Commit Graph

7648 Commits

Author SHA1 Message Date
e2ffe88983 Curves: use paint cursor in curves sculpt mode
Also adds radius and strength control to the tool settings in the ui.
2022-02-21 12:49:36 +01:00
Aaron Carlisle
1f79132287 UI: Do not include the text stating an enum item is the default
This adds maintence overhead and it is not that useful when we have reset to default.

If this is something that we want it should be added dynamically.

Reviewed By: HooglyBoogly, Severin, #user_interface

Differential Revision: https://developer.blender.org/D14151
2022-02-19 21:31:53 -05:00
5f16e24cc9 Curves: add initial edit mode support
This adds initial support for edit mode for the experimental new curves
object. For now we can only toggle in and out of the mode, no real
interraction is possible.

This patch also adds empty menus in edit mode. Those were added mainly
to quiet warnings as the menus are programmatically added to the edit
mode based on the object type and context.

Ref T95769

Reviewed By: JacquesLucke, HooglyBoogly

Maniphest Tasks: T95769

Differential Revision: https://developer.blender.org/D14136
2022-02-18 11:31:13 +01:00
61aaeb3745 Curves: initial brush system integration for curves sculpt mode
This adds the boilerplate code that is necessary to use the tool/brush/paint
systems in the new sculpt curves mode.

Two temporary dummy tools are part of this patch. They do nothing and
only serve to test the boilerplate. When the first actual tool is added,
those dummy tools will be removed.

Differential Revision: https://developer.blender.org/D14117
2022-02-18 09:14:54 +01:00
18d18b5a98 UV: move sticky selection from image space into tool settings
Having this setting stored in the image space caused low level selection
logic to have to pass around the image space (which could be NULL
in some cases). Use the tool-settings instead since there doesn't seem
to be much/any advantage in having this setting per-space.
2022-02-16 13:46:00 +11:00
37821143dd Cleanup: clang-format, use static sets, sort struct declarations 2022-02-16 13:04:20 +11:00
07032dd218 Curves: add initial sculpt mode
This adds a new sculpt mode to the experimental new curves object.
Currently, this mode can only be entered and exited, nothing else.
The main initial purpose of this node will be to use it for hair grooming.

The patch also adds the `editors/curves/` directory for the new curves
object, which will be necessary for many other things as well.

I added a completely new mode (`OB_MODE_SCULPT_CURVES`), because
`OB_MODE_SCULPT` seems to be rather specific to meshes, and reusing
it doesn't seem worth the trouble. The tools/brushes used in mesh vs.
curves sculpt mode are quite distinct as well.

I had to add DNA_userdef_enums.h to make the patch compile with C++
(forward declaration of enums isn't allowed). This follows the same
pattern that we use for other enums in dna.

Differential Revision: https://developer.blender.org/D14107
2022-02-15 12:32:15 +01:00
fcac0b6fea Fix playing image-sequences with frames containing 9 or more numbers
The path calculation method for animation players: frame-cycler, rv &
mplayer would fail when the number of digits exceeded the range of a
32bit int causing RenderData.frame_path() to raise a ValueError.

Use a simpler method of extracting the range that uses the sign to
detect the beginning of the number.
2022-02-15 17:21:21 +11:00
fa7bd4c069 Cleanup: move utility to create a frame path into a static method
Add PlayRenderedAnim._frame_path_with_number_char since mixing
this logic inline made the code harder to follow.
2022-02-15 17:16:26 +11:00
cf6546863e Merge branch 'blender-v3.1-release' 2022-02-11 20:57:18 -05:00
517afcc858 Fix T91423: View Animation not working with stereoscopic animations
The animation playback did not take into account individual stereoscopic views.

This patch fixes this by playing back the active view render.

Reviewed By: campbellbarton

Maniphest Tasks: T91423

Differential Revision: https://developer.blender.org/D14070
2022-02-11 20:56:51 -05:00
ad53cb0b9d Merge branch 'blender-v3.1-release' 2022-02-11 19:44:27 +01:00
8fb2926a53 Cycles: show Metal device in preferences also on Intel Macs
In anticipation of enabling AMD Metal support.

