Commit Graph

7109 Commits

Author SHA1 Message Date
fe44eacf78 Environment lighting for the GLSL mode
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.

It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.

Before:
{F113921}

After:
{F113922}

Example file: {F319013}

Original author: valentin_b4w

Alexander (Blend4Web Team)

Reviewers: valentin_b4w, campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx

Differential Revision: https://developer.blender.org/D810
2016-07-04 11:01:32 +03:00
0971749f4c Cleanup: spelling, indentation 2016-06-29 20:37:54 +10:00
c7eb5eeaa9 Cleanup: warning 2016-06-29 17:12:48 +10:00
e5a1f3142e RNA: resolve assert w/ no languages available 2016-06-28 12:36:21 +10:00
66054caa1b RNA: perform reverse search on operators
In most the last added operator is being handles.
2016-06-28 12:13:43 +10:00
5806268051 Fix MSVC error, co_return now a reserved word
D2073 by @LazyDodo
2016-06-28 08:35:05 +10:00
34024c7cd8 FCurve Auto Colours: "XYZ to RGB" works for Quaternions too now
The "W" channel will get a yellowish colour (i.e. a blend between the X/R and
Y/G axis colours), while the XYZ will behave as they do for other transforms.
2016-06-28 00:27:51 +12:00
5f77266baf Fix T48741: File browser back button doesn't work from inside Blend (library) file.
Problem was in fact slightly wider, File space was nearly not taking into account
library navigation case and its 'virtual' directoris, except in a few places.

Add a wrapper around BLI_is_dir that also check for lib paths, and used it in
ED_file_change_dir(), such that we now always check path is a
valid directory - in the filebrowser context, not filesytem context. ;)
2016-06-27 12:26:14 +02:00
42872656d8 Cleanup: remove RNA's ID.destroy() function.
We already have Main's ID lists' `remove()` function, better not do the same thing
in two different places!
2016-06-25 17:10:33 +02:00
d4e435836d Cleanup/refactor RNA IDs' remove functions.
Those (one per ID type!) were uselessly duplicated, and badly inconsistent
(some types were actually unlinking before deletion, others were only working if already unlinked!).

Now we use same func and same API for all types, by default deletion is performed only if ID is no more used,
set `do_unlink` parameter to True to always delete ID even if still in use.
Only exception now is with Scene, since we always want to keep at least one!

Note that this will change default behavior of some types (since unlinking is never done anymore by default).
2016-06-25 17:10:33 +02:00
23c276832b Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".

Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.

In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.

The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.

Reviewers: dingto, #cycles, brecht

Reviewed By: dingto, #cycles, brecht

Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel

Differential Revision: https://developer.blender.org/D2002
2016-06-23 22:57:26 +02:00
097611a92a Fix T48710: 'velocity' particle settings were incorrectly using 'speed' in their tooltips.
Not the same thing, velocity is a vector conveying both speed *and* direction...
2016-06-23 13:09:32 +02:00
219a8d046a Use hard min/max for view clipping
In rare cases its useful to have far clip below 1.
2016-06-23 18:47:55 +10:00
fad0c336e4 RNA: Expose hook inverse matrix
Needed so scripts don't need to use operators to adjust hook modifiers.
2016-06-23 11:52:44 +10:00
29448bd99b Fix T48658: Cycles render & render preview corrupts particles
Replaces `G.is_rendering` with `use_render_params` argument.

This is needed for Cycles, which attempts to restore render-preview settings from particles,
after it gets its own particle data, but fails to restore because
`G.is_rendering` was being checked in psys_cache_paths (and other places).
2016-06-23 07:54:35 +10:00
7547c6a250 ID-Remap, step two: add some user-level tools.
This commit adds operators and Outliner menu entries to reload or relocate a library,
and to delete or replace a datablock.

RNA ID API is also extended to allow ID deletion and remapping from python.

