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2021-03-03Cleanup: make formatJacques Lucke
2021-03-02UI: Clean up labels and descriptions: "Draw" to "Display"William Reynish
In Blender, we used to use the term 'draw' to refer to information displayed to the user. For version 2.80, it was decided to change these instances to 'display' instead. This was to avoid the ambiguity between end-user drawing tools and display options. From the Oxford English Dictionary: - Draw: produce (a picture or diagram) by making lines and marks on paper with a pencil, pen, etc. - Display: show (data or an image) on a computer, television, or other screen. Therefore, we should use draw when referring to drawing tools for making marks, but use display when referring to information shown/displayed to the user. From a user POV, the computer displays certain information, whereas the user draws a mark. Apparently this change was not implemented consistently, so this patch changes all remaining relevant instances of "draw". Differential Revision: https://developer.blender.org/D10551
2021-02-11GPencil: Move Autofit parameter from topbar to advanced panelAntonio Vazquez
As this is used only in corner cases, it is better keep in advanced panel. Also renamed to "Limit to Viewport"
2021-02-09GPencil: Fill tool refactor and Multiframe in Draw modeAntonio Vazquez
This commit is a refactor of the fill tool to solve several problems we had since the first version of the tool. Changes: * The filling speed has been improved for each step of the process with the optimization of each algorithm/function. * New `AutoFit` option to fill areas outside of the viewport. When enable, the total size of the frame is calculated to fit the filling area. * New support multiframe filling. Now it is possible to fill multiple similar frames in one go. * New `Stroke Extension` option to create temporary closing strokes. These strokes can be displayed and adjusted dynamically using wheel mouse or PageUp/Down keys. * Parameter `Resolution` now is named `Precision` and has been moved to topbar. * `Resolution` now has decimals and can be lower than 1 to allow quick filling in storyboarding workflows. Maximum value has been set as 5. * Parameter `Simplify` has been moved to Advanced panel. * Improved fill outline detection. In some cases, the outline penetrated the area to be filled with unexpected results. * Fixes some corner case bugs with infinite loops. As a result of this refactor, also these new functionalities has been added. * New support for multiframe in `Draw` mode. Any drawing in active frame is duplicated to all selected frame. * New multiframe display mode. Keyframes before or after of the active frame are displayed using onion colors. This can be disable using Onion overlay options.
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2021-01-14GPencil: Allow small resolution for Fill toolAntonio Vazquez
Now the resolution can be reduced to get less details. This is very useful for doing storyboards to get a quick fill of any character. Following UI review, the name "Resolution" has been changed to "Precision" because is more clear. Differential Revision: https://developer.blender.org/D10076
2020-12-24UI: Cleanup spelling of compound wordsYevgeny Makarov
Approximately 138 changes in the spelling of compound words and proper names like "Light Probe", "Shrink/Fatten", "Face Map". In many cases, hyphens were used where they aren't correct, like "re-fit". Other common changes include: - "Datablock" -> "data-block" - "Floating point" -> "floating-point" - "Ngons" -> "n-gons" These changes help give the language used in the interface a consistent, more professional feel. Differential Revision: https://developer.blender.org/D9923
2020-12-24Cleanup: Fix capitalization in various UI stringsYevgeny Makarov
Approximately 195 changes of capitalization to conform to MLA title style. UI labels and property names should use MLA title case, while descriptions should be capitalized like regular prose, generally with only the start of a sentence capitalized. Differential Revision: https://developer.blender.org/D9922
2020-12-16Sculpt: Multires Displacement SmearPablo Dobarro
This tool implements smearing for multires displacement over the limit surface, similar to how smearing for colors and topology slide works. When used the displacement values of the vertices "slide" over the topology, creating the effect of smearing the surface detail. As the brush just modifies displacement values instead of coordinates, the total displacement of the affected area doesn't change. This means that this smearing effect can be used multiple times over the same area without generating any artifacts in the topology. When the brush is used with the pinch or expand smear modes, displacement differences are pushed into the same area, creating hard surface effects without pinching the topology. As any other brush that relies on the limit surface (like displacement erasers), this will work better after using apply base. Reviewed By: sergey, JulienKaspar, dbystedt Differential Revision: https://developer.blender.org/D9659
2020-12-15Cleanup: reduce indirect DNA header inclusionCampbell Barton
Remove DNA headers, using forward declarations where possible. Also removed duplicate header, header including it's self and unnecessary inclusion of libc system headers from BKE header.