Ref D14090, T92212
2022-02-11 17:51:55 +01:00
467c16eab1 Remove New from new obj exporter menu. 2022-02-10 19:32:30 -05:00
4d29ec42bc Revert "Split Python OBJ importer and exporter, enabling only the importer."
This reverts commit ff9dc1986e.
2022-02-10 19:21:32 -05:00
0263c8238b Remove 'New' from new Obj exporter menu entry. 2022-02-10 19:00:40 -05:00
f39698de77 Revert "Split Python OBJ importer and exporter, enabling only the importer."
This reverts commit ff9dc1986e.
2022-02-10 18:29:29 -05:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
40e8b9775d Fix: Missing changes in recent "Curves" rename
More missing changes in fe1816f67f. This will hopefully fix a
Python API docs build error, and fixes the "Object Types Visibility"
popover.
2022-02-10 15:51:26 -06:00
312d6925c4 Cleanup: make file headers more consistent
Also some descriptive text into doc-strings.
2022-02-09 23:47:34 +11:00
59a7095f79 Cleanup: use consistent copyright location, move descriptions
Order copyright immediately after the license block,
this was done almost everywhere with a few exceptions.

Remove authors from a few files (we had already removed "Contributors"
section however with old patches being applied this gets added back in).

Also move descriptive text into the doxygen comment block under \file.
In some cases remove the text as it was accidentally copied.
2022-02-09 16:00:16 +11:00
67c12ed765 Cleanup: remove useless statement.
Layouts are active by default when created, no need to set this
explicitely. Leftover from proxy removal.
2022-02-08 09:16:49 +01:00
fe1816f67f Curves: Rename "Hair" types, variables, and functions to "Curves"
Based on discussions from T95355 and T94193, the plan is to use
the name "Curves" to describe the data-block container for multiple
curves. Eventually this will replace the existing "Curve" data-block.
However, it will be a while before the curve data-block can be replaced
so in order to distinguish the two curve types in the UI, "Hair Curves"
will be used, but eventually changed back to "Curves".

This patch renames "hair-related" files, functions, types, and variable
names to this convention. A deep rename is preferred to keep code
consistent and to avoid any "hair" terminology from leaking, since the
new data-block is meant for all curve types, not just hair use cases.

The downside of this naming is that the difference between "Curve"
and "Curves" has become important. That was considered during
design discussons and deemed acceptable, especially given the
non-permanent nature of the somewhat common conflict.

Some points of interest:
- All DNA compatibility is lost, just like rBf59767ff9729.
- I renamed `ID_HA` to `ID_CV` so there is no complete mismatch.
- `hair_curves` is used where necessary to distinguish from the
  existing "curves" plural.
- I didn't rename any of the cycles/rendering code function names,
  since that is also used by the old hair particle system.

Differential Revision: https://developer.blender.org/D14007
2022-02-07 11:56:48 -06:00
a7b5982030 Fix missing removal of proxy references in py scripts.
Reported by studio (Hjalti), thanks.
2022-02-07 16:23:26 +01:00
Dimitry Kaplin
1c5f2e49b7 VSE: Add filter method to strip transform
Previously, nearest interpolation filter was used for preview, because
it offered good performance and bilinear was used for rendering. This
is not always desirable behavior, so filter method can now be chosen by
user. Chosen method will be used for preview and for rendering.

Reviewed By: ISS

Differential Revision: https://developer.blender.org/D12807
2022-02-07 10:41:26 +01:00
RedMser
150f42e6d3 NLA: shortcut to rename active strip
Use the global F2 rename panel for the NLA editor to rename NLA strips.

Reviewed By: sybren, RiggingDojo

Differential Revision: https://developer.blender.org/D12300
2022-02-04 16:39:00 +01:00
3bcbbf8992 Split Python OBJ importer and exporter, enabling only the importer.
This is from patch D13988. It removes the "- New" from the menu of the
new obj exporter, changes the default addon to just io_import_obj,
and does the right versioning thing.
Also disables the python tests for the old python exporter.
2022-02-03 09:30:55 -05:00
ff9dc1986e Split Python OBJ importer and exporter, enabling only the importer.
This is from patch D13988. It removes the "- New" from the menu of the
new obj exporter, changes the default addon to just io_import_obj,
and does the right versioning thing.
Also disables the python tests for the old python exporter.
2022-02-03 07:56:55 -05:00
a83fff7c63 Remove operators to manually convert proxies to liboverrides.
Now that proxy conversions if enforced, those operations are not useful
anymore.

