Age | Commit message (Collapse) | Author |
|
|
|
* Drag and drop between multiple outliners now works.
* Dragging the icon and text now give the same results.
* Fixes various crashes.
|
|
This was previously default behavior, now it's default.
|
|
|
|
Now it's possible to define if the Tint, Hue and OPacity modifier affect the stroke color, fill color or both.
|
|
This is because we can now optimize the use of SSS on shaders based on
socket input values.
|
|
Thanks to Charlie Jolly (mistajolly@gmail.com) for his patch D3586 that added create materials to opacity modifier.
I had to do some more changes to get all running.
|
|
This option was missing when old VFX modifers were backported as Shader FX.
|
|
This creates a simple stroke with several colors to have a basic structure to start drawing.
|
|
Conflicts:
release/scripts/addons
release/scripts/startup/bl_ui/space_view3d_toolbar.py
source/blender/editors/space_outliner/outliner_draw.c
|
|
Move 'View3D.flag3' options into 'gp_flag'.
|
|
Having 'flag, flag2, flag3' is getting out of hand especially
when we support increasing the size of types.
Make flag2 into an int.
Note, this looses the 'show world' option,
but it's not such an important setting.
|
|
|
|
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
|
|
|
|
D3201 by @ambient w/ edits not to impact fonts used for rendering
(only change display for UI text).
|
|
Also, fix missing cleanup of Object.runtime when copying Object
datablocks!
|
|
|
|
Replaced the draw world option with a shading.background_type enum.
Where the user can select Theme, World or a Custom color.
World and theme colors do not always work in workbench. We needed to
have an option what the user could control locally (per viewport).
Especially when using linked data.
I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic.
Not 100% sure about the naming of Theme, World, Viewport.
In other parts of blender's codebase World is sometimes called Scene.
Will stick to the names that describes its location best.
{F3990139}
Reviewers: fclem, campbellbarton
Reviewed By: fclem
Subscribers: venomgfx
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3551
|
|
Conflicts:
source/blender/blenkernel/intern/rigidbody.c
|
|
In the outliner, right click > view layer > set indirect only. This is
like clearing camera ray visibility on objects in the collection, and is
temporary until we have more general dynamic overrides.
|
|
In the outliner, right click > view layer > set holdout. This is
temporary until we have more general dynamic overrides, but helps
Spring production for now.
|
|
The old springs with damping 1.0 operate in a special way that
is more similar to plastic deformation than a spring. Some users
rely on that, so let the user choose which implementation to use.
This also restores full backward compatibility with 2.79.
Reviewers: sergof
Differential Revision: https://developer.blender.org/D3544
|
|
This option is not necessary as it uses as much memory as the mono-chromatic
transmistance.
|
|
|
|
|
|
|
|
This is purely runtime data, so move it to new tags. ;)
|
|
Add new tag to bSound (runtime flags), and make read code to set a 'no
reload waveform' new tag, since it uses a mapping to get existing
waveform in undo case...
|
|
|
|
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.
|
|
|
|
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.
Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".
Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
|
|
This patch adds a new matte node that implements the Cryptomatte specification.
It also incluces a custom eye dropper that works outside of a color picker.
Cryptomatte export for the Cycles render engine will be in a separate patch.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Tags: #compositing
Differential Revision: https://developer.blender.org/D3531
|
|
|
|
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
|
|
So all shading settings are in this struct and can be reused in the OpenGL
render engine.
|
|
This does not fix the smokesim. It only port the drawing method.
The Object mode engine is in charge of rendering the velocity debugging.
Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
|
|
|
|
Some sort of rudiment from many years ago, is never set by 2.5x code.
|
|
|
|
|
|
|
|
|
|
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.
Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D3503
|
|
|
|
|
|
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.
Differential Revision: https://developer.blender.org/D3537
|
|
|
|
This was used for saving files for Blender 2.6x.
|