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Intended to replace legacy GL_SELECT, without the limitations of
sample queries which can't access depth information.
This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL
which access the depth buffers to detect whats under the pointer,
so initial selection is always the closest item.
The performance of this method depends a lot on the OpenGL
implementations glReadPixels.
Since reading depth can be slow, buffers are cached for object picking
so selecting re-uses depth data, performing 1 draw instead of 3
(for 24, 18, 10 px regions, picking with many items under the pointer).
Occlusion queries draw twice when picking nearest,
so worst case 6x draw calls per selection.
Even with these improvements occlusion queries is faster on AMD hardware.
Depth selection is disabled by default, toggle option under select method.
May enable by default if this works well on different hardware.
Reviewed as D2543
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This slightly changes SDef behavior, by now respecting object transforms
at bind time, thus not requiring the objects to be aligned in their
respective local spaces, but instead using world space.
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Implementation of the SDef modifier, which allows meshes to be bound by
surface, thus allowing things such as cloth simulation proxies.
User documentation: https://wiki.blender.org/index.php/User:Lucarood/SurfaceDeform
Reviewers: mont29, sergey
Subscribers: Severin, dfelinto, plasmasolutions, kjym3
Differential Revision: https://developer.blender.org/D2462
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This adds an option to force fields of type "Force", which enables the
simulation of gravitational behavior (dist^-2 falloff).
Patch by @AndreasE
Reviewers: #physics, LucaRood, mont29
Reviewed By: #physics, LucaRood, mont29
Tags: #physics
Differential Revision: https://developer.blender.org/D2389
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Please never, ever use same DNA var for two different things. Even worse
if they do not have same type and ranges!
This is only ensuring issues (as described in report, but also if
animating both RNA props using same DNA var... yuck).
And we were not even saving any byte in DNA, could reuse some padding
there to store the two new needed vars (yes, two, since we cannot re-use
existing one if we want to keep backward *and* forward compatibility).
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This commit adds a way to debug Cycles motion blur issues which
are usually happening due to something crazy happening in between
of frames. Biggest trouble was that artists had no clue about
what's happening in subframes before they render. This is at
least inefficient workflow when dealing with motion blur shots
with complex animation.
Now there is an option in Time Line Editor which could be found
in View -> Show Subframe. This option will expose current frame
with it's subframe to the time line editor header and it'll allow
scrubbing with a subframe precision in time line editor.
Please note that none of the tools in Blender are aware of
subframe, so they'll likely be using current integer frame still.
This is something we don't consider a bug for now, the whole
purpose for now is to give a tool for investigation. Eventually
we'll likely tweak all tools to be aware of subframe.
Hopefully now we can finish the movie here in the studio..
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This is much more flexible solution which will allow doing some
more procedural features.
Reviewers: brecht, dfelinto, mont29
Reviewed By: mont29
Subscribers: Severin
Differential Revision: https://developer.blender.org/D2403
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New options to define the style of the animation paths in order to get
better visibility in complex scenes.
Now is possible define the color, thickness and several options relative
to the style of the lines used to draw motion path.
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interpolation
This commit introduces the ability to use the Robert Penner easing equations
or a Custom Curve to control the way that the "Interpolate Sequence" operator
interpolates between keyframes. Previously, it was only possible to get linear
interpolation between the gp frames.
Workflow:
1) Place current frame between a pair of GP keyframes
2) Open the "Interpolate" panel in the Toolshelf
3) Choose the interpolation type (under "Sequence Options")
4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget
to define the way that the interpolation proceeds)
5) Click "Sequence" to interpolate
6) Play back/scrub the animation to see if you've got the result you want
7) If you need to make some tweaks, undo, or delete the generated keyframes,
then repeat the process again from step 4 until you've got the desired result.
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- "gp_interpolate"
The "gp_sculpt" settings should be strictly for stroke sculpting, and not abused by
other tools. (Similarly, if other general GP tools need one-off options, those should
go into the normal toolsettings->gpencil_flag)
Furthermore, this paves the way for introducing new settings for controlling the way
that GP interpolation takes place (e.g. with easing equations, or a custom curvemap)
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objects to scene"
Main issue here was that in old usercount system 'user_real' did simply
not allow that kind of thing to work. With new pait of 'USER_EXTRA'
tags, it becomes possible to handle the case correctly, by merely refining
checks about indirectly use objects whene removing them from a scene.
