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2020-08-07Merge branch 'blender-v2.90-release' into masterJacques Lucke
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-08-03Ocean Modifier: Add viewport resolutionPhil Stopford
Following work done in 2.83, the resolution control is now a real level-of-detail parameter. It is now useful to be able to set the resolution for display independently from render. This is true for both mesh generation and mesh deformation modes. For compatibility with old scenes, resolution is retained and is the render resolution. Old modifiers loaded have the value of resolution also applied to viewport resolution. This allows newer modifiers to be used in older versions without trouble Differential Revision: https://developer.blender.org/D8336
2020-08-03Cycles: add support for rendering deformation motion blur from Alembic caches.Kévin Dietrich
This patch adds the ability to render motion blur from Alembic caches. The motion blur data is derived from a velocity attribute whose name has to be defined by the user through the MeshSequenceCache modifier, with a default value of ".velocities", which is the standard name in Alembic for the velocity property, although other software may ignore it and write velocity with their own naming convention (e.g. "v" in Houdini). Furthermore, a property was added to define how the velocity vectors are interpreted with regard to time : frame or second. "Frame" means that the velocity is already scaled by the time step and we do not need to modify it for it to look proper. "Second" means that the unit the velocity was measured in is in seconds and so has to be scaled by some time step computed here as being the time between two frames (1 / FPS, which would be typical for a simulation). This appears to be common, and is the default behavior. Another property was added to control the scale of the velocity to further modify the look of the motion blur. Reviewed By: brecht, sybren Differential Revision: https://developer.blender.org/D2388
2020-07-22Modifiers: option to preserve custom normals for subsurf & multiresCody Winchester
2020-07-21Bevel: Refactor "Vertex Only" to an enumHans Goudey
This matches the change that was done to the bevel modifier so that the interface for the modifier, the active tool, and the operator are consistent. This commit extends the refactor to the bmesh implementation too, so that the parameters in the implementation don't stray too far from what is exposed. Tests are adjusted and still pass.
2020-07-09Particles: Create a simulation state for every Particle Simulation nodeJacques Lucke
Every Particle Simulation node has a name (or a path when it is in a node group). This name has to be used in the Simulation modifier on a point cloud to see the particles. Caching has been disabled for now, because it was holding back development a bit. To reset the simulation, go back to frame 1. Currently, there is no way to influence the simulation. There are just some randomly moving points. Changing that is the next step.
2020-07-02Ocean modifier: Expose eigenvectors for use as mapPhil Stopford
The eigenvectors in the ocean modifier (plus and minus) can be useful, but are not exposed. Assuming the particle system was capable, the eigenvectors could be used to drive spray emission velocities. This exposes the controls to allow a map to be generated from these eigenvectors. Currently, the values are mapped into a 0-255 range similar to foam. Differential Revision: https://developer.blender.org/D7182
2020-06-23Bevel: Refactor profile type input to use an enumHans Goudey
This will allow the easier addition of a constant radius mode in the future and some changes in the UI to mirror the recent similar change from "Only Vertices" to the "Affect" enum.
2020-06-20Bevel: add new 'Absolute' mode for interpreting 'amount' value.Howard Trickey
This mode is like Percent, but measures absolute distance along adjacent edges instead of a percentage. So, for example, if you use this mode with 2 segments and profile=1, you will see the length that the bevel moves along unbeveled edges between beveled ones will match the value specified. Many users seem to expect this behavior, even though it means the bevel width is uneven, so this option is for them.
2020-06-12Cleanup: minor changes to deform functionsCampbell Barton
- Use 'float (*)[3]' to avoid casts. - Remove unnecessary float[3] copy in gpencil_deform_verts. - Use MEM_SAFE_FREE - Use const arguments.
2020-06-05UI: Drag and Drop Modifiers, Layout UpdatesHans Goudey
This patch implements the list panel system D7490 for modifiers. It also moves modifier drawing to a callback in ModifierTypeInfo in line with the extensible architecture refactoring goal T75724. This adds a PanelRegister callback and utilities for registering panels and subpanels. It also adds the callbacks for expansion saving and drag and drop reordering described in D7490. These utilities, callbacks, and other common UI elements shared between modifiers live in MOD_ui_common.c. Because modifier buttons are now in panels, we can make use of subpanels for organization. The UI layouts also use the single column layout style consistently used elsewhere in Blender. Additionally, the mode-setting buttons are aligned and ordered consistently with the outliner. However, the large number of UI changes in this patch may mean that additional polishing is required in master. Thanks to William Reynish (@billreynish) who did a fair amount of the layout work and to Julian Eisel (@Severin) for consistent help. Differential Revision: https://developer.blender.org/D7498
2020-05-29Modifiers: add invert vgroup weights options to operands of Mix modifier.D. O
Please note that vertices which are in a vgroup are not affected by this option (which means that affected vertices from 'selection' modes remain the same). Only the weights of selected vertices get inverted. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D7811
2020-05-26Modifiers: Add normalize weights option to vertex weight modifiersCody Winchester
Original patch by Cody Winchester (@CodyWinch), several fixes and cleanup by Bastien Montagne (@mont29). Differential revision: https://developer.blender.org/D7656
2020-05-13Simulation: Add modifier to access simulation dataJacques Lucke
For now the "Simulation" modifier only exists for point cloud objects, because we need this for the particle system. Right now, the modifier is doing nothing. There is a new `DEG_add_simulation_relation` function that is used by the modifier to make sure that the simulation is evaluated before the modifier is executed. Reviewers: brecht, sergey Differential Revision: https://developer.blender.org/D7549
2020-05-07Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-07Fix T75793: Mirror modifier UV flip only works on first UDIM TilePhilipp Oeser
Was flipping around the 0-1 range, now (optionally) flip around each tile. Also added this option for BMesh bmo_mirror. Reviewed By: campbellbarton Maniphest Tasks: T75793 Differential Revision: https://developer.blender.org/D7460
2020-04-24Cleanup: declare values for enum typesCampbell Barton
Avoids accidents when adding/removing items from an enum.
