Age | Commit message (Collapse) | Author |
|
|
|
This is used to determine which voxels are to be considered empty space.
Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.
This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
|
|
Wrapps keymap poll, no functional changes.
|
|
|
|
This completes twist feature, which is now possible to also control by
texture. Since textures can not easily contain negative values as well,
same trick with 0.5 neutral as vertex groups is used.
All in all, this twist features allows to do following things.
Original hair:
{F2287535}
Hair with scientifically calculated twist value of 0.5:
{F2287540}
And we can also twist braids in opposite directions dependent on left/right
side:
{F2287548}
|
|
The idea is to give a control over direction of twist, and maybe amount of
twist as well. More concrete example: make braids on left and right side of
character head to be twisting opposite directions.
Now, tricky part: we need some negative values to flip direction, but weights
can not be negative. So we use same trick as displacement map and tangent normal
maps, where 0.5 is neutral, values below 0.5 are considered negative and values
above 0.5 are considered positive.
|
|
It allows to have children hair to be twisted around parent curve, which is
quite an essential feature when creating hair braids.
There are currently two controls:
- Number of turns around parent children.
- Influence curve, which allows to modify "twistness" along the strand.
|
|
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.
This gives much more accurate results for thin features and low density.
Some challenges remain however:
* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
darken the skin on the outside. We may be able to reduce this effect,
or users can compensate for it by reducing the scattering radius in
such areas.
* Sharp corners are quite bright. This matches actual volume rendering
and results in some other renderers, but maybe not so much real world
objects.
Differential Revision: https://developer.blender.org/D3054
|
|
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
|
|
|
|
|
|
|
|
Add a enum headers to DNA, to be included in other headers
so function signatures can use enums for better type safety.
Add DNA_*_enums.h matching DNA_*.types.h as needed.
|
|
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
|
|
|
|
USER_ZBUF_ORBIT -> USER_DEPTH_NAVIGATE
The name didn't make sense since it's used for all view navigation.
Also rename USER_ZBUF_CURSOR -> USER_DEPTH_CURSOR since zbuf
is an internal detail.
|
|
Move timer and tip out of button code,
now the only requests a tooltip,
passing a creation callback to run.
Needed for manipulators in 2.8,
also helps de-duplicate logic - since we never want
multiple tool-tips showing at once.
|
|
|
|
This moves window overlay from hard coded flags into drawing callbacks.
It also supports snapping (holding Ctrl).
|
|
|
|
|
|
Also correct typo in enum name
|
|
Solves these security issues from T52924:
CVE-2017-12102
CVE-2017-12103
CVE-2017-12104
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
|
|
Fixes CVE-2017-2908 from T52924.
Differential Revision: https://developer.blender.org/D3001
|
|
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
|
|
|
|
For experimental options, outside the scope of typical preferences.
While templates are developed we might want to make changes
to behavior which aren't fully compatible with typical work-flows.
Instead of mixing these options in with current preferences
expose separately (we could even force disable them when templates
aren't int use)
|
|
same value).
Nice typo from rBc4046e9082f6, tssk. ;)
|
|
Request for simplified Blender template,
this may be extended to limit access to other UI changes
that could be pressed by accident.
|
|
|
|
|
|
D2989 by @dmarra w/ own edits
|
|
|
|
Currently this is a no-visible-changes change, but the idea is to use this
dedicated flag to tell which exact components of ID changed, make it more
granular than just OBJECT and OBJECT_DATA. Allow setting this field based
on what components new dependency graph flushed on evaluation.
|
|
Currently unused, but this is where LIB_TAG_ID_RECALC* flags will go.
Also modified other DNA to make pointer property being followed by pointer.
Makes it easier to keep track of alignment and extend nested structures without
ruining anything.
|
|
Avoid creating new Python instances
every time a scene, object, mesh .. etc are accessed.
Also resolves crashes T28724, T53530
although it's only valid for ID types, not modifiers vertices etc.
Back-ported from blender2.8 branch.
|
|
D2912 by @Zuorion
|
|
One or two are OK, but more make it rather unreadable, and future work
is likely to require more toggle specific behavior here. So switched to
bitflags, switching from short to int and using 16 upper bits for
'internal' ones defined in BLO_readfile.h, combined with 'public' ones
from user interaction, defined in DNA_space_types.h
|
|
a dependent object
The idea of this flag was to prevent snapping onto an object which depends on
currently modifying ones. Using single flag makes more sense here, and also
makes it possible to replace some ob->recalc based magic with depsgraph query
to set those flags.
|
|
Differential Revision: https://developer.blender.org/D2872
|
|
No need to print status for basic & reliable operations,
build systems can output operations they run if needed,
or debug output changed in the source if developers are debugging.
Nice for ninja, so any printed text hints at a problem to fix.
|
|
|
|
The title says it all actually, controlled with DoF check box next to textured
solid check box.
Thanks Campbell for review!
|
|
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
|
|
The legacy algorithm only considers two adjacent points when computing
the bezier handles, which cannot produce satisfactory results. Animators
are often forced to manually adjust all curves.
The new approach instead solves a system of equations to trace a cubic spline
with continuous second derivative through the whole segment of auto points,
delimited at ends by keyframes with handles set by other requirements.
This algorithm also adjusts Vector handles that face ordinary bezier keyframes
to achieve zero acceleration at the Vector keyframe, instead of simply pointing
it at the adjacent point.
Original idea and implementation by Benoit Bolsee <benoit.bolsee@online.be>;
code mostly rewritten to improve code clarity and extensibility.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D2884
|
|
This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters.
Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values).
Reviewers: aligorith
Subscribers: aligorith
Tags: #animation
Differential Revision: https://developer.blender.org/D2796
|
|
Access from the curve clean-up menu
|
|
The offset is subtracted, so that it's intuitive (dragging slider pushes
the animation further that way on the timeline).
|
|
|
|
|