Remove `exec()` and `eval()` calls from `WM_OT_properties_edit` where
possible. This not only results in simpler, cleaner code, but also
removes the necessity for `repr(value)` to evaluate to a Python
expression that in turn evaluates to `value` again.
No functional changes.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D8658
This adds the orientation modes to the Cloth Filter.
Similar to the mesh filter, they set the orientation of the axis when
limiting the forces.
When using the gravity mesh filter, the orientation also sets the gravity
direction. In world orientation, cloth will always fall towards the
ground plane. In view mode, cloth will always fall down relative to the
view.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8618
Popovers which are aligned with properties should turn themself
(and the panel they open) inactive when the corresponding property
toggle is turned off. A notable exception is the snap settings
popover, as snapping can still be used when the toggle is off.
Differential Revision: https://developer.blender.org/D8584
Now by default the selection mode is All keyframes types.
Also removed the icon for All option and renamed from `All Types`to `All`.
UI review by @pablovazquez
This adds a new brush property called "Deformation Target" which
controls how the brush deformations is going to affect the mesh data. By
default is set to Geometry, which makes the brushes displace the
vertices. When set to Cloth Simulation, the deformation of the brush is
applied to the cloth solver constraints, so the simulation is
responsible to apply the final deformation. This allows to add cloth
simulation effects to other sculpt tools with minor modifications to their
code.
This patch enables Cloth Simulation deformation target for Pose and
Boundary brushes, which are tools that are already designed to work in
low poly counts and produce large deformations. This allows creating the
most common cloth effects, like bending and compressing folds, without
relying on collisions.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8578
Previously, the XYZ deform axis of the Mesh Filter were limited to
object space (which is the default for sculpt mode). Now it is possible
to limit the XYZ displacement in Local, Global or View space.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8582
Final releases (including beta) should strictly show features that are
finalized to prevent loss of data, old API clanging around, and the
overall quality of the product (Blender) presented.
Note that rendering should never be affected by user preferences, so
this is only changing things in the UI level.
Development note: This is reset experimental UI on file load.
Also note: to hide RNA (needed for hair and particles) will be done as a
separate patch.
Differential Revision: https://developer.blender.org/D8606
This uses the same concept of the Mesh Filter but for applying the cloth
filter forces, so now it can be limited to a specific axis.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8567
One should be able to edit overridable IDProps values, but never their
settings/definitions.
Note that being able to add new IDProps to overrides is still a TODO.
Reported by Josephbburg (@Josephbburg) over blenderchat, thanks.
This uses a single row for the three axis instead of a row per axis.
Reviewed By: sergey, Severin
Differential Revision: https://developer.blender.org/D8581
Currently, the search operator in the node add menu NODE_MT_add is drawn
even if no node categories exists. This patch only draws the operator if
at least one node category passes the poll.
This patch is needed because some add-ons use custom search operator and
do not register node categories. In this case, it is undesirable to have
a search operator drawn that do nothing and is not used. One such add-on
is Animation Nodes.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D8576
In EEVEE the AO renderpass influenced other render passes. Until now the
pass wasn't selectable when AO was disabled in the scene to remove these
render artifacts.
This patch allows rendering EEVEE AO pass without enabling it in the
scene. It does this by binding a fallback texture that is used by the
surface shaders.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7956
Many of these popovers could use a design pass in 2.91, but for 2.90 we
don't want to change any UI strings at this point, so the best way to
solve the cutoff text is to widen the popovers. Sadly this won't affect
popovers when other languages besides English have longer strings, but
solving that is a much larger task.
Another benefit is that tweaking sculpt / paint brush options feels much
less cramped with slightly wider popovers.
I only know of one string that is still slightly cutoff by default with
this patch, the "Max Element Distance" property of the pose brush in the
sculpt mode brush settings popover. But I didn't think it was worth
widening that popover more to deal with that one case.
Differential Revision: https://developer.blender.org/D8575
Since DATA_PT_sculpt_vertex_colors has its own poll() we need to call
the poll() of MeshButtonsPanel as well
Differential Revision: https://developer.blender.org/D8563
In this mode the preview image is always using the most of the preview
area space: it is scaled to fit, preserving aspect ratio. This makes it
possible to always have maximum of the preview region even after resize
of other areas.
This mode is enabled by default, is available in the View -> Zoom to Fit
menu. It is enabled when View All (Home key) is used, and is disabled
when manual navigation ([panning, zooming) is performed.
There is no versioning code, which means existing files will open as-is,
but new projects will have this option enabled.
Ref T78987
Maniphest Tasks: T78987
Differential Revision: https://developer.blender.org/D8549
This adds the boundary_falloff_type and boundary_offset to control how the
falloff of the Boundary Brush is applied.
Boundary Origin Offset is the same concept as the Pose Origin offset in
the Pose Brush. It is a multiplier that adds extra length to the brush
radius to locate the deformation pivot further from the boundary without
affecting the falloff.
The Falloff type includes Constant (previous default), brush radius, loop
and loop and invert. Loop and Loop and Invert can be used to create
deformation patterns in a mesh.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8526
Previously the way to use this operations was using the shortcut Ctrl +
W and Ctrl + Alt + W, which was not very discoverable and it was
limiting the amount of options that can be added to the operator.Now the
same functionality of the operator is available as a tool, which will
make easier to add other editing operations and options without adding
more entries to the keymap.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8545
Now the operators are split to define different default values. This is also required for the future Bezier primitive tools.
This allows to show in the Topbar the number of subdivisions. Before this value was totally hidden and it was number of Edges. The wheelmouse can be used to override the value while running, but does not change the default value.
{F8766270}
All operators share same code.
