Age | Commit message (Collapse) | Author |
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This patch renames the node "String Substring" to "Slice String"
to conform to the "verb first" naming convention.
Default length is also changed to 10 to make it easier for users
to understand what the node does.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12931
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These nodes just output a single value of their respective types,
making it possible to control multiple inputs with the same value.
Differential Revision: https://developer.blender.org/D12932
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This commit adds a node that can be used to find and replace strings
inside of the input string. One initial use case is to have an easier
way to add line breaks to strings to the string to curves node.
Differential Revision: https://developer.blender.org/D12721
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Adds a color input node with picker.
Differential Revision: https://developer.blender.org/D12793
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This commit introduces the Align Euler to Vector function node which
rotates to a body into a given direction. The node replaces the legacy
"Align Rotation to Vector" node, which only worked on an attribute
named `rotation` internally. The "Euler" in the name is meant to make
it clearer that the rotation isn't interchangeable with a regular
vector.
Addresses T91374.
Differential Revision: https://developer.blender.org/D12726
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This commit introduces the Rotate Euler function node which modifies
an input euler rotation. The node replaces the "Point Rotate" node.
Addresses T91375.
Differential Revision: https://developer.blender.org/D12531
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This node replaces the deprecated Attribute Randomize node, populating
a vector, float, integer or boolean field with random values. Vector,
float, and integer have min/max settings, which are also field aware.
The boolean type has a probability value for controlling what portion
of the output should be true. All four types have a field seed input
which is implicitly driven by the index, otherwise, all values would
be the same "random" value.
The Random Float node is now deprecated like other nodes, since it is
redundant with this node.
Differential Revision: https://developer.blender.org/D12603
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This patch adds a new node called "Special Characters" with two string
outputs: "Line Break" and "Tab". This is necessary because the newline
character cannot be easily typed with a keyboard, but is necessary for
the string to curve node.
Differential Revision: https://developer.blender.org/D12620
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This patch adds four new nodes to a new "Text" category:
- String Length: Outputs length of a string
- String Substring: Outputs part of a string
- Value to String: Converts a value to a string
- String Join: Concatenates multiple strings with a delimiter
The initial use case of these nodes is the upcoming string to curve
node. However, they could also be used to calculate dynamic attribute
names, or with string attributes in the future.
Differential Revision: https://developer.blender.org/D12532
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This patch adds a very simple node that explicitly converts a float to
an int. While this may seem redundant, it would offer 2 benefits to the
current requirement to use implicit float conversions:
1. It makes the node tree's intent more clear and self-documenting
(especially if changes in the future require integer inputs).
2. It eliminates undefined behavior in current/future nodes from float
inputs by guaranteeing that the input is an integer.
The node offers a variety of rounding techniques to make it more flexible.
Differential Revision: https://developer.blender.org/D11700
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Those nodes are leftovers from my work on particle nodes and are not needed currently.
They can be added back easily if they become necessary.
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This commit adds a simple string input node, intended for use in the
attribute workflow to make using the same attribute name in multiple
places easier. The node is function node similar to the existing vector
input node.
Ref T84971
Differential Revision: https://developer.blender.org/D10316
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Ref: T82651
Normally people use "Combine XYZ" to input a vector, but it is more
interesting to have an explicit vector input.
So this is basically "Combine XYZ" without any input sockets, the values
are stored in the node itself.
Differential Revision: https://developer.blender.org/D9885
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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The hardcoded age limit is now gone. The behavior can be implemented
with an Age Reached Event and Kill Particle node. Other utility nodes
to handle age limits of particles can be added later. Adding an
Age Limit attribute to particles on birth will be useful for some effects,
e.g. when you want to control the color or size of a particle over its
life time.
The Random Float node takes a seed currently. Different nodes will
produce different values even with the same seed. However, the same
node will generate the same random number for the same seed every
time. The "Hash" of a particle can be used as seed. Later, we'd want
to have more modes in the node to make it more user friendly.
Modes could be: Per Particle, Per Time, Per Particle Per Time,
Per Node Instance, ...
Also a Random Vector node will be useful, as it currently has to be
build using three Random Float nodes.
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Object sockets work now, but only the new Object Transforms and the
Particle Mesh Emitter node use it. The emitter does not actually
use the mesh surface yet. Instead, new particles are just emitted around
the origin of the object.
Internally, handles to object data blocks are passed around in the network,
instead of raw object pointers. Using handles has a couple of benefits:
* The caller of the function has control over which handles can be resolved
and therefore limit access to specific data. The set of data blocks that
is accessed by a node tree should be known statically. This is necessary
for a proper integration with the dependency graph.
* When the pointer to an object changes (e.g. after restarting Blender),
all handles are still valid.
* When an object is deleted, the handle is invalidated without causing crashes.
* The handle is just an integer that can be stored per particle and can be cached easily.
The mapping between handles and their corresponding data blocks is
stored in the Simulation data block.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D7494
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D7424
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