Age | Commit message (Collapse) | Author |
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- Separate the Post Processes settings into sub panel.
- Rename "Viewport Anti-Aliasing" to sampling & super-sampling as it also reduce the noise of other effects.
- Remove Temporal Anti-Aliasing toggle and make it always active unless the number of samples is 1.
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Was reading and writing from same array,
this also makes smear thread-safe.
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Restoring weights is problematic when the stroke overlaps its mirror.
It's better to simply compute the new weight based on the saved data
rather than restoring things, and check that the change is monotonic.
This way is also closer to how things worked before the merge.
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This secondary accumulation option accumulated brush falloff.
The same option in image painting accumulates color
as vertex paiht 'Spray' does.
Giving this option different behavior for vertex paint seems strange.
Also this is basically increasing falloff over time.
Remove the new code, expose existing 'Spray' as 'Accumulate'
to match other paint modes.
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Notes:
- Changes in paint_vertex.c were simple to merge, mainly related on passing
evaluation context.
- Conflicts in EditDM and drawmesh.c are solved using code from blender2.8
branch. Those areas are deprecated and not to be used in final release.
However, it's possible that some reference code from master is lost, so
keep attention when adding alpha support for vertex painting.
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Also use 'const' for brush.
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While these mostly make sense for color,
there is no harm in supporting.
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This makes the metals shine more.
Previous behaviour was not correct.
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This was a mistake to use world color because it introduce light bleeding on indoor environement.
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Users are thinking that ESM are not soft because of the default value.
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Mirroring writes to the mirror vertex within the direct vertex
draw function, which violates assumptions required for processing
vertices in parallel.
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Causes crash, see c133927bb
Merging soc-2017-vertex_paint brought this back by accident.
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complex node
The issue here is that we can not read scale from socket when determining
dependent area of interest. This area will depend on current pixel. Now fall
back to more stupid but reliable thing: if scale size input is connected to some
nodes, we use the whole frame as area of interest.
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This makes vertex paint match image painting more closely.
- Add falloff shape option sphere/circle
where sphere uses a 3D radius around the cursor and
circle uses a 2D radius (projected), like previous releases.
- Add normal angle option so you can control the falloff.
- Add Cull option, to paint onto faces pointing away.
Disabling normals, culling and using circle falloff
allows you to paint through the mesh.
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No functional changes.
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Original code by @mano-wii, modified for general use.
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Was only happening for 3 and 1 channel sources.
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Having gesture automatic free memory isn't practical if this
has it's own allocations.
Add option not to free userdata.
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Avoids sqrt for verts that are later ignored
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* missing include for uint typedef
* macro syntax error
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D2863
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Recent changes ignored this option.
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When painting with spray disabled - we need to re-apply
on top of the original each time.
Applying the soc-2016-pbvh-painting branch removed this.
While I'd added back a simple previous weight array,
this won't work when multiple groups are painted at once.
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This is most pronounced in Auto-Normalize + Multi-Paint. Unlike
vertex paint, the weights being painted on in weight paint mode
don't necessarily correspond to the weight actually stored in
any one vertex group, and may instead be a computed aggregate.
This restores original code behavior lost in rB4f616c93f7cb.
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This is used to tweak the overall spread of the lighting. It is a per renderlayer setting.
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This required some small changes to the data display shaders so that they match the way the object mode renders them.
Strangely enough, I had to remove the normal attribute from the display code because it was being not bound as soon as I created another rendering call in object mode. The problem may be deeper but I did not have time for this so I derive the normal from the sphere pos.
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Only use alpha blending when in vertex paint mode.
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Note that this tool seems like it might need to be rewritten
since results are quite strange.
Projecting on the view vector gives a small improvement though.
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Checking surrounding verts wasn't working properly.
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