Part of T91671.
2022-02-02 16:56:23 +01:00
829d93ff06 Remove option to not auto-convert proxies on file load.
Now all proxies will always be converted to library overrides. If
conversion fails, they are simply 'disabled'.

This should be the last 'user-visible' step of proxies removal.
Remaining upcoming commits will remove internal ID management, depsgraph
and evaluation code related to proxies.

Also bump the blendfile subversion.

Part of T91671.
2022-02-02 09:47:10 +01:00
9cc4861e6f Compositor: Combine and Separate XYZ Node
We have this node for shader and geometry nodes. Compositor can also
work with vectors, and this can help with that.

Reviewed By: manzanilla

Maniphest Tasks: T95385

Differential Revision: https://developer.blender.org/D12919
2022-02-01 18:18:51 -05:00
Yevgeny Makarov
7aec5b0622 UI: Adjust Layout on Quick Setup Screen
Some items on the Quick Setup screen can be truncated with some
languages and/or with High DPI monitors. This patch adjusts column
sizes and turns off the expand on Spacebar options, making everything
fit a bit better.

See D9853 for more details.

Differential Revision: https://developer.blender.org/D9853

Reviewed by Julian Eisel
2022-02-01 11:17:57 -08:00
12b26d21b0 Assets: allow creating preview image by rendering active object
For node groups there is no good default preview generation.
Nevertheless, t would be useful to generate a preview image for a
node group by rendering an object in some cases.

This commit adds a new operator that allows updating the preview
image for the active asset by rendering the active object.
Note, the operator can also be used for other asset types, not just
node groups.

The operator can be found in a menu right below the refresh-preview
button. Currently it is the only operator in that menu. In the future,
more operators to create previews may be added.

Differential Revision: https://developer.blender.org/D13747
2022-01-26 15:10:49 +01:00
ec1b0c2014 Geometry Nodes: Initial merge by distance node
This implements a merge by distance operation for point clouds.
Besides the geometry input, there are two others-- a selection
input to limit the operation to certain points, and the merge
distance. While it would be a reasonable feature, the distance
does not support a field currently, since that would make
the algorithm significantly more complex.

All attributes are merged to the merged points, with the values
mixed together. This same generic method is used for all attributes,
including `position`. The `id` attribute uses the value from the
first merged index for each point.

For the implementation, most of the effort goes into creating a
merge map to speed up attribute mixing. Some parts are inherently
single-threaded, like finding the final indices accounting for the
merged points. By far most of the time is spend balancing the
KD tree.

Mesh support will be added in the next commit.

Differential Revision: https://developer.blender.org/D13649
2022-01-25 10:51:52 -06:00
c813a1b358 Cycles: add Point Info node
With (center) position, radius and random value outputs.

Eevee does not yet support rendering point clouds, but an untested
implementation of this node was added for when it does.

Ref T92573
2022-01-25 17:14:20 +01:00
Kevin C. Burke
17b0c06946 Animation: Equalize Handle Operator
The Equalize Handles operator allows users to make selected handle
lengths uniform: either respecting their original angle from the key
control point or by flattening their angle (removing the overshoot
sometimes produced by certain handle types).

Design: T94172

Reviewed by: sybren

Differential Revision: https://developer.blender.org/D13702
2022-01-25 11:41:40 +01:00
95981c9876 Geometry Nodes: Extrude Mesh Node
This patch introduces an extrude node with three modes. The vertex mode
is quite simple, and just attaches new edges to the selected vertices.
The edge mode attaches new faces to the selected edges. The faces mode
extrudes patches of selected faces, or each selected face individually,
depending on the "Individual" boolean input.

The default value of the "Offset" input is the mesh's normals, which
can be scaled with the "Offset Scale" input.

**Attribute Propagation**
Attributes are transferred to the new elements with specific rules.
Attributes will never change domains for interpolations. Generally
boolean attributes are propagated with "or", meaning any connected
"true" value that is mixed in for other types will cause the new value
to be "true" as well. The `"id"` attribute does not have any special
handling currently.