Also, fixed some bad practices done with Toolbar in python.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D8506
This adds a property that checks the normals of each vertex against the
view direction to decide if they should be masked (similar to the
"Front Faces Only" option works for brushes.
Reviewed By: sergey
Maniphest Tasks: T77637
Differential Revision: https://developer.blender.org/D8448
This brush includes a set of deformation modes designed to deform and
control the shape of the mesh boundaries, which are really hard to do
with regular sculpt brushes (and even in edit mode). This is useful
for creating cloth assets and hard surface base meshes.
The brush detects the mesh boundary closest to the active vertex and
propagates the deformation using the brush falloff into the mesh.
It includes bend, expand, inflate, grab and twist deform modes.
The main use cases of this brush are the Bend and Expand deformation
modes, which depend on a grid topology to create the best results.
In order to do further adjustments and tweaks to the result of these
deformation modes, the brush also includes the Inflate, Grab and
Twist deformation modes, which do not depend that much on the topology.
Grab and Inflate are the same operation that is implemented in the
Grab and Inflate tools, they are also available in the boundary brush
as producing deformations with regular brushes in these areas is very
hard to control.
Even if this brush can produce deformations in triangle meshes and
meshes with a non-regular quad grid, the more regular and clean the
topology is, the better. Most of the assets this brush is intended to
deform are always created from a cylindrical or plane quad grid, so it
should be fine. Also, its algorithms can be improved in future versions
to handle more corner cases and topology patterns.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8356
This makes possible to choose between a local and a global simulation
when the cloth brush is used. Local simulation is the current default.
When global simulation is enabled, the cloth brush simulates the entire
mesh without taking any simulation limits into account.
This was possible before by setting the simulation limits to 10 (the
current maximum value allowed) so the entire mesh was inside the limits,
but this was a hack as the limits scale with the radius and there should
not be any limitation on how big the simulated area can be to be able to
simulate an entire object. This also allows to make a more clear
distinction between cloth brush presets that are intended to be used in
local areas to add details or globally to generate the base shape of the
mesh.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8481
Small tweaks to make labels and texts more correct, consistent and
polished.
Reviewed by: Aaron Carlisle, Julian Eisel
Differential Revision: https://developer.blender.org/D8346
Align items in the edit mesh context menus (reducing padding), for
consistency with other menus.
The root layout of menus doesn't add the padding, for sub-layouts
`align` has to be enabled.
{F8749633}
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D8480
This implements collisions in the solver of the cloth brush/filter. It
uses the scene colliders as a regular physics simulation.
There are still some parameters (friction, distance to the surface...)
that can be exposed as properties in later patches.
Thanks to Sebastian Parborg for helping me with the implementation.
Reviewed By: sergey, zeddb
Differential Revision: https://developer.blender.org/D8019
This adds a curvature smoothing and intensify details properties to control
the result of the Sharpen Mesh Filter.
Curvature smoothing removes high frequency details from the precalculated
sharpen data, so the filter result has much smoother surfaces and cleaner
sharpen lines;
Intensify details displaces the vertices of creases and valleys in the direction
opposite to its neighbors average, so it intensifies high frequency details
in those areas, producing more noisy and sharp shapes:
Both this properties can be used in combination to achieve a good balance of
high and low frequency details depending on the shape and the desired result.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8447
The scale deform mode includes rotation by default, so when when scaling
down a part of the models it becomes harder to control as the effect of
the rotation less predictable (similar to using trackball rotation in a
very small radius). This locks the rotation of the segment, so parts of
the model can be scaled down in a more predictable way.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8465
The cloth brush has a defined simulated area with a falloff. In the falloff
area (the area between the dashed white circle and the exterior white
circle), simulation properties change in order to fade out the
simulation deformation effects towards the boundary.
With some brushes and stroke types (like anchored strokes with pinching
or grabbing with full strength), it is possible to apply more force than
what the boundary falloff can compensate, so the simulation breaks when
this happens.
This option pins the falloff area with softbody constraints, This
produces a much better deformation falloff and it is no longer possible
to move the vertices near the simulation boundary, so the simulation
won't break no matter the strength of the forces applied inside the
simulated areas.
This is an option as it is particularly useful for some brushes to add
localized details, but for brushes that are supposed to deform the
entire mesh (like the grab brush in D8424), this can add unwanted
softbody constraints that affect the simulation result.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8435
Fixes T78346.
The shortcut display and change code is context sensitive. To make it
work correctly the context needs to be set properly.
When executing operators from the dropdowns, the active region is the
header, but the shortcut handlers are set for the main region. So make
sure that is used instead.
This also sets the main region active for context menu operators, where
this issue shouldn't be present. Doing it anyway shouldn't hurt though
and fixes this issue in case somebody displays the context menu in the
header as dropdown too.
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.
This patch adds a new compound shape entry to the shape selection
dropdown. It also corrects wrong inertia calculation for convex hulls,
that resulted in strange behavior for small objects.
The compound shape take the collision shapes from its object children
and combines them. This makes it possible to create concave shapes from
primitive shapes. Using this instead of the mesh collision shape is
often many times faster.
Reviewed By: Sergey, Sebastian Parborg
Differential Revision: http://developer.blender.org/D5797
This property adds constraints to the simulation using the initial
location of the vertices, making it behave like a soft body. The
strength of these constraints can be modified with the brush parameter.
This makes some deformation modes more subtle and predictable, making it
possible to use the cloth brush to add surface detail in a more
controllable way without loosing completely the original shape of the
mesh.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7845
it's good to have an option to ' pin' a mode to the brush, to use that mode always, independent of the current viewport selected mode.
{F8723224}
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D8399
81a002
Keeping face attributes connected is now optional.
Keeping UV's connected is useful for organic modeling, but bad for
architectural.
Differential Revision: https://developer.blender.org/D8360