2020-04-14Add Complex Solidify option for thickness per faceHenrik Dick
Add an option to solidify complex which will make faces which have thickness controlled by vertex weights flat/even, and parallel to their original face. For each face it uses the minimal weight assigned to its vertices to control the thickness. This will help users for example in architecture or basic CAD design by finally making solidify work there at all if altering thickness is needed. Differential Revision: https://developer.blender.org/D7340 Reviewed and minor cleanups by Batien Montagne (@mont29).
2020-04-14Improve Solidify/Bevel Modifier cooperationHenrik Dick
Adds a slider to solidify which allows the user to add bevel weight on the outside or remove bevel weight from the inside. Also includes a very small improvment for working with subsurface modifier where the rim edge in complex solidify will now also have a chance to get a crease if there is only two adjacent edges. Differential Revision: https://developer.blender.org/D7334 Reviewing and minor cleanups: Bastien Montagne (@mont29).
2020-04-13Fix T75032: New complex solidify algorithm handles poorly merging threshold ↵Henrik Dick
of small geometry details. * Implemented the algortihm that would merge vertices to the weighted center between them. * Exposed the merge threshold to the user. The new default tolerance is 0.0001 (versionning code ensures that previous default value remains in use to avoid any change in existing files). Review and minor changes/cleanups from Bastien Montagne (@mont29).
2020-04-10Modifiers: Add Bone option for Texture Mask ObjectCody Winchester
This patch adds the option to use an armature bone in place of an object for texture mask coordinates. This affects the 3 vertex weight modifiers, the displace modifier, the warp modifier, and the wave modifier. With minor changes from Bastien Montagne (@mont29). Differential Revision: https://developer.blender.org/D7348
2020-03-31Add Voxel Mode to the Remesh modifierPablo Dobarro
This adds the Voxel Mode to the current remesh modifier. It works exactly the same way as the voxel remesh operator and uses the same properties to control the remeshing. We can exand this with more options in the future (fix poles, reprojection...) Reviewed By: brecht Differential Revision: https://developer.blender.org/D7292
2020-03-27Surface Deform modifier: add vertex group and strength control.Cody Winchester
This commit aims to add functionality to the surface deform modifier that gives more control and allows it to work better with the modifier stack. * Maintains compatibility with older files. The default settings keep it so that the whole object is bound and vertex coordinates get overwritten as the modifier currently does. * Turns the deformations from an absolute vertex coordinate overwrite into an additive offset from the vertex location before the modifier to the resulting bound deformation. This gives the ability to control the strength of the deformation and mix the deformation of the modifier with the modifier stack that comes before it. * Also adds in a vertex group with the invert option. This is applied after the bind deformation is added. So the whole object is still bound to target, and the vertex group filters afterwards what parts get affected. I experimented with a version to only binds the geometry weighted to the vertex group, but that would break compatibility with old files. I may bring it in later as a separate option/mode for the surface deform. With several fixes from @mont29. Reviewed By: mont29 Differencial Revision: https://developer.blender.org/D6894
2020-03-27Solidify modifier: add option to assign shell & rim geometry to selected ↵Cody Winchester
vertex groups. This commit gives the solidify modifier the ability to assign the newly created shell and rim geometries to selected vertex groups. This expands the procedural control over the modifier stack by letting users apply modifiers to the shell geometry without affecting the original geometry. This will be especially helpful for NPR users that use solidify to create backface culling lines on their characters giving them the ability to add displace noise and other effects. Differential Revision: https://developer.blender.org/D6903
2020-03-27Warp modifier: add bone from and bone to options when using armature objectsCody Winchester
This commit adds the option to use armature bones for the From and To targets when using armature objects. The changes are based on the UV Warp modifier. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6820
2020-03-24Add invert mapping option to proximity weight edit modifier, and some cleanup.Bastien Montagne
2020-03-24Modifiers: Vertex Weight Edit add invert curve falloff optionCody Winchester
This commit adds the option to invert the resulting weights of the falloff curve. There is a workflow used by some to convert a texture mask into vertex weights by using a custom curve and inverting the points. This allows the same effect with a single click, and gives the modifier more procedural functionality. With minor UI tweaks by @mont29. Differential Revision: https://developer.blender.org/D6899
2020-03-12Ocean: add new spectra modes to the ocean modifierPhil Stopford
This extends the ocean modifier to add new spectra (Pierson-Moskowitz, Jonswap, TMA). These models are very different to the Phillips spectrum. They are intended for more established, large area, oceans and/or shallow water situations.