Vertex Mode
 - Vertex: Copied values of selected vertices.
 - Edge: Averaged values of selected edges. For booleans, edges are
   selected if any connected edges are selected.
Edge Mode
 - Vertex: Copied values of extruded vertices.
 - Connecting edges (vertical): Average values of connected extruded
   edges. For booleans, the edges are selected if any connected
   extruded edges are selected.
 - Duplicate edges: Copied values of selected edges.
 - Face: Averaged values of all faces connected to the selected edge.
   For booleans, faces are selected if any connected original faces
   are selected.
 - Corner: Averaged values of corresponding corners in all faces
   connected to selected edges. For booleans, corners are selected
   if one of those corners are selected.
Face Mode
 - Vertex: Copied values of extruded vertices.
 - Connecting edges (vertical): Average values of connected selected
   edges, not including the edges "on top" of extruded regions.
   For booleans, edges are selected when any connected extruded edges
   were selected.
 - Duplicate edges: Copied values of extruded edges.
 - Face: Copied values of the corresponding selected faces.
 - Corner: Copied values of corresponding corners in selected faces.
Individual Face Mode
 - Vertex: Copied values of extruded vertices.
 - Connecting edges (vertical): Average values of the two neighboring
   edges on each extruded face. For booleans, edges are selected
   when at least one neighbor on the extruded face was selected.
 - Duplicate edges: Copied values of extruded edges.
 - Face: Copied values of the corresponding selected faces.
 - Corner: Copied values of corresponding corners in selected faces.

**Differences from edit mode**
In face mode (non-individual), the behavior can be different than the
extrude tools in edit mode-- this node doesn't handle keeping the back-
faces around in the cases that the edit mode tools do. The planned
"Solidify" node will handle that use case instead. Keeping this node
simpler and faster is preferable at this point, especially because that
sort of "smart" behavior is not that predictable and makes less sense
in a procedural context.

In the future, an "Even Offset" option could be added to this node
hopefully fairly simply. For now it is left out in order to keep
the patch simpler.

**Implementation**
For the implementation, the `Mesh` data structure is used directly
rather than converting to `BMesh` and back like D12224. This optimizes
for large extrusion operations rather than many sequential extrusions.
While this is potentially more verbose, it has some important benefits:
First, there is no conversion to and from `BMesh`. The code only has
to fill arrays and it can do that all at once, making each component of
the algorithm much easier to optimize. It also makes the attribute
interpolation more explicit, and likely faster. Only limited topology
maps must be created in most cases.

While there are some necessary loops and allocations with the size of
the entire mesh, I tried to keep everything I could on the order of the
size of the selection rather than the size of the mesh. In that respect,
the individual faces mode is the best, since there is no topology
information necessary, and the amount of work just depends on the size
of the selection.

Modifying an existing mesh instead of generating a new one was a bit
of a toss-up, but has a few potential benefits:
 - Avoids manually copying over attribute data for original elements.
 - Avoids some overhead of creating a new mesh.
 - Can potentially take advantage of future ammortized mesh growth.
This could be changed easily if it turns out to be the wrong choice.

Differential Revision: https://developer.blender.org/D13709
2022-01-23 22:42:49 -06:00
46475b8e11 Cleanup: Grammar: its self vs. itself 2022-01-23 22:34:56 -06:00
RUben
5b90c046d5 Fix: Object selection delay with many objects
With object collection properties open there was a huge delay when
switching active objects in a large scene, (~10k objects, ~5m vertices).
This is due to a non-optimal function to query all the collections the object is in.

To solve this the code can be simplified by using `bpy.types.Object.users_collection`
This returns all the collections the object is in removing the need to compute this in python.
2022-01-21 13:13:04 -05:00
d034b85f33 Geometry Nodes: new Scale Elements nodes
This node can scale individual edges and faces. When multiple selected
faces/edges share the same vertices, they are scaled together.
The center and scaling factor is averaged in this case.

For some examples see D13757.

Differential Revision: https://developer.blender.org/D13757
2022-01-21 17:34:47 +01:00
Alan Babu
c39d514a4e Geometry Nodes: Flip Faces Node
Currently there is no way to flip normals in geometry nodes. This node
makes that possible by flipping the winding order of selected faces.
The node is purposely not called "Flip Normals", because normals are
derived data, changing them is only a side effect. The real change is
that the vertex and edge indices in the face corners of every selected
polygon are reversed, and face corner attribute data is reversed.

