Sequence Editor was
just a shaded version of the editor's background color. This makes it
theme-able just like in the file browser and outliner, although the
default color is very slightly different.
Differential Revision: https://developer.blender.org/D9634
|
|
the mesh
If the cursor is not over the mesh, the operator was still using the
last Face Set ID updated by the drawing cursor code when the cursor was
over the mesh.
This now cancels the operator instead of modifying a Face Set that will
look random to the user.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9545
|
|
The original name was chosen because symmetry was a property of
the Paint struct. Now symmetry is a property of meshes, which
also makes the name of the property easier to understand.
Reviewed By: sergey, dbystedt
Differential Revision: https://developer.blender.org/D9618
|