Commit Graph

1326 Commits

Author SHA1 Message Date
e3461a02ac Fix T43779: Cycles texture interpolation issues
That was basically not an issue with interpolation, but rather missing wrapping
options and periodic wrapping was always used.

It's still a bit questionable why certain graphics cards were doing clamping in
the file from the report, that's not something what is expected to happen from
the settings of textures being passed to GPU. In any case this issue i still
didn't manage to reproduce on any of the available GPUs, might be something
related on driver glitch or so.

In any case CPU now should behave just fine, rest of the issues we'll need to be
able to reproduce first.
2015-07-21 22:13:25 +02:00
9b40616249 Cycles: Point density texture support
This commit implements point density texture for Cycles shading nodes.

It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.

Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.

This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.

Particle color support is done by Lukas, thanks!
2015-07-18 22:49:10 +02:00
Julian Eisel
b05cf040cb Cleanup: Use bool instead of int 2015-07-01 21:48:42 +02:00
e170d6be7f Cleanup: all params of BLI_str partition funcs can be const... 2015-06-27 11:00:47 +02:00
4d043c99dc Extend BLI_str_partition_ex: add possibility to define a right limit to the string.
Now you can define `end` pointer as right limit of the string (allows to easily search
in substring, especially useful when searching from right).
2015-06-27 10:24:54 +02:00
Dalai Felinto
9326820a1b Multi-View: Show multiview image properties only in the places where
they are supported

aka, remove multiview properties from the texture panel, the textures
node (image), and any other parts.

The multiview options are now to be explicitly set in the image template
in order to have them available in the respective panel
2015-06-13 14:09:22 -03:00
5f5e05b3eb Fix compilation error after recent commit 2015-06-02 13:11:03 +05:00
89025958af Fix T44921: Node editor, nodes position not maintained after Material panel changes
Also improved a bit behavior of adding new nodes, now they will not overlap that
badly. Still not ideal, but further improvements better not to happen at bcon4.
2015-06-02 12:32:43 +05:00
25f5d2b4d7 Fix (unreported) broken RNA Image pack handling since multiview merge.
Was breaking loading of embedded FBX images (among other things, most likely).
2015-05-22 23:28:41 +02:00
31e96cbf96 Cleanup: style, spelling 2015-05-15 23:38:53 +10:00
31f0c27ae7 Depsgraph: Add additional relations/id update tags
This calls are not strictly speaking needed for the old dependency graph, but
due to more granular nature of upcoming depsgraph more actions requires update
of relations of IDs.

On the one hand this extra tags could be wrapped with if() statements, but on
the other hand it makes sense to keep tag in sync so it's clear if some issue
is caused by missing/extra tag or by depsgraph itself.
2015-05-12 16:06:36 +05:00
74dc4e87a6 Fix Buttons context, invalid object data access
Another instance of T44376.
Crash where the Python context would access a stale pointer to the active object.
2015-05-04 18:06:31 +10:00
5e1eb8cdcf Cleanup: rename GRAB_POINTER -> GRAB_CURSOR
Term pointer is overloaded already.
2015-04-27 18:58:53 +10:00
bf69453ae7 BLI_string: add BLI_snprintf_rlen
use when the length of the destination string is needed.
2015-04-22 05:37:22 +10:00
57d9badc21 Cleanup: use bool /w flag checks 2015-04-21 01:50:20 +10:00
Dalai Felinto
4c2306d21a Multiview: compositor was not updating when multiview was off 2015-04-07 16:38:21 -03:00
Julian Eisel
cc78664d50 Revert Sticky Keys (and everything related to that)
Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.

I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
2015-04-07 14:13:20 +02:00
Julian Eisel
bcc9a23548 Various Sticky fixes (tm)
* Revert 776bfa64a5 and c3dad7953a (some X11 systems are doing
stupid things forcing me to do an extra check that completely breaks the
click type handling on other systems using the slightly changed
implementation from those commits - see T44278)
* Fix sample lines in Compositor+VSE

(And yes, this time I tested on both of my systems to make sure
everything is fine)
2015-04-06 23:10:21 +02:00
Dalai Felinto
d5f1b9c222 Multi-View and Stereo 3D
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html

Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode

Viewport
* Cameras
* Plane
* Volume

Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support

Sequencer
* Image/Movie Strips 'Use Multiview'

UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

Scene Render Views
* Ability to have an arbitrary number of views in the scene

Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.

Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.

Everything else is likely small todos, and may wait until we are sure none of the above is happening.

Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix

Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up

Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)

Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
2015-04-06 10:40:12 -03:00
Julian Eisel
53a3850a8a Sticky Keys backend
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867

Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.

More info is accessible through the design task and the diff.

A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible

A big "Thank You" for you all!
2015-04-03 16:21:22 +02:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
59b578e320 Cleanup: use const char for stats arg 2015-03-28 04:12:12 +11:00
1c2f1ff725 Compositor: Cleanup, remove unused need_sync parameter 2015-03-27 18:23:32 +05:00
d84cc6a18f Compositor: Followup to previous stats commit
No need to mark tree for localization, it was never done and
it all just worked. We can save some CPU ticks by skipping doing
this.
2015-03-27 18:23:32 +05:00
Julian Eisel
3e6cfcca86 Nodes: Shortcuts for Snap and Snap Element Menu
Added Shift + Tab for Snap and Ctrl + Shift + Tab for Snap Element Menu (consistent to
3D View)

NOTE: Exit Group is now Ctrl + Tab instead of Shift + Tab
2015-03-15 22:35:26 +01:00
4f1e387588 UI: add optional tip callback to uiBut, and use it for per-item tooltips in UIList.
When defined, uiBut->tip_func is called when button's tip is generated. This allows
for advanced, dynamic generation of tooltips.

For now, only used by UIList, which can now optionaly use a given string property
of each item for its tooltip.

Thanks to Campbell for the reviews!
2015-02-11 00:07:09 +01:00
julianeisel
25412d8ae2 Nodes: Various UI cleanups for Image and Environment Texture Nodes
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
2015-02-09 23:17:33 +01:00
julianeisel
64ef6e74f7 Nodes: (Un)pack, filepath, refresh buttons for Environment Texture nodes
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
2015-02-09 23:17:33 +01:00
b752597805 cleanup: use bool args & redundant casts 2015-02-06 18:19:29 +11:00
1dddcfbaff Compositor: Implement sampled motion blur for plane track deform node
Quite striaghtforward change, and in theory we can even try supporting motion
blur for the corner pin node (which is tricky because coordinates actually
coming from sockets, but with some black magic should be doable).
2015-02-04 01:17:59 +05:00
faaaf7ee1f Possible NULL de-reference on fullsceen check
Also quiet some other minor warnings
2015-02-03 16:42:22 +11:00
julianeisel
f12c17abfe Fix T43501: Crash on custom node tree creation 2015-02-02 03:04:31 +01:00
c6d4a3f3ba Correct location of 'text' button in frame-node 2015-01-30 13:41:07 +11:00
eb150ef337 Node UI: add support to show text-blocks in frames
Some node setups benefit from being documented like this.
2015-01-29 22:04:32 +11:00
df07a25d28 Cycles: Support texture coordinate from another object
This is the same as blender internal's texture mapping from another object,
so this way it's possible to control texture space of one object by another.

Quite straightforward change apart from the workaround for the stupidness of
the dependency graph. Now shader has flag telling that it depends on object
transform. This is the simplest way to know which shaders needs to be tagged
for update when object changes. This might give some false-positive tags now
but reducing them should not be priority for Cycles and rather be a priority
to bring new dependency graph.

Also GLSL preview does not support using other object for mapping.

This is actually correct for BI shading as well and to be addressed as
a part of general GLSL viewport improvements since it's not really clear
how to support this in GLSL.

Reviewers: brecht, juicyfruit

Subscribers: eyecandy, venomgfx

Differential Revision: https://developer.blender.org/D1021
2015-01-27 13:36:30 +05:00
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
julianeisel
492b9ab5e3 Fix T43335: Node Editor: name doesn't update
Update Node Editor info (drawn on the bottom left) on redraw if needed
2015-01-25 01:59:49 +01:00
a86482f81c Fix T43158: pixels in the 3d-view was mis-aligned
Change the pixel offset for regions, it make oversampling blurry when drawing pixel aligned values.
See T41749
2015-01-21 23:15:39 +11:00
f02dba58ff Nodes: Put Blended Box Mapping properties next to each other. 2015-01-15 21:23:22 +01:00
90a8aa2dab Fix T43201: Update the "in use" flags of sockets before drawing,
so value buttons are displayed when the link is not used.
2015-01-14 11:15:55 +01:00
026cb6bdeb FileBrowser: Cleanup: rename some (really ugly) enum names. 2015-01-04 12:04:47 +01:00
aab4f2b762 cleanup: redundant casts & const cast correctness 2015-01-01 23:42:28 +11:00
35f153cdc3 Fix T42928: Drag-drop of generated files to compo reloads them, loosing edits
Origins of this issue goes back to T33402, where compo wasn't sure what kind
of image it is working with (compo should know if it's multilayer or regular
image).