2020-12-10Sculpt: Elastic deform type for Snake HookPablo Dobarro
This adds deformation types to snake hook and the elastic deformation type. This mode deforms the mesh using a kelvinlet instead of applying the displacement directly inside the brush radius, which is great for stylized shapes sketching. Changes in rake rotation when using elastic are too strong when set to 1, so I'll add a nicer way to support rake rotations with smoother transitions in the future. Reviewed By: sergey, JulienKaspar Differential Revision: https://developer.blender.org/D9560
2020-12-04Sculpt: Wet paint area radiusPablo Dobarro
This adds a new property to the sculpt vertex color paint brush to limit the area of the brush that is going to be used to sample the wet paint color. This is exactly the same concept as normal radius and area radius that exist for sculpting brushes for sampling the surface depth and orientation. When working near color hard edges, this allows to prevent the color from the other side of the edge to blend into the wet paint. With 1.0 (the previous default) wet paint radius, as soon as the brush touches one vertex of the other color, the wet paint mix color changes, making it impossible to maintain the border between the two colors. Reviewed By: sergey, dbystedt, JulienKaspar Differential Revision: https://developer.blender.org/D9587
2020-12-02Fix T83090: Multiple warnings accessing brush enum data.Bastien Montagne
We already have generic enums for empty and default 'none' value.
2020-10-27RNA: remove duplicate of Brush.tex_paint_map_modeIvan Perevala
Use Brush.map_mode instead. Ref D9290
2020-10-22Sculpt: Grab silhouette optionPablo Dobarro
This adds a property to the grab that masks vertices based on its original normal and grab delta. When used on thin meshes, it allows to grab the silhouette from one side of the object without affecting the shape of the other side. Reviewed By: sergey Differential Revision: https://developer.blender.org/D9205
2020-10-20Sculpt: Smooth deform type for Boundary BrushPablo Dobarro
This adds a smooth deformation type to the boundary brush, which smooths the boundary and has a regular falloff towards the inside of the mesh. For smoothing, only vertices parallel to the boundary are taken into account, creating this effect. Reviewed By: sergey Differential Revision: https://developer.blender.org/D9204
2020-10-15Fix brush tip delta orientation with anchored strokesPablo Dobarro
When using anchored stroke, the stroke operator was modifying the coordinates on the "mouse" rna property by setting them to the original position. Because of this, all the sculpt delta calculation was failing and the delta for these brushes was set randomly (with a 0 vector) at the beginning of the stroke. There is now an extra property that uses the unmodified coordinates of the mouse to calculate the delta. Now delta orientation works as expected in all brushes and features that require brush tip orientation. Reviewed By: sergey Differential Revision: https://developer.blender.org/D9183
2020-10-15Sculpt: Experimental Pen Tilt SupportPablo Dobarro
This adds support for pen tilt in sculpt mode. For now, pen tilt is used by tweaking the tilt strength property, which controls how much the pen angle affects the sculpt normal. This is available in Draw, Draw Sharp, Flatten, Fill, Scrape and Clay Strips brushes, but it can be enabled in more tools later. The purpose of this patch is to have a usable implementation of pen tilt in a painting mode, so users can test and see in which hardware and platforms this feature is supported and how well it works. If it works ok, more tools and features that rely on pen tilt can be implemented, like brushes that blend between two deformations depending on the angle. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8893
2020-10-13Sculpt: Use plasticity for softbody influencePablo Dobarro
Previously the softbody strength property was controlling the strength of the constraints that pin all vertices to the original location. This was causing problems when the forces were trying to deform the vertices too much, like when using gravity or grab brushes. Now softbody is implemented with plasticity, which creates constraints to a separate coordinates array. These coordinates are deformed with the simulation, and the plasticity parameter controls how much the simulation moves the coordinates (plasticity 0), or the coordinates move the simulation back to its previous position (plasticity 1). This creates much better and predictable results and adding softbody plasticity to the brushes can increase its control and the stability of the simulation. Reviewed By: sergey, zeddb Differential Revision: https://developer.blender.org/D9187
2020-10-03Cleanup: Remove/replace C standard library assert() and header usagesJulian Eisel
We have our own assert implementation, `BLI_assert()` that is prefered over the C standard library one. Its output is more consistent across compilers and makes termination on assert failure optional (through `WITH_ASSERT_ABORT`). In many places we'd include the C library header without ever accessing it.