Incidently, found another related bug, 'link group objects to scene' was not
incrementing objects' usercount - bad, very very bad!
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Sometimes it can be useful to be able to keep onion skins visible in the
OpenGL renders and/or when doing animation playback. In particular, there
are two use cases where this is quite useful:
1) For creating a cheap motion-blur effect, especially when the before/after
values are also animated.
2) If you've animated a shot with onion skinning enabled, the poses may end
up looking odd if the ghosts are not shown (as you may have been accounting
for the ghosts when making the compositions).
This option can be found as the small "camera" toggle between the "Use Onion Skinning"
and "Use Custom Colors" options.
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Basic idea is to store fileversion in Library datablock, and split again
Main by libraries after lib linking, do_versions_after_liblink on
those separated Mains, and merge again.
This allows to still have correct versions for each data-block in that
second do_versions step.
Note that this is not used currently in master (might be soon, though),
but is needed for 2.8 work.
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When linking data-blocks from same library in several steps, the already
linked data-blocks of same lib would go again through versionning code...
Note: only fixed for libraries, I can't imagine how this could happen
with local data...
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This aims at always ensuring that ID.newid (and relevant LIB_TAG_NEW)
stay in clean (i.e. cleared) state by default.
To achieve this, instead of clearing after all id copy call (would be
horribly noisy, and bad for performances), we try to completely remove
the setting of id->newid by default when copying a new ID.
This implies that areas actually needing that info (mainly, object editing
area (make single user...) and make local area) have to ensure they set
it themselves as needed.
This is far from simple change, many complex code paths to consider, so
will need some serious testing. :/
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The idea is simple: cache PD resolution from cache_point_density() RNA
function because that one is supposed to be called while database is
locked for original synchronization.
Ideally we would also pass array size to the sampling function, but
it turned out to be quite problematic because API only accepts int type
and passing size_t might cause some weird behavior.
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System tab.
For the multi-GPU case users still have to reconfigure the devices they want to use.
Based on patch from Lukas Stockner.
Differential Revision: https://developer.blender.org/D2347
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This should make it easier to sculpt in high resolutions, downside is that the new way to calculate maximum edge length is a bit less intuitive. Maximum edge length used to be calculated as blender_unit * percentage_value, now it's blender_unit / value.
Reused old DNA struct member, but had to bump subversion to ensure correct compatibility conversion. Also changed default value slightly (would have had to set to 3.333... otherwise).
Was Requested by @monio (see https://rightclickselect.com/p/sculpting/zpbbbc/dyntopo-better-scale-input-in-constant-detail-mode) and I think it's worth testing.
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Bullet spring constraint already supports rotational springs, but
they are not exposed in blender UI, likely due to a simple oversight.
Supporting them is as simple as adding a few DNA/RNA properties
with appropriate UI and passing them on to Bullet.
Reviewers: sergof
Reviewed By: sergof
Differential Revision: https://developer.blender.org/D2331
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This is yet another debug option that allows to render an arbitrary
simulation field by using a color ramp to inspect its voxel values.
Note that when using this, fire rendering is turned off.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
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constraints.
This avoids traversing the archive everytime object data is needed and
gives an overall consistent ~2x speedup here with files containing
between 136 and 500 Alembic objects. Also this somewhat nicely de-
duplicates code between data creation (upon import) and data streaming
(modifiers and constraints).
The only worying part is what happens when a CacheFile is deleted and/or
has its path changed. For now, we traverse the whole scene and for each
object using the CacheFile we free the pointer and NULL-ify it (see
BKE_cachefile_clean), but at some point this should be re-considered and
make use of the dependency graph.
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Blender.
Issue was happening when removal of custom icons was done while they
were still being rendered by preview job.
Now add a 'deffered deletion' system, to prevent main thread to delete
preview image until loading thread is done with them.
Note that ideally, calling `ED_preview_kill_jobs()` on custom icon
removal would have been simpler, but we don't have easy access to
context here...
