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2018-08-14Multires: Synchronize settings with Subsurf modifierSergey Sharybin
Currently no functional changes, just exposes all settings which we need for OpenSubdiv, similar to what Subsurf modifier is doing already. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D3602
2018-08-13Subsurf: Introduce quality optionSergey Sharybin
For users it defines how accurate vertex positions are in terms of limit surface (as in, how close the vertices locations to the condition when they are calculated for an infinitely subdivided mesh). This affects things like: - Irregular vertices (joint of 3 or more edges) - Crease Keep quality value low for performance. NOTE: Going higher does not necessarily mean real improvement in quality, ideal case might be reached well before maximum quality of 10. Quality of 3 is a good starting point. Internally quality is translated directly to adaptive subdivision level. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D3599
2018-08-13Subsurf: Remove OpenSubdiv options from modifierSergey Sharybin
There are following reasons to do so: - The plan is to replace it with some sort of object or viewport option, so we can apply OpenSubdiv subdivisions on top of modifier stack and keep modifier stack purely CPU side. This will solve issues when adding some relation in scene will force modifier to be evaluated on CPU. - With new upcoming OpenSubdiv based CPU modifier implementation we can cache topology similar to what GPU side was doing, which will already be reasonably faster. - OpenSubdiv GPU does not work since the OpenGL version bump, and is to be rewritten with all the adaptive refine options kept in mind. Since OpenSubdiv GPU was already broken and was only causing object to become invisible, there is no reason to keep having that option in the modifier. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D3598
2018-08-13Subsurf: Make uv boundaries easily extendibleSergey Sharybin
This replaces old single toggle option to subdivide UVs with an enum which can have more options. The usecase for this is to be compatible with other software. But we also might choose different subdivision type as default in the future. DNA and underlying code supports all possible options, but only the ones which are compatible with old subdivision code are currently exposes. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D3575
2018-07-21Merge branch 'blender2.8' into soc-2018-bevelRohan Rathi
2018-07-19Code cleanup and fixesRohan Rathi
2018-07-18Subsurf: Add subdivision code which uses new moduleSergey Sharybin
The code is ifdef-ed for now, since there is more work needed to be done before we can officially switch to it. Uses new subdiv module.
2018-07-10Ocean Modifier: refactored the delayed-refresh approachSybren A. Stüvel
The approach of setting 'refresh' flags on the modifier, and performing the associated actions when the modifier is being evaluated, is a bad one. Instead, we use the separation of the original and the evaluated copy to 'refresh' certain things (because they simply aren't set at all on the original). Other actions are now done directly with BKE_ocean_xxx functions on the original data, intead of during evaluation.
2018-07-06Merge remote-tracking branch 'origin/master' into blender2.8Sybren A. Stüvel
2018-07-06Ocean Modifier: removed unused refresh flagsSybren A. Stüvel
The flags were set and cleared correctly, but nothing was actually reading them.
2018-07-06Ocean Modifier: removed the MOD_OCEAN_REFRESH_ADD flagSybren A. Stüvel
The flag was only used in readfile.c, and resulted in a delayed call to BKE_ocean_add(); this call is now immediately made instead as it's not very expensive.
2018-07-04Fluid Sim: Removed unused PointCache pointerSybren A. Stüvel
The only uses were setting it to NULL and asserting it is NULL.
2018-07-04Cloth simulation: share point cache between CoW copies of objectsSybren A. Stüvel
2018-07-02Merge branch 'blender2.8' into soc-2018-bevelRohan Rathi
2018-07-02Refactored bevel normal editing functionality.Rohan Rathi
2018-06-27Patch to fix shading continuity.Rohan Rathi
Added it as extension to harden. Tried out different methods to fix normals, Though as with width and segments changes shape, orientation of new polys a non-smooth method of fix was not possible. Current method aggregates vertex normals into a smooth fan without affecting edge shading. Still need to fix the crease at new vertex edges
2018-06-22Added UI for harden normals and normal control in bevel modifierRohan Rathi
2018-06-22Modifiers: Remove remaining parts of md->sceneSergey Sharybin
2018-06-22Cloth: Move away from scene stored in cloth modifier dataSergey Sharybin
2018-06-20Merge branch 'blender2.8' into soc-2018-bevelRohan Rathi
2018-06-19Added face strength in bevel modifierRohan Rathi
The selected face strength (Weak/Medium/High) can be used by the WN Modifier to determine influence of current face in
2018-06-17Merge branch 'master' into blender2.8Campbell Barton
2018-06-17Cleanup: trailing space for DNA headersCampbell Barton
2018-06-14Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/modifiers/intern/MOD_normal_edit.c source/blender/windowmanager/intern/wm_files.c
2018-06-14Fix T55470: Add option to not fix polygons' winding to Edit Normals modifier.Bastien Montagne
this is actually adding option to add buggy behavior, but.. NPR often expects buggy behaviors, and its one of the main targets for normal editing. So think it's reasonable to add that option (disabled by default of course). Note that am not really happy with UI, but: * Not sure where to put it, it's kind of own self-contained area option. * Don't to make it too much visible, using this should be the exception!