2020-03-10Modifiers: Corrective Smooth modifier, new Scale parameterLucas Veber
When scaling the root bone of a rig to apply a global scale, the corrective smooth modifier results in wrong deformation due to incorrect scaling. The delta calculations are not taking into account any scale value. To fix it, a scale property is added to the modifier, allowing to set manually the scale value for the deltas by simply multiplying the vectors by this value. There is a similar implementation in Maya's Delta Mush deformer. This property can be for example driven by the scale of the root bone of the rig, to dynamically update when the animator scale this bone. Reviewed By: brecht, sybren Differential Revision: https://developer.blender.org/D6622
2020-03-03Modifiers: Wave add invert vgroup optionBastien Montagne
Adds the invert vgroup option to the Wave modifier. Differential Revision: https://developer.blender.org/D6893
2020-02-20Cleanup: unused enumsCampbell Barton
2020-02-18Modifiers: UVWarp modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the UVWarp modifier. Adds a flag and char padding to the DNA. Differential Revision: https://developer.blender.org/D6841
2020-02-18Modifiers: Bevel modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the Bevel modifier. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6845
2020-02-18Modifiers: Explode modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the Explode modifier. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6844
2020-02-18Modifiers: Laplacian Deform modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the Laplacian Deform modifier. Differential Revision: https://developer.blender.org/D6843
2020-02-18Modifiers: Laplacian Smooth modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the Laplacian Smooth modifier. Differential Revision: https://developer.blender.org/D6842
2020-02-15Fix warp modifier invert vertex group duplicate flagCampbell Barton
2020-02-15Modifiers: Add option to directly specify a 2D transform for UVWarpLukas Stockner
Currently the only option is to warp based on the transform of other objects, which is inconvenient if you want to e.g. control it through a driver - you need to set up a dummy object and go through that, which is clunky and should be unneccessary. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6690
2020-02-12Modifiers: Vertex Weight Modifiers add invert vgroup optionCody Winchester
Adds the invert vgroup mask option to the Vertex Weight modifiers. These 3 modifiers share the same functions so they needed to be modified at the same time. They are all setup the same with the invert vgroup option being added. I had to add a flag to the Mix modifier but the others I use the existing flags. Differential Revision: https://developer.blender.org/D6819
2020-02-12Modifiers: Weld Modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the weld modifier. Differential Revision: https://developer.blender.org/D6818
2020-02-12Cleanup: clang-format.Bastien Montagne
2020-02-12Modifiers: Hook Modifier add invert vgroup optionCody Winchester
Adds the invert group optin to the hook modifier. Differential Revision: https://developer.blender.org/D6817
2020-02-07Cleanup: Improve usage of extern "C"Jacques Lucke
2020-02-06Smooth Modifier add invert vgroup optionCody Winchester
Adds the invert vertex group option to the smooth modifier. Setup same way as previous modifiers. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6745
2020-02-06Curve Modifier add invert vgroup optionCody Winchester
Adds the invert vertex group option to the Curve modifier. Adds a short flag and char pad to the Curve modifier DNA. Passes the flag into the curve_deform_verts function as the weight values are found there and not in the modifiers .c file. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6746
2020-02-06Lattice Modifier add invert vgroup optionCody Winchester
Adds the invert vertex group option to the Lattice modifier. Adds a short flag and modifies the existing char padding for the correct amount. Adds a .invert_vgroup to the LatticeDeformUserdata. Passes the flag into the lattice_deform_verts function where the weights around found and used. For the other calls of lattice_deform_verts function they pass in NULL for the flag in the same way they pass NULL for the vgroup name. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6747
2020-02-03Warp Modifier add invert vgroup optionCody Winchester
Adds the invert vertex weights option to the Warp Modifier. Setup in the same way as the other modifiers. Uses the existing flag char that is labeled unused. Differential Revision: https://developer.blender.org/D6720
2020-02-03Displace Modifier add invert vgroup optionCody Winchester
Adds the invert vertex weights option to the Displace modifier. Adds a flag and char padding to the Displace modifier DNA for the invert group boolean. Differential Revision: https://developer.blender.org/D6686
2020-01-27Cast modifier: Add invert vgroup option.Cody Winchester
Adds the Invert Vertex Group weight option to the Cast modifier. Uses the same setup as similar modifiers invert weight. Adds a boolean invert property next to the vertex group string in the modifier and subtracts the current vertex weight from 1.0f if it is turned on. Differential Revision: https://developer.blender.org/D6671 Minor modifications by @mont29.