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2309
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Now, the strokes can be locked to a plane set in the cursor location.
This option allow the artist to rotate the view and draw keeping the
strokes flat over the surface. This option is similar to surface option
but doesn't need a object.
The option is only valid for 3D view and strokes in CURSOR mode.
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Objects is enabled
Previously the editor will always try to only show UV faces with the same exact active
image or image texture, which is quite difficult to control on a production shaders, where
each material can have multiple objects assigned.
The idea of this commit is to bring option which allows to easily control what to display
when "Draw Other Objects" is enabled, so currently we can have old behavior ("Same Image")
or tell editor to show everything ("All"). In the future we can extend it with such filters
as "Same Material" and things like that.
Hopefully this will help @eyecandy's workflow of texturing.
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Since the collision modifier cannot be disabled, it causes a constant
hit on the viewport animation playback FPS. Most of this overhead can
be automatically removed in the case when the collider is static.
The updates are only skipped when the collider was stationary during
the preceding update as well, so the state is stored in a field.
Knowing that the collider is static can also be used to disable similar
BVH updates for substeps in the actual cloth simulation code.
Differential Revision: https://developer.blender.org/D2277
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This basically exposes to the UI a function that was only available
through a debug macro ; the purpose is obviously to help debugging
simulations. It adds ways to draw the vectors either as colored needles
or as arrows showing the direction of the vectors. The colors are based
on the magnitude of the underlying vectors.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
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Current approach uses view aligned slicing to generate polygons for GL
texturing such that the generated polygons are always facing the view
plane. Now it is also possible to use object aligned slicing, which
creates polygons by slicing the object perpendicular to whichever axis
is facing the most the view plane. It is also possible to create a
single slice for inspecting the volume, or for 2D rendering effects.
Settings for this, along with a density multiplier setting, are to be
found in a newly added "Smoke Display Settings" panel in the smoke
domain properties tab.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
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Drawing used colors for select (TH_EDGE_SELECT/TH_VERTEX_SELECT) which was inconsistent with crease, seam, sharp, .. (which all had their own them color -- also was a bit hard to read).
NOTE: UI team usually doesn't allow adding more theme options, this is an exception.
Differential Revision: https://developer.blender.org/D2234
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This patch changes a couple of things in the video output encoding.
{F362527}
- Clearer separation between container and codec. No more "format", as this is
too ambiguous. As a result, codecs were removed from the container list.
- Added FFmpeg speed presets, so the user can choosen from the range "Very
slow" to "Ultra fast". By default no preset is used.
- Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate
depending on the desired quality and the input. This generally produces the
best quality videos, at the expense of not knowing the exact bit-rate and
file size.
- Added optional maximum of non-B-frames between B-frames (`max_b_frames`).
- Presets were adjusted for these changes, and new presets added. One of the
new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264)
for reviewing videos, as it allows players to scrub through it easily. Might
be nice in weeklies. This preset also requires control over the
`max_b_frames` setting.
GUI-only changes:
- Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more
accurate. After all, FFmpeg is used when this option is chosen, which can
also output non-MPEG files.
- Certain parts of the GUI are disabled when not in use:
- bit rate options are not used when a constant rate factor is given.
- audio bitrate & volume are not used when no audio is exported.
Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two
preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset
system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a
good idea to determine whether we want to keep it at all.
After this patch has been accepted, I'd be happy to go through the code and
remove any then-obsolete bits, such as the handling of "XVID" as a container
format.
Reviewers: sergey, mont29, brecht
Subscribers: mpan3, Blendify, brecht, fsiddi
Tags: #bf_blender
Differential Revision: https://developer.blender.org/D2242
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The idea is to allow certain animation channels to be always visible in
animation editors. So, for example, one can pin Camera animation to the
editor so it is always possible to refine/tweak camera animation when
animating something else in the scene.
There is probably some more polishing required, and some current
limitations could be solved in the future but should be a good starting
point already.
Currently only works for object without recursing into deeper datablock
(so for example, it's not possible to pin object material animation).
Studio request by Colin Levy.
