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Currently all force effectors can only act on cloth when the force is
perpendicular to the surface. This makes sense for wind, but not for
other forces; and the user may want even wind to have some friction.
This changes effector code to output two force vectors - although
you of course can pass the same pointer for both. The force is split
between the two outputs based on a new per-effector setting.
Differential Revision: https://developer.blender.org/D8017
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Function used int for everything.
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This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
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Main change from user side, besides that all pointers should now be
properly remapped to new IDs, is that linked objects are no longer
preserved when doing a full copy of scenes.
Will open a task to check whether we actually still want that behavior
(and re-code it in a more correct way then).
This is the main part of work done here, it aims at uniformizing and
sanitizing that 'deep copy' process for supported IDs (currently scenes,
collections and objects).
Note that there will be more follow up commits after that one, but this
should be the most risky and changing one.
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Adding volume obdata option to `eDupli_ID_Flags` enum made it go beyond
the 16 bits of a short... Also, enums should typically be stored in
unsigned integers.
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Some of the files were (indirectly) using dna_type_offsets.h without
adding dependency from bf_dna (which is needed to ensure the file is
generated prior to library compilation).
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This is actually a nice issue due to too much optimization...
* Making an ID local just reuse the linked one whenever possible, instead of
actually making a copy of it.
* Therefore, the collection containing that ID is seen as unchanged, since
the pointer itself remained the same.
* But on undo step, there is no way to reuse that local object, which then
gets deleted, and linked one gets re-created - at a different address.
* Collection, however, since unchanged, is not updated at all and thus keeps
reference to the to-be-deleted local object, instead of the linked one.
* Issue gets even worse with viewlayers, this leads to the crash.
To address this, this patch adds a 'virtual' update flags that does nothing
in update case, but will ensure that the affected IDs using the one made local
are properly detected as changed across the relevant undo step.
Note that the recalc flags were chosen mostly for a logical reason, and also
because they are already properly dealt with and cleared by undo code,
so this looks like the optimal solution.
Reviewed By: brecht
Maniphest Tasks: T77774
Differential Revision: https://developer.blender.org/D8006
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Now all overrides are handled that way. Performances of the process look
decent enough, even with production characters...
If performance issues still arise, we'll investigate other solutions.
This should also make T73154 obsolete now.
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When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.
This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.
Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.
Differential Revision: https://developer.blender.org/D6442
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- Use 'float (*)[3]' to avoid casts.
- Remove unnecessary float[3] copy in gpencil_deform_verts.
- Use MEM_SAFE_FREE
- Use const arguments.
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This is related to T76659.
This just renames data type names to `CD_PROP_STRING`, `CD_PROP_FLOAT`
and `CD_PROP_INT32`. It makes them a bit more specific and removes
unnecessary abbreviations.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7980
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This implements squash and stretch as a deform mode for the Pose Brush.
It is similar to scale, but it applies different scale values in different
axis. To achieve this, the pivot local space of the transform needs to
be aligned to the segment when using this deform mode to apply the scale
in the correct direction.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7934
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D7965
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The current particle state is stored in a `CustomData` instance and
the cache is stored in `PointCache`.
The current state exists on the copy-on-write copies of the simulation,
while the cache only exists in the original data block.
This patch implements a temporary trivial particle simulation that does not
use the node system yet. It is used for testing and will be replaced soon.
`PointCache` still has some limitations that need to be overcome using
separate refactorings. For example, we need to be able to store the number
of particles in the point cache. Also we need to change which attributes
are stored for a particle system more dynamically than is currently possible afaik.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7836
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Manta Python objects should not carry the global ID in their names.
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This patch implements the list panel system D7490 for modifiers.
It also moves modifier drawing to a callback in ModifierTypeInfo
in line with the extensible architecture refactoring goal T75724.
This adds a PanelRegister callback and utilities for registering
panels and subpanels. It also adds the callbacks for expansion saving
and drag and drop reordering described in D7490.
These utilities, callbacks, and other common UI elements shared
between modifiers live in MOD_ui_common.c.
Because modifier buttons are now in panels, we can make use of
subpanels for organization. The UI layouts also use the single
column layout style consistently used elsewhere in Blender.
Additionally, the mode-setting buttons are aligned and ordered
consistently with the outliner.
However, the large number of UI changes in this patch may mean
that additional polishing is required in master.
Thanks to William Reynish (@billreynish) who did a fair amount of the
layout work and to Julian Eisel (@Severin) for consistent help.
Differential Revision: https://developer.blender.org/D7498
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Mix up with imapaint.paintcursor & imapaint.paint.paint_cursor
Remove imapaint.paintcursor since it wasn't used.
Also rename paint_cursor_start_explicit() to paint_cursor_start(),
removing the existing paint_cursor_start() since it took the paint
struct from the context, a value that's known by all callers.
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This reverts commit 7fc0053c27e5e9ba3cc946898c7c11a8545f2777.
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This is a temporary solution for T77173 for the 2.83 release. D7203
provides a more long term solution for future releases.
This adds theme colors for the three report backgrounds, setting them
to the color used in 2.82. A separate commit in the addons repository
will follow for changes to the bundled themes.
Differential Revision: https://developer.blender.org/D7908
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This patch changes the BVHCache implementation. It will use
a primitive array in stead of the ListBase. The locking is also
changed from a global lock to a per cache instance lock.
