Age | Commit message (Collapse) | Author |
|
Commit 302b04a5a3fc introduced new retiming system, that unified sound
pitch animation with strip speed control. Because sound playback is
handled in different way, this did not work as expected and old files
were broken. In addition animation was not copied to new property.
Revert length position and offset handling for sound strips so their
position does not change and remap fcurves to new `speed_factor`
property.
|
|
|
|
|
|
This commit contains various new features for curves sculpt mode
that have been developed in parallel.
* Selection:
* Operator to select points/curves randomly.
* Operator to select endpoints of curves.
* Operator to grow/shrink an existing selection.
* New Brushes:
* Pinch: Moves points towards the brush center.
* Smooth: Makes individual curves straight without changing the root
or tip position.
* Puff: Makes curves stand up, aligning them with the surface normal.
* Density: Add or remove curves to achieve a certain density defined
by a minimum distance value.
* Slide: Move root points on the surface.
Differential Revision: https://developer.blender.org/D15134
|
|
|
|
This commit adds a new face nearest snapping mode, adds new snapping
options, and (lightly) refactors code around snapping.
The new face nearest snapping mode will snap transformed geometry to the
nearest surface in world space. In contrast, the original face snapping
mode uses projection (raycasting) to snap source to target geometry.
Face snapping therefore only works with what is visible, while nearest
face snapping can snap geometry to occluded parts of the scene. This new
mode is critical for retopology work, where some of the target mesh
might be occluded (ex: sliding an edge loop that wraps around the
backside of target mesh).
The nearest face snapping mode has two options: "Snap to Same Target"
and "Face Nearest Steps". When the Snap to Same Object option is
enabled, the selected source geometry will stay near the target that it
is nearest before editing started, which prevents the source geometry
from snapping to other targets. The Face Nearest Steps divides the
overall transformation for each vertex into n smaller transformations,
then applies those n transformations with surface snapping interlacing
each step. This steps option handles transformations that cross U-shaped
targets better.
The new snapping options allow the artist to better control which target
objects (objects to which the edited geometry is snapped) are considered
when snapping. In particular, the only option for filtering target
objects was a "Project onto Self", which allowed the currently edited
mesh to be considered as a target. Now, the artist can choose any
combination of the following to be considered as a target: the active
object, any edited object that isn't active (see note below), any non-
edited object. Additionally, the artist has another snapping option to
exclude objects that are not selectable as potential targets.
The Snapping Options dropdown has been lightly reorganized to allow for
the additional options.
Included in this patch:
- Snap target selection is more controllable for artist with additional
snapping options.
- Renamed a few of the snap-related functions to better reflect what
they actually do now. For example, `applySnapping` implies that this
handles the snapping, while `applyProject` implies something entirely
different is done there. However, better names would be
`applySnappingAsGroup` and `applySnappingIndividual`, respectively,
where `applySnappingIndividual` previously only does Face snapping.
- Added an initial coordinate parameter to snapping functions so that
the nearest target before transforming can be determined(for "Snap to
Same Object"), and so the transformation can be broken into smaller
steps (for "Face Nearest Steps").
- Separated the BVH Tree getter code from mesh/edit mesh to its own
function to reduce code duplication.
- Added icon for nearest face snapping.
- The original "Project onto Self" was actually not correct! This option
should be called "Project onto Active" instead, but that only matters
when editing multiple meshes at the same time. This patch makes this
change in the UI.
Reviewed By: Campbell Barton, Germano Cavalcante
Differential Revision: https://developer.blender.org/D14591
|
|
This commit adds new Unwrap and Pack Islands nodes, with equivalent
functionality to the existing Unwrap and Pack Islands operators. The
Unwrap node uses generic boolean attributes to determine seams instead
of looking at the seam flags in the mesh geometry.
Unlike the Unwrap operator, the Unwrap node doesn't perform aspect
ratio correction, because this is trivial for the user to implement
with a Vector Math node if it is desired.
The Unwrap node implicitly performs a Pack Islands operation upon
completion, because the results may not be generally useful otherwise.
This matches the behaviour of the Unwrap operator.
The nodes use the existing Vector socket type, and do not introduce a
new 2D Vector type (see T92765).
Differential Revision: https://developer.blender.org/D14389
|
|
The RNA API in rna_mesh.c has a function to rename generic customdata
layers. However for customdata layers which are attributes (i.e. not
specialized types) the attribute renaming function needs to be used,
as that can ensure unique names across domains.
Differential Revision: https://developer.blender.org/D15310
|
|
This adds a Mesh To Volume Node T86838 based on the existing modifier.
The mesh to volume conversion is implemented in the geometry module,
and shared between the node and the modifier.
Currently the node outputs a grid with the name "density". This may
change in the future depending on the decisions made in T91668.
The original patch was by Kris (@Metricity), further implementation
by Geramy Loveless (@GeramyLoveless), then finished by Erik Abrahamsson
(@erik85).
Differential Revision: https://developer.blender.org/D10895
|
|
The compression as sRGB is mostly an implementation detail and showing the
integers does not make it clear what the actual values are that will be used
for computations in geometry nodes. This follows the general convention that
colors in Blender are displayed and edited in scene linear floats.
