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2016-08-07GPencil: Add option to draw new strokes on back of layerAntonioya
For artist point of view is very useful to have an option to draw by default the new strokes on back of all strokes in the layer.
2016-08-04Grease Pencil v2 BranchAntonio Vazquez
Improve current Grease Pencil in order to get a better 2D animation tool. More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov Reviewed By: Severin, aligorith, campbellbarton Patch by @antoniov, with edits by @Severin. Differential Revision: https://developer.blender.org/D2115
2016-07-25Curve Drawing: Add option to use new refit methodCampbell Barton
2016-07-04Environment lighting for the GLSL modeAlexander Romanov
Environment lighting (aka ambient) is a key component of any renderer. It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes. It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine. Before: {F113921} After: {F113922} Example file: {F319013} Original author: valentin_b4w Alexander (Blend4Web Team) Reviewers: valentin_b4w, campbellbarton, merwin, brecht Reviewed By: brecht Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin Projects: #rendering, #opengl_gfx Differential Revision: https://developer.blender.org/D810
2016-06-07World space switch for BI nodes.Alexander Romanov
At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046
2016-05-19Add Peak Memory as render stamp optionLukas Stockner
This commit adds Peak Memory to the stamp options, the value is the same one that is already shown in the image viewer. Requested by @nutel. Reviewers: campbellbarton Subscribers: campbellbarton, nutel Differential Revision: https://developer.blender.org/D1989
2016-05-04Curve Draw: option to apply absolute offsetCampbell Barton
Offset used curve radius, which isn't useful drawing without any bevel radius.
2016-04-15New freehand curve drawing toolCampbell Barton
- Access with Shift-LMB or from the 'Create' toolbar tab. - Uses curve fitting for bezier curves, with error and corner angle options. - Optional tablet pressure to curve radius mapping. - Depth can use the cursor or optionally draw onto the surface, for the entire stroke or using the stroke start. - Stroke plane can optionally be perpendicular to, or aligned to the surface normal. - Optional radius tapering and for start/end points. - Supports operator redo and calling from Python.
2016-04-05Expose new Recast partitioning methods for navmesh generationReinier de Blois
This patch depends on D1747, which upgrades the Recast version. It exposes the new Recast partitioning methods in the navmesh generation. Reviewers: campbellbarton, moguri Reviewed By: moguri Projects: #bf_blender Differential Revision: https://developer.blender.org/D1748
2016-03-13Keyframing: Added ToolSetting for choosing default keyframe typeJoshua Leung
To make it easier for animators working in a multipass pose-to-pose workflow when inserting breakdown keyframes and so forth, it is now possible to specify the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn in the Dope Sheet). Usage: 1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from the new dropdown located between the AutoKeying and KeyingSet widgets on the timeline header. 2) Insert keyframes 3) Rejoyce that your newly created keyframes have now been coloured for you already in the DopeSheet. Todo: * Look into a way of using the actual keyframe colours (from the theme) for the icons of these types.
2016-03-03Increase max-frame to 500,000Campbell Barton
Note that we could increase to 524286 without loosing subframe precision, however this is a round number allowing for longer video export / animations. See T46859 for details.
2016-02-23Remove unused "Free Unused" option from compositorSergey Sharybin
It was basically doing nothing, for ages.
2016-01-28cleanup: spelling, comments, alignmentMike Erwin
fixed pet peeve “frustrum” and other non-functional changes.