The performance of `gabby.blend` available on the cloud increased from 9.7
fps to 10.5 fps.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7817
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This Pose Brush origin mode simulates an FK deformation in the entire
model when clicking on the face sets, as they were controls of a fully
rigged character. Combined with the previous Face Sets modes that allow
creating IK chains, the pose brush should now be able to simulate most
of the common rigs deformations.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7839
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Please note that vertices which are in a vgroup are not affected by this
option (which means that affected vertices from 'selection' modes remain
the same). Only the weights of selected vertices get inverted.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7811
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The file subversion is no longer used in the Python API or user interface,
and is now internal to Blender.
User interface, Python API and file I/O metadata now use more consistent
formatting for version numbers. Official releases use "2.83.0", "2.83.1",
and releases under development use "2.90.0 Alpha", "2.90.0 Beta".
Some Python add-ons may need to lower the Blender version in bl_info to
(2, 83, 0) or (2, 90, 0) if they used a subversion number higher than 0.
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Python_API#Compatibility
This change is in preparation of LTS releases, and also brings us more
in line with semantic versioning.
Fixes T76058.
Differential Revision: https://developer.blender.org/D7748
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This implements a generic color datalayer and its functions. Based on
D5975.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7838
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This implements a general system to implement drag and drop, subpanels,
and UI animation for the stack UIs in Blender. There are NO functional
changes in this patch, but it makes it relatively trivial to implement
these features for stacks.
The biggest complication to using panels to implement the UI for lists
is that there can be multiple modifiers of the same type. Currently there
is an assumed 1 to 1 relationship between every panel and its type, but
there can be multiple list items of the same type, so we have to break
this relationship. The mapping between panels and their data is stored
with an index in the panel's runtime struct.
To make use the system for a list like modifiers, four components
must be added:
1. A panel type defined and registered for each list data type, with a
known mapping between list data types and panel idnames.
1. A function called by interface code to build the add the panel
layouts with the provided helper functions.
- UI_panel_list_matches_data will check if the panel list needs to
be rebuilt.
- UI_panels_free_instanced will remove the existing list panels
- UI_panel_add_instanced adds a list panel of a given type.
3. An expand flag for the list data and implementations of
get_list_data_expand_flag and set_list_data_expand_flag.
4. For reordering, the panel type's reorder callback. This is called
when the instanced panels are drag-dropped. This requires
implementing a "move to index" operator for the list data.
Reviewed By: Severin, brecht
Differential Revision: https://developer.blender.org/D7490
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Original patch by Cody Winchester (@CodyWinch), several fixes and
cleanup by Bastien Montagne (@mont29).
Differential revision: https://developer.blender.org/D7656
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When editing a complex curve is very annoying to have all handles at a time. Also, this is a requirement for the current GSoC Edit Grease Pencil using curves.
I have seen that this improvement can be used in any other area of blender, so I have decided to publish the option in the overlay panel..
Reviewed By: fclem, #user_interface, billreynish, Severin
Differential Revision: https://developer.blender.org/D7754
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This is an alternative deformation brush for the Pose Brush intended
quickly change the proportions of the mesh. The regular mode scales
using the segment's origin as a pivot. The inverted mode drags the
entire segment using the grab delta.
The only difference with the regular pose brush is that it is not
compatible with IK, so the option is disabled and set to 1 segment. The
rest of the options should work as expected.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7374
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This resolves a performance regression in 2.8x where every edit-mode
update performed an edit-mesh to mesh conversion.
Now the conversion will be lazily initialized if/when it's required.
New BKE_mesh_wrapper_* functions abstract over mesh data access.
Currently only edit-mesh and regular meshes are supported.
In the future sub-surface meshes may be supported too.
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This patch just disable the curve Normals by default.
Reviewed By: #user_interface, billreynish, Severin
Differential Revision: https://developer.blender.org/D7755
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The previous naming scheme for the "selected to active" baking options
lead to confusion and they were not describing what they actually did.
To remedy this, I've added a new settings that does what the older setting implied it did.
Reviewed By: Brecht, Dalai, Andy Davies
Differential Revision: http://developer.blender.org/D7733
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This commit lays the foundation for support for OpenVDB caching with multiple grids per cache file.
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Causes unexpected behavior when adding new flags.
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Better to use more general term since in theory these forces can be used for smoke and liquid.
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In some situations is good to have a grid visible anot beeing occulde by meshes.
By default is OFF.
Differential Revision: https://developer.blender.org/D7721
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This reverts commit fd025b0b7a46c5e56f348b73cf989c6bbddec707.
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In some situations is good to have a grid visible anot beeing occulde by meshes.
By default is OFF.
Differential Revision: https://developer.blender.org/D7721
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For now the "Simulation" modifier only exists for point cloud objects, because
we need this for the particle system. Right now, the modifier is doing nothing.
There is a new `DEG_add_simulation_relation` function that is used
by the modifier to make sure that the simulation is evaluated before
the modifier is executed.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D7549
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Conflicts:
release/scripts/startup/bl_ui/properties_render.py
source/blender/blenkernel/BKE_blender_version.h
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This parameter allows to define the threshold for SMAA algorithm.
Differential Revision: https://developer.blender.org/D7708
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