2018-06-11Added ability to harden normals.Rohan Rathi
Uses 2 different params: mode and strength. There are still some hiccups with how 2.8 interacts with normals. Will resolve as support gets better
2018-06-04Added UI support for seams and sharp edges and cleanupRohan Rathi
2018-05-29Merge branch 'blender2.8' into soc-2018-bevelRohan Rathi
2018-05-26Fix T55207, fix T55208: hair not positioned correctly after subsurf.Brecht Van Lommel
The problem was that the particle system modifier was reading ob->derivedDeform during modifier stack evaluation. Due to the mesh -> DM conversion this was no longer set leading to wrong results. In fact we don't really need the deformed mesh, just the original mesh topology for face/poly index remapping. So the solution is to use that instead.
2018-05-25Applied soc-2017-normal-toolsRohan Rathi
2018-05-24Fix all modifiers that depended on BKE_modifier_get_evaluated_mesh_from_objectDalai Felinto
This fix applying the following modifiers: * Boolean (working already) * Array * Mesh Deform * Surface Deform * Vertex Weight Proximity This function was to return evaluated mesh. So it should get the evaluated object at all times. So in this case it makes more sense to simply pass the depsgraph (or in this case the ModifierEvalContext that contains both the depsgraph and the flag. Solution discussed with Bastien Montagne.
2018-05-22Modifiers: ported Cloth DerivedMesh → MeshSybren A. Stüvel
The modifier is still quite slow; this could be due to caches being written to a CoW datablock instead of the original one. More investigation is needed.
2018-05-17Modifiers: ported Surface DerivedMesh → MeshSybren A. Stüvel
2018-05-16Particle System: ported most DerivedMesh → MeshSybren A. Stüvel
There are a few places where DerivedMesh is still used, most notably when calling the (not yet ported) cloth simulation. There is also still the use of Object.derivedDeform and Object.derivedFinal. Those places are marked with a TODO. Some functions in the editors module were copied to accept Mesh. Those already had 'mesh' in the name; the copies are suffixed with '__real_mesh' for easy renaming later when the DM-based functionality is removed.
2018-05-09Modifiers: ported Surface Deform to MeshSybren A. Stüvel
The modifier performed the 'bind' operation not in the bind operator, but delayed in the mesh evaluation. This saved the result in a CoW copy instead of in the actual modifier data. The binding operator now follows the same approach as Mesh Deform: it forces the modifiers to run on the real (non-CoW) data, making it possible for the modifier to store the binding data. This commit also ports the usage of DerivedMesh to Mesh.
2018-05-08Ported Mesh Deform modifierSybren A. Stüvel
This modifier still has issues that are not related to this port: - While editing the deformation mesh, the deformed mesh doesn't update. This update only happens after exiting edit mode, making editing cumbersome. - Binding doesn't work yet. It works fine when binding in master and loading pre-bound in 2.8. This was also an issue before this port, and will be investigated separately.
2018-05-02Static Override: add insertion for modifiers and one constraints, fix ↵Bastien Montagne
editing of inserted items in collections. Now insertable collection items have a flag to say they are 'local' (and hence can be freely edited).
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19Merge branch 'master' into blender2.8Campbell Barton
2018-04-19Port particle instance modifier changes from Gooseberry branchSergey Sharybin
The work is mainly from Lukas Toenne, with some modifications from myself. Includes following obvious changes: - Particle system selection is now name-based, with lookup menu. - Lots of new options to control varieties. Changes comparing to the Gooseberry branch: - Default values and versioning code ensures same behavior as the old modifier. - Custom data layers are coming from vertex color, the modifier does not create arbitrary layers now. The hope is to keep data more manageable, and maybe make it easier to select in the shader later on. This means, values are quantized to 256 values, but it should be enough to get varieties in practice. Reviewers: brecht, campbellbarton Reviewed By: brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D3157
2018-02-08Merge branch 'master' into blender2.8Sergey Sharybin
2018-02-08Remove Carve booleanSergey Sharybin
We've got quite comprehensive BMesh based implementation, which is way easier for maintenance than abandoned Carve library. After all the time BMesh implementation was working on the same level of limitations about manifold meshes and touching edges than Carve. Is better to focus on maintaining one boolean implementation now. Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D3050
2018-02-07Merge branch 'master' into blender2.8Campbell Barton
2018-02-07Cleanup: add _types.h suffix to DNA headersCampbell Barton
2018-01-09Merge branch 'master' into blender2.8Sergey Sharybin
2018-01-09Add deform axis for Simple Deform modifierCampbell Barton
D2989 by @dmarra w/ own edits
2017-12-07Merge branch 'master' into blender2.8Campbell Barton
2017-12-06Array Modifier: option to offset UV'sCampbell Barton
D2912 by @Zuorion
2017-10-17Merge branch 'master' into blender2.8Campbell Barton
2017-10-17Cleanup: use 'e' prefix for enum typedefsCampbell Barton
Convention was only followed loosely, apply to DNA where changes aren't likely to conflict. (Skipped ModifierType for eg).