2020-10-01Sculpt: Cloth Simulation Dynamic area modePablo Dobarro
This simulation area mode moves the active area with the brush. When enabled, the cloth brush has no restrictions on stroke length, area or mesh vertex count. In order to work, this enables PBVH nodes dynamically for simulation as the stroke location moves and builds the constraints for new nodes during the stroke. When a node is not inside the simulated area, all the constraints that were created for it and vertex collisions are not computed. The simulation limits falloff areas and constraints tweaking control how the simulated and no simulated nodes blend. Reviewed By: sergey, zeddb Differential Revision: https://developer.blender.org/D8726
2020-09-30Cleanup: use 'use_' prefix for RNA booleansCampbell Barton
Some of the naming was quite misleading.
2020-09-22Cleanup: Quiet unused variables warningHans Goudey
2020-09-22GPencil: Improve default brush draw modeAntonio Vazquez
Mainly a UI adjustment, no functional changes To have the default mode in the advanced panel as separated option is not the best solution. Now, there is a pin option and when it is enabled, the brush keeps this mode. Differential Revision: https://developer.blender.org/D8974
2020-09-21Various fixes in UI messages.Bastien Montagne
Along some other typos in comments or variable names.
2020-09-10Sculpt: Enable pen pressure for Scrape/Fill Area RadiusPablo Dobarro
This should improve the issue with Scrape accumulation in concave surfaces. When the strength of the brush is higher, the area radius is also bigger, so the scrape plane is more stable preventing it from accumulating displacement in the same area. The Scrape/Fill default presets are also updated to include this functionality. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8821
2020-08-25Sculpt: Cloth Snake Hook BrushPablo Dobarro
This implements Snake Hook as a deform type for the cloth brush. This brush changes the strength of the deformation constraints per brush step to avoid affecting the results of the simulation as much as possible. It allows to grab the cloth without producing any artifacts in the surface and create more natural looking folds than any of the other deformation modes. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8621
2020-08-19Cleanup: warningsCampbell Barton
2020-08-18Sculpt: Enable Cloth Simulation Target for Pose and BoundaryPablo Dobarro
This adds a new brush property called "Deformation Target" which controls how the brush deformations is going to affect the mesh data. By default is set to Geometry, which makes the brushes displace the vertices. When set to Cloth Simulation, the deformation of the brush is applied to the cloth solver constraints, so the simulation is responsible to apply the final deformation. This allows to add cloth simulation effects to other sculpt tools with minor modifications to their code. This patch enables Cloth Simulation deformation target for Pose and Boundary brushes, which are tools that are already designed to work in low poly counts and produce large deformations. This allows creating the most common cloth effects, like bending and compressing folds, without relying on collisions. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8578
2020-08-18Sculpt: Invert Smooth to Enhance DetailsPablo Dobarro
This enables the invert mode in the smooth brush as Enhance Details. The operation is similar to the Sharpen Filter intensify details parameter, which consist in applying the laplacian smooth displacement in the opposite direction calculated using the original coordinates. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8509
2020-08-13Sculpt: Boundary Brush Falloff Types and OffsetPablo Dobarro
This adds the boundary_falloff_type and boundary_offset to control how the falloff of the Boundary Brush is applied. Boundary Origin Offset is the same concept as the Pose Origin offset in the Pose Brush. It is a multiplier that adds extra length to the brush radius to locate the deformation pivot further from the boundary without affecting the falloff. The Falloff type includes Constant (previous default), brush radius, loop and loop and invert. Loop and Loop and Invert can be used to create deformation patterns in a mesh. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8526
2020-08-12Sculpt: Multires Displacement Eraser BrushPablo Dobarro
This brush deletes displacement information of the Multires Modifier, resetting the mesh to the subdivision limit surface. This can be use to easily delete parts of the sculpt or to fix reprojection artifacts after applying a shrinkwrap. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8543