While there are existing utilities to flip a polygon and its custom
data, this node aims to process an attribute's data together instead
of processing all attributes separately for each index.

Differential Revision: https://developer.blender.org/D13809
2022-01-21 09:26:40 -06:00
f6888b530a Attributes: add operator to convert generic attributes to other types
Editing of generic attributes on the original objects in edit modes is
still very limited. However, when applying a geometry nodes modifier
that generates new attributes. These attributes will show up in the
Attributes panel.

Currently, our exporters are not capable of exporting generic attributes.
Therefore, for the time being, a work around is to apply geometry nodes
and then convert a generic attribute to a task specific attribute like a
uv map, vertex group or vertex color layer. Once more parts of Blender
support generic attributes, this will become less important.

Currently, only meshes are supported by the operator. However, it would
be relatively easy to extend it to other geometry types.

Differential Revision: https://developer.blender.org/D13838
2022-01-21 12:47:35 +01:00
Charlie Jolly
cc1a48e395 Geometry Nodes: Curve Primitive Arc
This adds a new curve primitive to generate arcs.

Radius mode (default): Generates a fixed radius arc on XY plane
with controls for Angle, Sweep and Invert.

Points mode: Generates a three point curve arc from Start to End
via Middle with an Angle Offset and option to invert the arc.
There are also outputs for arc center, radius and normal direction
relative to the Z-axis.

This patch is based on previous patches
D11713 and D13100 from @guitargeek. Thank you.

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D13640
2022-01-20 19:04:09 +00:00
4425e0cd64 Subdivision: add support for vertex creasing
This adds vertex creasing support for OpenSubDiv for modeling, rendering,
Alembic and USD I/O.

For modeling, vertex creasing follows the edge creasing implementation with an
operator accessible through the Vertex menu in Edit Mode, and some parameter in
the properties panel. The option in the Subsurf and Multires to use edge
creasing also affects vertex creasing.

The vertex crease data is stored as a CustomData layer, unlike edge creases
which for now are stored in `MEdge`, but will in the future also be moved to
a `CustomData` layer. See comments for details on the difference in behavior
for the `CD_CREASE` layer between egdes and vertices.

For Cycles this adds sockets on the Mesh node to hold data about which vertices
are creased (one socket for the indices, one for the weigths).

Viewport rendering of vertex creasing reuses the same color scheme as for edges
and creased vertices are drawn bigger than uncreased vertices.

For Alembic and USD, vertex crease support follows the edge crease
implementation, they are always read, but only exported if a `Subsurf` modifier
is present on the Mesh.

Reviewed By: brecht, fclem, sergey, sybren, campbellbarton

Differential Revision: https://developer.blender.org/D10145
2022-01-20 12:21:34 +01:00
293aab2253 Asset Browser: Add debug option to disable asset indexing
Adds an "Asset Indexing" option (enabled by default) to Preferences >
Experimental > Debugging. This is useful when working on the asset
library loading.
2022-01-19 20:12:53 +01:00
b88a37a490 Geometry Nodes: new Field at Index node
This node allows accessing data of other elements in the context geometry.
It is similar to the Transfer Attribute node in Index mode. The main difference
is that this node does not require a geometry input, because the context
is used.

The node can e.g. be used to generalize what the Edge Vertices node is doing.
Instead of only being able to get the position of the vertices of an edge,
any field/attribute can be accessed on the vertices.

Differential Revision: https://developer.blender.org/D13825
2022-01-18 16:25:47 +01:00
7220897280 WM: batch rename support for volume & light object data
Also order items to match the "Add" menu.
2022-01-18 12:23:15 +11:00
75d84b1b64 WM: batch rename outliner support for various ID types
The outliner selection can now be used for renaming objects,
object-data & materials.
2022-01-18 12:12:05 +11:00
0fc9526178 Fix for batch rename operating on library collections & materials 2022-01-18 11:50:02 +11:00
84f6d86445 Fix batch renaming selected meta-strips 2022-01-18 11:13:05 +11:00