2016-01-16Cleanup: styleCampbell Barton
2016-01-15Cycles-Bake: Custom Baking passesDalai Felinto
The combined pass is built with the contributions the user finds fit. It is useful for lightmap baking, as well as non-view dependent effects baking. The manual will be updated once we get closer to the 2.77 release. Meanwhile the new page can be found here: http://dalaifelinto.com/blender-manual/render/cycles/baking.html Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D1674
2016-01-14Add compression modes for TIFF imagesQuentin Wenger
This patch aims at providing multiple compression modes for TIFF output, particularly uncompressed mode. At this moment have None, Deflate, LZW and Pack Bits modes been integrated, mimicking The GIMP export modes (except JPEG mode, which returned encoding errors). More modes could be added if needed. Default remains Deflate. Reviewers: campbellbarton, mont29, sergey Differential Revision: https://developer.blender.org/D1709
2015-12-14Usual i18n fixes, and cleanup: fix 'randomise' -> 'randomize' spelling in code.Bastien Montagne
2015-12-13Grease Pencil: Merge GPencil_Editing_Stage3 branch into masterJoshua Leung
This commit merges all the work done in the GPencil_Editing_Stage3 branch as of ef2aecf2db981b5344e0d14e7f074f1742b0b2f7 into master. For more details about the changes that this brings, see the WIP release notes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/GPencil
2015-11-24Sculpting optimization: Avoid iterating the PBVH for intersection duringAntony Riakiotakis
the paint cursor drawing when a stroke is underway; this information is already available from the stroke itself. Should improve performance when "show brush" is enabled (which is always, for sane people). Finding an intersection is not always cheap, especially on heavy meshes. Cudos to the dyntopo test thread for the report and the sculpt love :)
2015-11-24Cycles: Support per-render layer world AO settingsSergey Sharybin
This is sort of extension of existing Use Environment option which now allows to disable AO on the render layer basis. Useful in cases like disabling AO for the background because it might make it too flat and so. Reviewers: juicyfruit, dingto, brecht Reviewed By: brecht Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1633
2015-11-01Cleanup: remove unused scene recalcCampbell Barton
2015-10-28Cycles: Expose user-defined shutter curve to the interfaceSergey Sharybin
Shutter curve now can be controlled using curve mapping widget in the motion blur panel in Render buttons. Only mapping from 0..1 by x axis are allowed, Y values will be normalized to fill in 0..1 space as well automatically. Y values of 0 means fully closed shutter, Y values of 1 means fully opened shutter. Default mapping is set to old behavior when shutter opens and closes instantly. This shutter mapping curve could easily be used by any other render engine by accessing scene.render.motion_blur_shutter_curve. Reviewers: #cycles, brecht, juicyfruit, campbellbarton Differential Revision: https://developer.blender.org/D1585
2015-10-23Comments for link-list typesCampbell Barton
2015-08-10Data previews: add preview to Object, Group and Scene.Bastien Montagne
This commit does not add anything yet to users, it’s purely internal one. Useful commit is next. ;)
2015-08-03Sculpt: Fix tiling with brushes that use a locked planeAntony Riakiotakis
Patch by Tilman Blumhagen, thanks!
2015-07-30Fix T45577 tiled sculpting not working with brushes requiring a sculptAntony Riakiotakis
plane. Make sure sculpt plane is recalculated for every tiled dab. Note this is not the optimum thing to do, we could cache the original sculpt plane and reuse that, but this would require us to rearrange the logic of tiled sculpting somewhat. This can be a TODO, but for now this will fix the issue.
2015-07-23Sculpt Tiling FeatureAntony Riakiotakis
Adds 3D-Tiling options to the sculpt tool. This is very similar to the symmetry options in the sense that it replicates the strokes. For tiling this replication happens with a linear offset to fill the whole object along one or more axis. This allows to create geometry that can be tiled seamless. One use case is the creation of tileable textures by sculpting high resolution geometry and then rendering it with an orthographic camera to create maps for diffuse, normal, etc Notes: Patch by Tilman Blumhagen with minor changes (move tile flags to paint symmetry flags). After some feedback from artists, leaving tiling value to constant offset, though I suspect that some method that uses the object bounding box dynamically might be good to have too. It can be added later though :) Thanks a lot for the patch! Patch: D1426
2015-07-10DNA: replace GCC poison with ifdef for enumsCampbell Barton
2015-07-01Sequencer metadata:Antony Riakiotakis
Add option to render strip metadata to final result, bypassing current scene metadata.
2015-06-30Transform: add back absolute snapping optionCampbell Barton
This ensures that vertices are grid-aligned while transforming, instead of just snapping the input values for translate.
2015-06-11Expose debug type into the interfaceSergey Sharybin
This way it is now possible to select which exact debug pass is to be used by the render engine. Accessible from the Passes panel. Currently it could only be one debug pass, in the future we can make menus and image users smarter and support multiple passes of the same type.
2015-05-15Scene audio naming cleanup:Antony Riakiotakis
Remane sound_scene_handle to playback handle. sound_scene_handle was a part of scene so we could see code like scene- often in the same function. If I understand things correctly, in audaspace lingo, the playback_handle corresponds to a Reader while the scene_sound corresponds to a Factory. More cleanups will be done here later, but changing this now because my brain hurts trying to remember which is which...
2015-05-12Depsgraph: Attempt to fix alignment issue on 32bit platformsSergey Sharybin
2015-05-12Depsgraph: New dependency graph integration commitSergey Sharybin
This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-06Feature request: Dyntopo detail expressed in percentage of brush radius.Antony Riakiotakis
Not sure how useful this will be but people have requested it so, here it is...
