Age | Commit message (Collapse) | Author |
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This attribute means how "pointy" the geometry surface is, which allows to do
effects like dirt maps and wear-off effects on render geometry. This means the
attribute is calculated for the final mesh which means no baking (which implies
UV unwrap) is needed. Apart from this the behavior is quite close to how vertex
dirty colors works.
The new attribute is available as an output socket of Geometry node.
There's no penalty for the render time, only some delay on scene preparation
(the delay is linear of the mesh complexity).
Reviewers: brecht, juicyfruit
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1086
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D602 by @blakenator with edits
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This includes offscreen processing for the 3D viewport and OpenGL rendering.
Included effects are a depth of field shader and a Screen Space Ambient
Occlusion shader.
The system is simplistic and duplicates some code. I am in the process of making abstractions
so the effects can be used in a node system, but we can probably give users
access to the early system right now.
Reviewers: sergey, campbellbarton, jwilkins, merwin
Differential Revision: https://developer.blender.org/D1092
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The issue was caused by the fix for T34108, which modified DNA in order to
get a fallback box collision shape. Not sue why it's needed, we can just get
box shape directly, without modifying user's settings.
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Mainly consistency changes and smaller fixes.
* Environment Texture Nodes:
** show image info
** split layout for menus (showing menu title on the left)
** hierarchical button order
* Image Nodes:
** disable Alpha Mode menu if Use Alpha is disabled
** Don't show "+" icon/button if an image is already loaded
** Consistent alignment of menu buttons (see Input Color Space menu)
Requested and approved by @venomgfx
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The same buttons are already used for other image textures and since the
environment tex node does only allow images as well, it makes sense to
have this here too.
Approved by @lukastoenne and @venomgfx,
requested by @venomgfx
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For linking/appending, .blends get the type S_IFDIR added which prevents
the size from being drawn. BLI_is_dir gets the type from the OS so it's
better suited for this case.
Reported by @sergey.
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Using different scenes with 2+ windows broke entirely using undo.
Now keep track of the current windows scene in each undo-file,
and ensure the undo-scene is on a visible window when undo is executed,
switching the scene only when its not in a visible window.
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Scaling matrix assumed no rotation,
also remove unused apply_diameter arg.
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D1045 by @a.romanov
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Running this operator and and closing Blender gives this:
Error: Not freed memory blocks: 2
ImBuf_struct len: 2480 0x69ba4f8
imb_addrectImBuf len: 1048576 0x6ccc2d8
Fixed with added call to IMB_freeImBuf in BKE_image_add_from_imbuf.
Could be fixed in the operator instead, but I think the BKE function
is the correct place since the comment says it should take ownership
of the ImBuf.
Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1084
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Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1083
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Instead of showing a meaningless "dot" icon or having to come up with an arbitrary
icon, the Outliner now shows the stroke/fill color swatches for each layer to
match every other place where these are shown.
NOTE: Like many other widgets in the outliner though, these are not editable.
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* Viewport visibility and locking are currently exposed
* Later on, visibility in renders can also be included
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reached
There are a couple of things that I don't like here, but it seems like
the best way to handle this for now.
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Needed a minor change to test committing from a new development system.
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Still need to adjust for contiguous UV's
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also minor warning cleanup
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D389 by @kevindietrich
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This is still very rudimentary, and lacks many things.
* This needs a better icon. Perhaps we can look into using colour swatches here
too like in all the other places?
* The "active" check needs to be implemented still
* Various restriction toggles to come still
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This commit just adds entries for the Grease Pencil datablocks in the Outliner.
Currently, there's not much more to see here, but the following commits will see
to that.
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unless "set size" option is ticked.
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Error in custom split normals work, non-autosmooth normals != vertex normals!
Loops from flat faces shall take normal of their face, not their vertex.
Tsst...
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The term auto-view on its own isn't very meaningful
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will code another workaround for gooseberry.
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Auto View automatically adjusts the view based on selection, so that the view is
always focused on the current selection.
A checkbox in the header is used to access it and it works for the following
selection methods: Toggle All, Border, Circle, Lasso, Left, Right, More, Less,
Linked, Column (so all except of single selection, in which this can be a bit
annoying)
Reviewed by @Aligorith (thanks for that :) )
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rpecision issue.
Only recompute if cost is below -FLT_EPSILON, we can get cases where both cases generate
very tiny negative costs (see 'Cylinder.004' mesh in .blend attached to report).
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Code frees hash element while iterating - I don't think that's a good
idea but this should keep things working for now at least.
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option was confusing users a bit.
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'.', was a bit too rough.
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Support drag&drop objects to groups in the outliner.
D989 by @lichtwerk
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