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 18:05:55 +02:00
fb1f7fad78 Cleanup: use proper RNA struct type for ListBase type
(otherwise all code using RNA has to link DNA_listbase.h, not clean at all!).
2016-06-22 18:04:04 +02:00
897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00
994dd5c7c1 Cleanup: rename curve align-x flags 2016-06-21 12:45:25 +10:00
Dalai Felinto
cb5a77253a Text Object: Vertical Alignment
A new option for Font/Text objects vertical alignment:

* Top Base-Line (current mode)
* Top
* Center
* Bottom

The Top is the equivalent as the Top-Baseline with an empty line at the begin of the
text. It's nice to have this option too though, since if we are driving
the alignment via Python we don't want to add extra lines to the text
only to accomodate to the desired vertical alignment.

The Center and Bottom are as intuitive as their name suggest.

When working with text boxes, the vertical alignment only work for
paragraphs that are not vertically full.

Many thanks to Campbell Barton (ideasman42 / @campbellbarton) for the
code review, code comments, and overall suggestions and changes :)

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D2061
2016-06-20 23:21:24 -03:00
2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
049f715d1c Usual UI/i18n message fixes. 2016-06-14 00:16:39 +02:00
0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
ac7feaed3d EditNormal modifier: add some 'maximum angle' limit.
Allows to avoid generating flipped faces when using extreme normal modifications.

Related to T48576.
2016-06-06 21:42:47 +02:00
9d090ed1cd RNA: disable animating object dimensions 2016-06-06 12:57:17 +10:00
e370806b38 Cleanup & simplify snapping functions
- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
2016-06-03 16:56:16 +10:00
24712b1c0b Usual UI/i18n message cleanup (get rid of last remaining 'addon' too). 2016-06-01 20:38:30 +02:00
Dalai Felinto
d85271572b Increase range of Font object textboxs
The current values were arbitrary. I'm keeping them as ui_range, but
internally there is no reason we can't use larger values.
2016-05-31 19:11:16 -03:00
Dalai Felinto
ad1c3bef8b Small API typo found while reading the API 2016-05-31 12:39:58 -03:00
ce13a7b609 Fix: Add a hard upper limit for fontsize of Text Strip's text
Although there is a "UI limit", it's necessary to have the hard limit on the
property too. I noticed this bug first hand just now, when, after accidentally
setting the size to 8188 (due to a combination of typos and sluggish UI refresh)
my machine locked up completely when trying to jump to that frame. It got so bad
that I had to do a hard reset to fix it - so, it's possible that even 1000 or 2000
as used now are actually way too large still.
2016-05-30 23:45:58 +12:00
a9f7bbc9f8 PyRNA: Fix repr used /w arrays
RNA arrays now display their index, with support for multi-dimensional arrays.
2016-05-28 22:30:25 +10:00
9d5aead88f Fix T48534: color picker hex #RRGGBB input allows typing one character too many.
Fix suggested by Daniel Rivera.
2016-05-28 12:38:21 +02:00
4ae507180e Fix T48498: stereo camera interocular distance should not have a hard max limit. 2016-05-28 12:22:34 +02:00
29aa13cfa2 fix: Import of meshes with holes is now reported as WARNING (unsupported)
improved: add support for bone tail export/import using Blender Collada profile

Differential Revision: https://developer.blender.org/D2031
2016-05-26 17:53:25 +02:00
2e190abf70 Fix T48496: Viewer function in NodeWrangler addon don't work in Material Shading mode 2016-05-24 14:39:28 +02:00
af4a04eae0 Fix T48487: Physics cache names allow (back)slashes, which breaks its handling.
For now, just validate new pointcache names as if they were filnames.

Ideal solution would be rather to validate names in `ptcache_filename()`, but it would
likely break some existing caches - and we'd also have to ensure we still have
uniqueness of name after it has been cleaned up, wich would not be trivial at this stage.