2015-05-04Separate scene simplification into viewport and renderSergey Sharybin
This way it is possible to have viewport simplification bumped all the way up, making viewport really responsive but still have final render to use highest subdivision possible. Reviewers: lukastoenne, campbellbarton, dingto Reviewed By: campbellbarton, dingto Subscribers: dingto, nutel, eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1273
2015-04-15RNA: use lock_ prefix for booleansCampbell Barton
2015-04-14Add flag that prevents editing of markers. Can be located in markerAntony Riakiotakis
menu. When active, all editing operators for markers will not fire up.
2015-04-10rename _ipo -> _fcurveCampbell Barton
2015-04-09Separate proportional editing options for graph and action editor.Antony Riakiotakis
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-03-22BGE: New hysteresis offset to improve LOD level transitionsJorge Bernal
This change introduces a new hysteresis parameter that it will be added or subtracted to/from the LOD distance to avoid popping when a LOD object moves close to the LOD transition continuously. Then, we have the following: - a new LOD Hysteresis setting per scene (default 10%) which is located in Scene context --> Level of Detail panel. This scene parameter also will active/deactive the scene hysteresis. - and a new LOD Hysteresis setting per object (default 10%) which is located in Object context --> Levels of Detail panel. The LOD hysteresis setting per object (if active) will overwrite the hysteresis setting per scene value. For the new blends: the hysteresis setting per scene would be active by default and the per object would be inactive by default. For the old blends: both hysteresis settings (per scene and per object) would be inactive by default. A quick way to take advantage of this feature for old blends would be to activate the hysteresis parameter in the scene context -> Level of Detail panel Reviewers: campbellbarton, kupoman, moguri Reviewed By: kupoman, moguri Subscribers: nonamejuju, lordodin Differential Revision: https://developer.blender.org/D957
2015-03-12OpenEXR 2.2 add support for Dreamworks DWAA / DWAB compressionMartijn Berger
This patch makes it possible for the user to select all supported compression types in OpenEXR 2.2 Discussion points: - B44 is only defined for half's it compresses to a fixed representation of 44% of the halfs. We do currently not reflect in the UI that in the case of float32's it will be equal to compression = NONE - ZIPS is single scanline zip and is supposed to be useful in cases where importing in Nuke happens. - The new Dreamworks formats, are the worth exposing etc etc Reviewers: campbellbarton, sergey Reviewed By: sergey Projects: #bf_blender Differential Revision: https://developer.blender.org/D1050
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-11Cavity masking - add curve control to cavity mask and move relevantAntony Riakiotakis
structs to paint struct (might be useful for vertex paint too in the future) Cavity masking now has a curve control. The control will set the amount of masking for positive cavity ("pointness") or negative cavity ("cavity") with x axis being the amount of cavity and 0.0 = full cavity, 1.0 = full pointness, 0.5 = no cavity and the y axis being the amount of alpha.
2015-02-10Cavity mask support for texture painting.Antony Riakiotakis
Title says it all, options can be found in the options panel, A slider controls the amount of cavity masking that is applied while it's also possible to invert the mask and paint outside or inside cavities. Again we might greatly benefit from caching of the cavity result, but that should only affect startup time for the stroke.
2015-02-03Add inverse-square blending for PET and warpCampbell Barton
Similar to 'Root' but without noticeable spike/pinch in the center.
2015-01-29Gooseberry request: Dithering support for byte images when painting onAntony Riakiotakis
projection painting (2D will be separate commit).
2015-01-20New hair editing feature "Shape Cut", for cutting hair based on a meshLukas Tönne
shape instead of a brush tool. The brush cutting tool for hair, while useful, is not very accurate and often requires rotating the model constantly to get the right trimming on every side. This makes adjustments to a hair shape a very tedious process. On the other hand, making proxy meshes for hair shapes is a common workflow. The new operator allows using such rough meshes as boundaries for hair. All hairs that are outside the shape mesh are removed, while those cutting it at some length are shortened accordingly. The operator can be accessed in the particle edit mode toolbar via the "Shape Cut" button. The "Shape Object" must be set first and stays selected as a tool setting for repeatedly applying the shape.
2015-01-19Viewport: Add adjustable safe areas, 3d-view & VSECampbell Barton
Also adds safe-area presets. D325 by Diego Gangl with own edits.