2020-08-10Sculpt: Boundary BrushPablo Dobarro
This brush includes a set of deformation modes designed to deform and control the shape of the mesh boundaries, which are really hard to do with regular sculpt brushes (and even in edit mode). This is useful for creating cloth assets and hard surface base meshes. The brush detects the mesh boundary closest to the active vertex and propagates the deformation using the brush falloff into the mesh. It includes bend, expand, inflate, grab and twist deform modes. The main use cases of this brush are the Bend and Expand deformation modes, which depend on a grid topology to create the best results. In order to do further adjustments and tweaks to the result of these deformation modes, the brush also includes the Inflate, Grab and Twist deformation modes, which do not depend that much on the topology. Grab and Inflate are the same operation that is implemented in the Grab and Inflate tools, they are also available in the boundary brush as producing deformations with regular brushes in these areas is very hard to control. Even if this brush can produce deformations in triangle meshes and meshes with a non-regular quad grid, the more regular and clean the topology is, the better. Most of the assets this brush is intended to deform are always created from a cylindrical or plane quad grid, so it should be fine. Also, its algorithms can be improved in future versions to handle more corner cases and topology patterns. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8356
2020-08-10GPencil: Invert Filled area pressing Ctrl keyAntonio Vazquez
This feature was suggested in https://blender.community/c/rightclickselect/rggbbc/ When press `Ctrl+LMB`, the filled area is inverted. {F8749306} {F8749307} Filling several areas: {F8759399} Differential Revision: https://developer.blender.org/D8477
2020-08-06Sculpt: Cloth Brush simulation area propertyPablo Dobarro
This makes possible to choose between a local and a global simulation when the cloth brush is used. Local simulation is the current default. When global simulation is enabled, the cloth brush simulates the entire mesh without taking any simulation limits into account. This was possible before by setting the simulation limits to 10 (the current maximum value allowed) so the entire mesh was inside the limits, but this was a hack as the limits scale with the radius and there should not be any limitation on how big the simulated area can be to be able to simulate an entire object. This also allows to make a more clear distinction between cloth brush presets that are intended to be used in local areas to add details or globally to generate the base shape of the mesh. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8481
2020-08-06Cleanup: no need for plural for term 'collision'Campbell Barton
2020-08-06Sculpt: Cloth Brush/Filter CollisionsPablo Dobarro
This implements collisions in the solver of the cloth brush/filter. It uses the scene colliders as a regular physics simulation. There are still some parameters (friction, distance to the surface...) that can be exposed as properties in later patches. Thanks to Sebastian Parborg for helping me with the implementation. Reviewed By: sergey, zeddb Differential Revision: https://developer.blender.org/D8019
2020-08-06Fix Squash and Stretch naming in the Pose Brush deform modePablo Dobarro
Previusly it was using the / character, which implies that there is one deformation mode and and invert deformation mode like in the other two deformation, but squash and stretch is only one deformation mode and does not have an invert mode. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8463
2020-08-05Sculpt: Option to lock the rotation in the Pose Brush scale deform modePablo Dobarro
The scale deform mode includes rotation by default, so when when scaling down a part of the models it becomes harder to control as the effect of the rotation less predictable (similar to using trackball rotation in a very small radius). This locks the rotation of the segment, so parts of the model can be scaled down in a more predictable way. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8465
2020-08-05GPencil: Rename Default Fill Boundary option to AllAntonio Vazquez
2020-08-05GPencil: Add Fill option to determine the layers used for boundary strokesAntonio Vazquez
This is a patch suggested in https://blender.community/c/rightclickselect/qggbbc/ The valid values are: * Visible Layers. * Active Layer. * Layer Above active. * Layer Below active. * All layers Above active. * All layers Below active. Differential Revision: https://developer.blender.org/D8474 Some minor UI changes done in the original patch.
