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User can specify filtering options inside line art modifier,
like inverting selection and including face mark region border.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11307
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This patch includes: Floating edge type support,
Special chaining option for floating edge,
Chaining option for reducing jagged edges when floating
edges are involved.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11306
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This patch enables bound box check when loading geometry
into line art. Works with overscan as well. Will discard
object if its bbox completely lies in one side of the
clipping space frustum.
Reviewed by: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11545
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For scenes that have a lot of edges, this could potentially
save some time generating individual strokes that are outside
camera frustum.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11525
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This allows line art to run only once for each modifier stacks,
with an option to toggle a specific line art modifier should
use cache or re-do their own calculations.
Reviewed By: Sebastian Parborg (zeddb), Hans Goudey (HooglyBoogly)
Differential Revision: https://developer.blender.org/D11291
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After looking into task isolation issues with Sergey, we couldn't find the
reason behind the deadlocks that we are getting in T87938 and a Sprite Fright
file involving motion blur renders.
There is no apparent place where we adding or waiting on tasks in a task group
from different isolation regions, which is what is known to cause problems. Yet
it still hangs. Either we do not understand some limitation of TBB isolation,
or there is a bug in TBB, but we could not figure it out.
Instead the idea is to use isolation only where we know we need it: when
holding a mutex lock and then doing some multithreaded operation within that
locked region. Three places where we do this now:
* Generated images
* Cached BVH tree building
* OpenVDB lazy grid loading
Compared to the more automatic approach previously used, there is the downside
that it is easy to miss places where we need isolation. Yet doing it more
automatically is also causing unexpected issue and bugs that we found no
solution for, so this seems better.
Patch implemented by Sergey and me.
Differential Revision: https://developer.blender.org/D11603
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These were limited to obvious cases. Some less obvious cases
were kept as refactoring might make them necessary in future.
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The original fix was probably flushed by some newer
line art commits. Fixed.
See https://developer.blender.org/T88464
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Under some circumstances using task isolation can cause deadlocks.
Previously, our task pool implementation would run all tasks in an
isolated region. Now using task isolation is optional and can be
turned on/off for individual task pools.
Task pools that spawn new tasks recursively should never enable
task isolation. There is a new check that finds these cases at runtime.
Right now this check is disabled, so that this commit is a pure refactor.
It will be enabled in an upcoming commit.
This fixes T88598.
Differential Revision: https://developer.blender.org/D11415
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Move BMesh conversion and all loading code into worker.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11288
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FOV was expanded to cover the shifting range,
rather than to precisely cut at the image border. Now fixed.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11523
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Small bug that's causing edge count to be incorrect in
final culled list, just being offset exactly 1 entry.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11513
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The variable is assigned below again and the initial value is not used.
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There was a double apply of the thickness due a bug in the fading new parameter.
Differential Revision: https://developer.blender.org/D11483
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This is due to cam->obmat precision issue,
where it affects view vector precision.
Reviewed by Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11461
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Use array instead of ListBase for line art
bounding area linked triangles and edges.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11302
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Change `reln` to `eln`.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11411
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This clarifies the data structures for storing edges
for different calculation stages.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11386
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Make variable naming consistent with struct names.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11382
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This will update active camera based on the maker for each frame.
Reviewed By: Sebastian Parborg (zeddb), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D11358
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Includes fixes to misspelled function names.
Ref D11280
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Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D8264
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This is caused by lacking of consideration of
OB_DUPLICOLLECTION in updateDepsgraph() in the
modifier.
Reviewed by: Antonio Vazquez (antoniov)
https://developer.blender.org/D11292
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As in the old Blender Internal baking code, this still relies on there being a
good mapping to the original vertices.
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After talking with the GP team, we agree in disable these options when the factor is used in Build modifier.
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This patch adds the Randomize options that exist in the Array modifier to the offset modifier.
Currently the patch uses
```
BLI_findindex(&gpf->strokes, gps);
```
to get the index of the current stroke for making each stroke a different seed value. This is how the noise modifier also gets the stroke seed value and it is noted there as well that this method is slow, and should be fixed in the future with another method of getting the stroke index.
Other methods were explored such as using the total number of points of the stroke, but that makes the randomize options incompatible with other modifiers before it such as Multiple Strokes, Array, Build, and Simplify.
{F9591325}
Differential Revision: https://developer.blender.org/D10171
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Thickness modifiers
This patch allows you to dynamically control stroke's opacity and thickness using an object for distance reference in the modifier. Fading range is adjustable, and it is compatible with current curve/vertex group selection.
Reviewed By: #grease_pencil, antoniov, mendio
Maniphest Tasks: T82177, T80194
Differential Revision: https://developer.blender.org/D9091
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Reviewed by Sebastian Parborg
https://developer.blender.org/D11095
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Reviewed by Sebastian Parborg
https://developer.blender.org/D11095
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Reviewed by: Sebastian Parborg
Differential Revision: https://developer.blender.org/D11089
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Factor value
When having a checkbox and a value both in one row together with an
animation decorator it is questionable whether the decorator should act
on animating the checkbox or the corresponding value. At the moment,
usage in modifiers does not seem to be very consistent:
Here the animation decorator works for animating the checkbox:
- `Build` (greasepencil) > `Factor` (this was reported and is changed in
this patch to act on the value instead of the checkbox)
- `DataTransfer` > `Topology Mapping` > `Max Distance` (this I guess
should also act on the value instead of the checkbox)
- `Edge Split` > `Edge Angle` (questionable)
- `Mirror` > `Merge` (questionable)
- `Screw` > `Merge` (questionable)
- `Wireframe` > `Crease Edges` (questionable)
Here the animation decorator works for animating the value:
- `VertexWeightEdit` > `Group Add/Remove Threshold`
- `Decimate` > `Symmetry`
So in this patch only the behavior in the greasepencil Build modifier UI
is changed, since I think it is quite obvious that one would more often
use the decorator for animating the factor value than for animating the
checkbox.
Maniphest Tasks: T87263
Differential Revision: https://developer.blender.org/D10910
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