So let's go for simple solution for now, especially since this part of code is to be
fully rewritten in 2.8...
2016-05-23 17:45:44 +02:00
309f26014b Use previous shading mode for border render in viewport
This way we can have border rendered part in the viewport and have
everything else material/texture shaded.
2016-05-22 16:23:26 +02:00
75a31c3670 Add Peak Memory as render stamp option
This commit adds Peak Memory to the stamp options, the value is the same one that is already shown in the image viewer.

Requested by @nutel.

Reviewers: campbellbarton

Subscribers: campbellbarton, nutel

Differential Revision: https://developer.blender.org/D1989
2016-05-19 22:57:38 +02:00
e34e5ce332 Theme Color Sets - Dynamically generated icons
The theme color set selector (for Bone Groups) will now show previews of
what each color set looks like. It does so using a 3-color band icon.
2016-05-19 03:25:38 +12:00
cbe7f9dd03 Cycles: Pole merging for spherical stereo
The idea of pole merge is to fade interocular distance after a certain
altitude to zero when altitude goes closer to a pole. This should prevent
annoyances looking up in the sky or down to the bottom.

Works for both panorama and perspective cameras when Spherical Stereo
is enabled.

Reviewers: dfelinto, brecht

Reviewed By: brecht

Subscribers: sebastian_k

Differential Revision: https://developer.blender.org/D1998
2016-05-18 10:56:57 +02:00
49aeee5a3d Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15

Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
  instead of being restricted to trying to indirectly control them through the
  neighbouring bones.  See the "Bendy Bones" panel...

* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
  This is useful for things like eyebrows and mouths/eyelids

* You can now make B-Bones use custom bones as their reference bone handles,
  instead of only using the parent/child bones. To do so, enable the
  "Use Custom Reference Handles" toggle. If none are specified, then the BBone will
  only use the Bendy Bone properties.

* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
  just linearly interpolating between the endpoints of the bone.

For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html



-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
b90cc984f7 Usual i18n/UI messgaes fixes... 2016-05-16 21:46:55 +02:00
460d944493 Cleanup rna_Brush_direction_itemf()
Some variants of gcc compilation were reporting 'control reaching end of non-void function' error
in this switch/case maze. Either use break everywhere or not at all (which is simpler, since we
only always return anyway...).
2016-05-16 15:54:18 +02:00
f70b548630 Revert "Docs: smoke typo corrections"
This reverts commit b13bc48932.

Wasn't only typo fixes, broke compiling
2016-05-16 09:28:49 +10:00
b13bc48932 Docs: smoke typo corrections
patch by @Blendify
2016-05-16 07:52:56 +10:00
d57f416e47 Fix incorrect FLT_MIN use 2016-05-11 21:36:42 +10:00
ce65fae8f3 Fix T48369: Missing suport for main '+' key.
Many keyboard layouts (italian, spanish, german...) have direct access to '+' key on main
keyboard area (not the numpad one), ans x11 has own define for this key, so use it instead
of generating an unkown key event.

Note that we most likely have much more missing 'specific' keycodes for non-US keyboard layout,
but think since we already had a 'minus' keyevent, supporting 'plus' one is totally consistent.
And we had a spare space in our defined values just for it even!

This keyevent is only supported/generated by x11 and cocoa Ghost backends for now,
neither SDL nor win32 seem to have matching key events...
2016-05-10 08:29:03 +02:00
2d8db0de79 Docs: explain some details of RNA enums 2016-05-09 02:37:34 +10:00
6100c2d262 Cleanup: warnings 2016-05-09 01:16:58 +10:00
e2b79a0a24 GPencil Onion Skinning: Setting before/after to -1 will turn off onionskinning in that direction
This is an experimental option that I found would have been useful to have,
when making my earlier anim test. The only contentious point is whether it's
better to use a separate boolean flag (perhaps bound to the labels) instead
of overloading this setting (and describing the usage in the tooltip).
2016-05-09 03:03:40 +12:00