2020-08-05Sculpt: Cloth brush Pin Simulation Boundary propertyPablo Dobarro
The cloth brush has a defined simulated area with a falloff. In the falloff area (the area between the dashed white circle and the exterior white circle), simulation properties change in order to fade out the simulation deformation effects towards the boundary. With some brushes and stroke types (like anchored strokes with pinching or grabbing with full strength), it is possible to apply more force than what the boundary falloff can compensate, so the simulation breaks when this happens. This option pins the falloff area with softbody constraints, This produces a much better deformation falloff and it is no longer possible to move the vertices near the simulation boundary, so the simulation won't break no matter the strength of the forces applied inside the simulated areas. This is an option as it is particularly useful for some brushes to add localized details, but for brushes that are supposed to deform the entire mesh (like the grab brush in D8424), this can add unwanted softbody constraints that affect the simulation result. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8435
2020-08-04Merge branch 'blender-v2.90-release'Bastien Montagne
Conflicts: source/blender/editors/gpencil/gpencil_primitive.c
2020-08-04Cleanup: typos & co in UI messages (and some other places).Bastien Montagne
2020-07-30Sculpt: Enable persistent base for the cloth brushPablo Dobarro
The cloth brush builds the constraints when the stroke starts usign the current state of the mesh. This means that deformations profuced by the simulattion will accumulate after multiple strokes as it will always start from the previous deformed state. While this is useful in many cases, for other uses it is convenient to always simulate the same initial shape, but applying different forces to it. The persistent base options work like the persistent base in the layer brush and allows the cloth brush to not accumulate deformation after each stroke. When enabled, constraints are created for the shape stored in the persistent base instead of from the current state of the mesh. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8428
2020-07-29Sculpt: Cloth Brush Soft Body Influence propertyPablo Dobarro
This property adds constraints to the simulation using the initial location of the vertices, making it behave like a soft body. The strength of these constraints can be modified with the brush parameter. This makes some deformation modes more subtle and predictable, making it possible to use the cloth brush to add surface detail in a more controllable way without loosing completely the original shape of the mesh. Reviewed By: sergey Differential Revision: https://developer.blender.org/D7845
2020-07-29GPencil: New Brush predefined modeAntonio Vazquez
it's good to have an option to ' pin' a mode to the brush, to use that mode always, independent of the current viewport selected mode. {F8723224} Reviewed By: pepeland Differential Revision: https://developer.blender.org/D8399 81a002
2020-07-21Sculpt: Add extra deform types to SlidePablo Dobarro
This adds extra deform modes to the slide mode of the Topology Slide/Relax brush (both slide and smear are almost identical). This is useful to move topology to a specific area to add more localized details Reviewed By: sergey Differential Revision: https://developer.blender.org/D8349
2020-07-21Sculpt: Support pen pressure modulation in Paint Brush propertiesPablo Dobarro
This allows to use pen pressure modulation in hardness, wet mix, wet persistence, flow and density, as well as inverting the modulation (more pressure, less density...). With this, it is possible to create brushes that mix paint or apply a new color based on the pressure. Reviewed By: sergey, campbellbarton Differential Revision: https://developer.blender.org/D8267
2020-07-13Sculpt: Add extra deform types to SmearPablo Dobarro
The smear brush was using the stroke direction to slide colors across the mesh surface (this is called drag in other sculpt tools). Similarly, other deformations can be included. The most common ones in image editing are pinch and expand, which can be used to sharpen transitions between colors. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8270