The raw sRGB bytes can still be viewed as a tooltip.
Ref T99205
Differential Revision: https://developer.blender.org/D15322
|
|
This patch includes the full shadow functionality for LineArt:
- Light contour and cast shadow lines.
- Lit/shaded region selection.
- Enclosed light/shadow shape calculation.
- Silhouette/anti-silhouette selection.
- Intersection priority based on shadow edge identifier.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D15109
|
|
Patch implements better way to control playback speed than it is
possible to do with speed effect. Speed factor property can be set in
Time panel.
There are 2 layers of control:
Option to retime movie to match scene FPS rate.
Custom speed factor to control playback rate.
Since playback rate is strip property, it is now possible to manipulate
strip as normal one even if it is retimed.
To facilitate manipulation, some functions need to consider speed factor
and apply necessary corrections to strip offset or strip start. These
corrections may need to be float numbers, so start and offsets must be
float as well.
Sound strips now use speed factor instead of pitch. This means, that
strips will change length to match usable length. In addition, it is
possible to group movie and sound strip and change speed of meta strip.
|
|
This commit adds the ability to test Eevee viewport playback performance tests.
Tests should be placed in `lib/benchmarks/eevee/*/*.blend`. {rBL62962} added
initial test files. See https://wiki.blender.org/wiki/Tools/Tests/Performance how
to set it up.
To record the playback performance the test start the viewport playback, and adds
a post frame change handler.
This handler will go over the next steps:
* Ensures the viewport is set to rendered mode.
* Wait for shaders to be compiled. Utilizes `bpy.app.is_job_running` function when
available (v3.3) to wait for shader compilation to finish. When not available will wait
for one minute.
* Draw several warmup frames
* Record for 10 seconds tracking the number of frames drawn and performance counters.
* When ready print the result to the console. The results will be extracted when the
benchmark has run.
## Example report
```
master v3.0 v3.1 v3.2
T88219 0.0860s 0.0744s 0.0744s 0.0851s
blender290-fox 1.3056s 0.8744s 0.7994s 1.2809s
```
{F13232387}
Reviewed By: brecht, fclem
Maniphest Tasks: T99136
Differential Revision: https://developer.blender.org/D15302
|
|
This was a mistake in 17a773cdcee9 - I did not notice existing set
function and assumed, that property set DNA directly.
Both get and set functions are now available and readonly flag is
removed.
|
|
The mask is expected to be always be displayed smooth, and the
option mainly existed for some legacy drivers. IF smooth drawing
causes issues it should be fixed in the drawing code, not as an
option in the interface.
Differential Revision: https://developer.blender.org/D15266
|
|
|
|
Since 7afcfe111aac `startdisp` and `enddisp` fields are used as runtime
position storage for effect strips exclusively.
Use getter functon to return handle position and make properties read
only.
|
|
Use function `sequence_editor.display_stack(meta_strip)` to set
displayed timeline content.
To view top-level timeline, that does not belong to any meta strip, pass
`None` as argument.
Differential Revision: https://developer.blender.org/D12048
|
|
Solution found by Philipp Oeser (@lichtwerk), thanks.
|
|
|
|
As described in T98943, this commit adds a node that can
evaluate a field on a separate domain in a larger field context.
This is potentially useful in many cases, to avoid relying on
a separate capture attribute node, which can make it easier
to build reusable fields that don't need geometry inputs.
Internally, the node just evaluates the input field in the larger
field context and then uses the generic domain interpolation,
so the code is simple. One future optimization might be using
the input selection to only evaluate part of the input field, but
then the selection has to be interpolated as well, and that might
not always be worth it.
Differential Revision: https://developer.blender.org/D15289
|
|
|
|
Before [0] mouse-motion events left the 'event.value' un-changed,
so a mouse-move would be set to PRESS/RELEASE based on previous events.
Support accessing the previous event value directly
to address feedback from T99102.
Note that the previous cursor location is already exposed.
[0]: 52af3b20d45ea525a0ce66b2613ac132c9032a3f
|
|
Thanks Loren Osborn for investigating this and proposing solutions.
Ref D14798
|
|
We store various lazily calculated caches on meshes, some of which
depend on the vertex positions staying the same. The current API to
invalidate these caches is a bit confusing. With an explicit set of
functions modeled after the functions in `BKE_node_tree_update.h`,
it becomes clear which function to call. This may become more
important if more lazy caches are added in the future.
Differential Revision: https://developer.blender.org/D14760
|
|
|
|
Add a `BKE_action_fcurves_clear(action)` function, which removes all the
Action's FCurves, and expose it as `ActionFCurves.clear()` in RNA.
This is more ergonomic than calling `remove` on f-curves until the list
is empty.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14660
|
|
Adds an overlay option to show/hide the spline points & lines of masks in the Mask Editor.
It also moves the "smooth" option up (its position left of the selection dropdown was missleading).
{F11847272}
This emerged from a discussion in https://developer.blender.org/D12776
Differential Revision: https://developer.blender.org/D13314
|
|
Baking assumed that color attributes could only have two configurations:
float color data type on vertices, or byte color type on face corners.