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Two new modal operators to create a grease pencil interpolate drawing
for one frame or a complete sequence between two frames. For drawing
the temporary strokes in the viewport, two drawing handlers have been
added to manage 3D and 2D stuff.
Video: https://youtu.be/qxYwO5sSg5Y
The operator shortcuts are Ctrl+E and Ctrl+Shift+E. During the modal
operator, the interpolation can be adjusted using the mouse (moving
left/right) or the wheel mouse.
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When using metadata stamping, it's often handy to have "Camera" in
front of the camera name, "Marker" in front of the marker text, etc.,
but sometimes those get in the way. This patch allows an artist to
turn those labels on/off.
Reviewed by: sergey, mont29, venomgfx
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Multiple threads could create multiple handles for the same cache file,
so protect handle creation with a mutex, to make sure only one is
created.
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For now simply reshuffle option so they keep proper dependency flow.
Benefits:
- Has an ability to hide tracks lists to work with other sliders around.
Could be really handy to quickly get rid of lenghty lists.
- From a feedback seems to be fitting workflow better.
Things to doublecheck on:
- Feels a bit misordered: first you define whether one want to have
rotation stabilized, then have tracks, then scale options.
While this follows dependency flow (which is really good and which
we should not violate) it has weird feeling on whether things are
really where they have to be.
- Autoscale controls visibility of max-scale, can we just make it
active/inactive instead?
- Autoscale replaces slider with label. Can it be disabled slider
instead to reduce visual jumping (disabled slider prevents user
input)
Hopefully we'll still want to have collapsable box after re-iterating
over this points, so we don't waste bits in DNA.
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bottom
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See this page for motivation and description of concepts:
https://github.com/Ichthyostega/blender/wiki
See this video for UI explanation and demonstration of usage
http://vimeo.com/blenderHack/stabilizerdemo
This proposal attempts to improve usability of Blender's image stabilization
feature for real-world footage esp. with moving and panning camera. It builds
upon the feature tracking to get a measurement of 2D image movement.
- Use a weighted average of movement contributions (instead of a median).
- Allow for rotation compensation and zoom (image scale) compensation.
- Allow to pick a different set of tracks for translation and for
rotation/zoom.
- Treat translation / rotation / zoom contributions systematically in a
similar way.
- Improve handling of partial tracking data with gaps and varying
start / end points.
- Have a user definable anchor frame and interpolate / extrapolate data to
avoid jumping back to "neutral" position when no tracking data is available.
- Support for travelling and panning shots by including an //intended//
position/rotation/zoom ("target position"). The idea is for these parameters
to be //animated// by the user, in order to supply an smooth, intended
camera movement. This way, we can keep the image content roughly in frame
even when moving completely away from the initial view.
A known shortcoming is that the pivot point for rotation compensation is set to
the translation compensated image center. This can produce spurious rotation on
travelling shots, which needs to be compensated manually (by animating the
target rotation parameter). There are several possible ways to address that
problem, yet all of them are considered beyond the scope of this improvement
proposal for now.
Own modifications:
- Restrict line length, it's really handy for split-view editing
- In motion tracking we prefer fully human-readable comments, meaning we
don't use doxygen with it's weird markup and comments are supposed to
start with capital and end with a full stop,
- Add explicit comparison of pointer to NULL.
Reviewers: sergey
Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung
Maniphest Tasks: T49036
Differential Revision: https://developer.blender.org/D583
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The first character of the ID type was used to tag IDs for updates which
is weak since different IDs can have the same first character (for
example meshes, materials and metaballs), causing unnecessary updates of
unrelated IDs.
Now we use a unique index per ID type to tag for updates, unifying IDs
arrays indexing along the way.
Reviewers: sergey, mont29
Differential Revision: https://developer.blender.org/D2139
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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.
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All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
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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
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This patch supports auto-clamped handles for curves,
useful since without this it can be difficult to have 'flat' sections of a curve.
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This feature is extremely useful for layering multiple cloth objects,
and there is no reason there shouldn't be the same kind of feature for softbody.
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Drivers can use this to refer to the data which the driver is applied to,
useful for objects, bones, to avoid having to create a variable pointing to its self.
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This setting can also be animated, to create a "time warp" effect.
D2122 by @LucaRood
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