Now we only reload images when dar-dropping from outside of blender.
2014-12-23 10:56:30 +05:00
fd4cd626be More fixes related to D&D:
* Same issue as T42760 was also reproducible in some cases in 3DView.
* You got an error message about missing RNA prop in some drop-called operators.
* You could not drop a movie file in nodes, (some cases of) 3DView, nor ImageEditor.
2014-11-30 17:21:39 +01:00
503dbb65c0 Fix T42760: Drag-to-add feature fails in a case.
We have to unset 'name' when we set 'filepath', and vice-versa.
2014-11-30 17:21:39 +01:00
75aaa476cb Removing last vestigial remains of old C-based UI for Grease Pencil
I'd kept the code around in the codebase until after the merge back to master
to avoid having too many conflicts if things changed there (or in case we
needed to roll back). Now, it's safe to jettison this!
2014-12-01 02:24:55 +13:00
14b951747f Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.

The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
   - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
     to enter "Stroke Edit Mode". In this mode, many common editing tools will
     operate on Grease Pencil stroke points instead.
   - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
     Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
   - Proportional Editing works when using the transform tools

2) Grease Pencil stroke settings can now be animated
   NOTE: Currently drivers don't work, but if time allows, this may still be
         added before the release.

3) Strokes can be drawn with "filled" interiors, using a separate set of
   colour/opacity settings to the ones used for the lines themselves.

   This makes use of OpenGL filled polys, which has the limitation of only
   being able to fill convex shapes. Some artifacts may be visible on concave
   shapes (e.g. pacman's mouth will be overdrawn)

4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
   has been added which draws strokes as a series of screen-aligned discs.

   While this was originally a partial experimental technique at getting better
   quality 3D lines, the effects possible using this technique were interesting
   enough to warrant making this a dedicated feature. Best results when partial
   opacity and large stroke widths are used.

5) Improved Onion Skinning Support
   - Different colours can be selected for the before/after ghosts. To do so,
     enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
     the colours accordingly.
   - Different numbers of ghosts can be shown before/after the current frame

6) Grease Pencil datablocks are now attached to the scene by default instead of
   the active object.
   - For a long time, the object-attachment has proved to be quite problematic
     for users to keep track of. Now that this is done at scene level, it is
     easier for most users to use.
   - An exception for old files (and for any addons which may benefit from object
     attachment instead), is that if the active object has a Grease Pencil datablock,
     that will be used instead.
   - It is not currently possible to choose object-attachment from the UI, but
     it is simple to do this from the console instead, by doing:
     context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]

7) Various UI Cleanups
   - The layers UI has been cleaned up to use a list instead of the nested-panels
     design. Apart from saving space, this is also much nicer to look at now.

   - The UI code is now all defined in Python. To support this, it has been necessary
     to add some new context properties to make it easier to access these settings.
     e.g. "gpencil_data" for the datablock
          "active_gpencil_layer" and "active_gpencil_frame" for active data,
          "editable_gpencil_strokes" for the strokes that can be edited

   - The "stroke placement/alignment" settings (previously "Drawing Settings" at the
     bottom of the Grease Pencil panel in the Properties Region) is now located in
     the toolbar. These were more toolsettings than properties for how GPencil got drawn.

   - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
     suggestion for an earlier discussion on developer.blender.org

   - By default, the painting operator will wait for a mouse button to be pressed
     before it starts creating the stroke. This is to make it easier to include
     this operator in various toolbars/menus/etc.   To get it immediately starting
     (as when you hold down DKEy to draw), set "wait_for_input" to False.

   - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor

   - Toolbar panels have been added to all the other editors which support these.

8) Pie menus for quick-access to tools
   A set of experimental pie menus has been included for quick access to many
   tools and settings. It is not necessary to use these to get things done,
   but they have been designed to help make certain common tasks easier.

   - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
              spatially stable manner.
   - D Q    = "Quick Settings" pie. This allows quick access to the active
              layer's settings. Notably, colours, thickness, and turning
              onion skinning on/off.
2014-12-01 01:52:06 +13:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
8fa55d95e4 World background working on cycle nodes.
This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.

This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.

This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.

There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.

...also </drumroll>
2014-11-26 15:07:26 +01:00