In reality the options can be combined to make four total options.
This commit handles the four cases explicitly with a somewhat
more scaleable approach (though this should really be C++ code).
This commit also changes some related error messages, tooltips,
and an enum name, in order to make the functionality more obvious.
Differential Revision: https://developer.blender.org/D15244
|
|
|
|
This adds a new parameter to the "Combined" overlay mode of the mask editor.
The "blending factor" allows users to blend the mask exterior with the original
footage to visualise the content of the mask in a more intuitive way. The
"Alpha" overlay is unaffected by this change.
The existing "Combined" overlay is used like before (covering everything
outside the mask in black), but can be blended with the slider in the mask
overlay to look at the exterior.
This is part of an effort to make mask editing more intuitive & easy to use:
https://developer.blender.org/T93097
Differential Revision: https://developer.blender.org/D13284
|
|
|
|
|
|
Part of T98560.
See https://wiki.blender.org/wiki/Source/Interface/Views
Adds all the basic functionality needed for grid views. They display
items in a grid of rows and columns, typically with a preview image and
a label underneath. Think of the main region in the Asset Browser.
Current features:
- Active item
- Notifier listening (also added this to the tree view)
- Performance: Skip adding buttons that are not scrolled into view
(solves performance problems for big asset libraries, for example).
- Custom item size
- Preview items (items that draw a preview with a label underneath)
- Margins between items scale so the entire region width is filled with
column, rather than leaving a big empty block at the right if there's
not enough space for another column (like the File and current Asset
Browser does it).
- "Data-View Item" theme colors. Not shown in the UI yet.
No user visible changes expected since the grid views aren't used for
anything yet.
This was developed as part of a rewrite of the Asset Browser UI
(`asset-browser-grid-view` branch), see T95653. There's no reason to
keep this part in a branch, continuing development in master makes
things easier.
Grid and tree views have a lot of very similar code, so I'm planning to
unify them to a degree. I kept things separate for the start to first
find out how much and what exactly makes sense to override.
|
|
Issue introduced on e6eefdd4020e.
|
|
Add a RNA update function for output video codec setting to update
properties that are incompatible with defaults.
Previously video output bitrate settings were omitted because of the
Constant Rate Factor (CRF) default. CRF setting for video codec is only
available for H264, MPEG4 and WEBM/VP9 outputs, so for the others
changing encoder quality mode to constant bitrate (CBR) as CRF is not
supported.
Reviewed By: ISS, mano-wii
Differential Revision: https://developer.blender.org/D15201
|
|
This also renames Hair Curves to Curves. Meaning that until we get
rid of the old curve type we will have both of those entires there:
* Curve
* Curves
This rna enum is used among other things in the driver UI to pick
which data-block you want the property from.
|
|
Regression in [0] unintentionally renamed COORDINATES.
There was a naming discrepancy when two (nearly) identical arrays,
de-duplicating them caused the error.
[0]: 94444aaadf238ab2de4226d6b1b66284d479a931
|
|
I'm using the tool icons for the brush themselves.
Note: This includes a few brushes that are only defined in D15134.
Those are simply the icons rendered with a world background of #282828.
|
|
Scaling an image shouldn't depend on the current context.
|
|
The "bl_order" property on add-on UI panels can be used to put
them in a specific order regardless of the order of registering.
This patch makes this ordering also possible for panels inside panels.
Differential Revision: https://developer.blender.org/D15174
|
|
The problem with T98683 is that sampling interval can be set to very small,
resulting in very dense points. This patch attempts to optimize that a little bit.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D15180
|
|
starts.
Usefull to easily trim away the 'aray index' part of an RNA path, e.g.
when searching for an FCurve (which never contains that index part in
its RNA path).
|
|
|
|
|
|
|
|
RNA camera code did not handle path for its image/movieclip users
sub-data, and moviclip RNA struct definition did not have a rna path
function at all.
|
|
Refactor the code, and optimize it slightly (no need e.g. to check for
nodes when the nodetree is of a type that cannot have image user nodes).
|
|
This commit ports the "Set Spline Type" node to the new curves type.
Performance should be improved in similar ways to the other refactors
from the conversion task (T95443). Converting to and from Catmull Rom
curves is now supported. There are a few cases where a lot of work can
be skipped: when the number of points doesn't change, and when the
types already match the goal type.
The refactor has a few other explicit goals as well:
- Don't count on initialization of attribute arrays when they are
first allocated.
- Avoid copying the entire data-block when possible.
- Make decisions about which attributes to copy when changing curves
more obvious.
- Use higher-level methods to copy data between curve points.
- Optimize for the common cases of single types and full selections.
- Process selected curves of the same types in the same loop.
The Bezier to NURBS conversion is written by Piotr Makal (@pmakal).
Differential Revision: https://developer.blender.org/D14769
|
|
This mirrors the C++ attribute API better, separates the implementation
of attributes from CustomData slightly, and makes functions simpler,
clearer, and safer.
Also fix an issue with removing an attribute caused by 97712b018df71c
meant the first attribute with the given type was removed instead of
the attribute with the given name.
|