Commit Graph

566 Commits

Author SHA1 Message Date
3378782eee Implement additional modes for Shrinkwrap to a surface.
In addition to the original map to surface and Keep Above Surface,
add modes that only affect vertices that are inside or outside
the object. This is inspired by the Limit Distance constraint,
and can be useful for crude collision detection in rigs.

The inside/outside test works based on face normals and may not be
completely reliable near 90 degree or sharper angles in the target.

Reviewers: campbellbarton, mont29

Differential Revision: https://developer.blender.org/D3717
2018-09-26 16:52:58 +03:00
6fc798e049 Subsurf: Tweak versioning code
Select minimum of render subdivision levels and 3 for
the initial value of quality. This way we don't force
too much quality for meshes which were not supposed to
be too much quality :)
2018-09-26 14:42:16 +02:00
2cff9b4cb6 Curves: Move draw options to overlays
This commit add one regression: it is impossible to currently hide handles
in the viewport. But this should be fixed in another commit.
2018-09-25 22:51:54 +02:00
a3bb385ca0 Edit Mesh: Move Edit Mesh display settings to overlay's
This makes the Edit Mesh display settings common to all objects. They can
also be set differently per viewport.

Modifying extra data (seams, sharp edges etc...) will no longer set them
automaticaly visible.

Bumping version because we need to force set all extra draw options for
older files.
2018-09-25 22:51:54 +02:00
0e65c4839c Cleanup: style 2018-09-24 08:25:51 +10:00
08c7733c13 Cleanup: style 2018-09-21 08:11:50 +10:00
1278890611 Put the Radius property of Curve points under shape key control.
Since shape keys are stored as raw floating point data, this
unfortunately requires changes to all code that works with it.

An additional complication is that bezier and nurbs control
points have different entry size, and can be mixed in the same
object (and hence shape key buffer).

Shape key entries are changed from:

  bezier: float v1[3], v2[3], v3[3], tilt, pad, pad;
  nurbs:  float vec[3], tilt;

To:

  bezier: float v1[3], v2[3], v3[3], tilt, radius, pad;
  nurbs:  float vec[3], tilt, radius, pad;

The official shape key element size is changed to 3 floats,
with 4 elements for  bezier nodes, and 2 for nurbs. This also
means that the element count is not equal to the vertex count
anymore.

While searching for all curve Shape Key code, I also found that
BKE_curve_transform_ex and BKE_curve_translate were broken. This
can be seen by trying to change the Origin of a Curve with keys.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D3676
2018-09-20 11:52:42 +03:00
9759059d58 Cleanup: use SCE_GIZMO_ prefix for gizmo_flag 2018-09-17 12:51:32 +10:00
6b024c7e1a GP: Improve errase panel and toolbars
Some names were not clear enough and some parameters were missing.
2018-09-14 22:54:19 +02:00
c4ef2e2f2e Cloth: Improve UI
This reorganizes the cloth UI, and changes some of the behaviour to be
more reasonable.

Changes included here:
* Reorganized cloth panels
* Improved some tooltips
* Removed `vel_damping` option
* Removed cloth pinning checkbox
* Removed stiffness scaling checkbox
* Separated shrinking from sewing
* Separated self collisions from object collisions

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D3691
2018-09-14 15:52:00 +02:00
1d76fbf3df GP: Add thickness and stregth factor to UI
Now it's possible change the factors for soft eraser.
2018-09-14 10:31:47 +02:00
e3d31b8dfb Cloth: Componentize forces
This separates cloth stiffness and damping forces into tension,
compression, and shearing components, allowing more control over the
cloth behaviour.

This also adds a bending model selector (although the new bending model
itself is not implemented in this commit). This is because some of the
features implemented here only make sense within the new bending model,
while the old model is kept for compatibility.

This commit makes non-breaking changes, and thus maintains full
compatibility with existing simulations.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D3655
2018-08-31 16:33:59 +02:00
42f7767dab Cleanup: rename files from group to collection to match contents. 2018-08-29 16:25:50 +02:00
4498fbeb2e Handle multi-hidden-layers when converting groups to collections.
That is kind of mandatory with complex rigged-character groups, with
hundreds of helper objects, and a few useful ones being hidden on
specific layers (like e.g. the main rig...).

It is especially critical point with static override, which won't allow
to move objects between collections and such (that would be a nightmare
to implement and handle).

Note that this is rather basic implementation, we could go further and
move all objects in all layers they are 'active', but that would
probably be overkill.

Reviewers: brecht

Subscribers: brecht

Differential Revision: https://developer.blender.org/D3649
2018-08-27 09:20:06 +02:00
daebdcace0 Fix conversion from 2.7x groups to new 2.8 collections - hidden layers.
You cannot immediately add parent's library to newly generated hidden
child collection, since it would allow to get several of those hidden
collections with same name/library. That is strictly forbidden!

So rather loop again on collections after all hidden ones have been
generated, and assign children's library from parent one then.
2018-08-26 15:49:03 +02:00
02dbe3b0c7 Multires: Synchronize settings with Subsurf modifier
Currently no functional changes, just exposes all settings which we need
for OpenSubdiv, similar to what Subsurf modifier is doing already.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3602
2018-08-14 12:02:21 +02:00
5c61be777f Subsurf: Introduce quality option
For users it defines how accurate vertex positions are in terms
of limit surface (as in, how close the vertices locations to the
condition when they are calculated for an infinitely subdivided
mesh).

This affects things like:

- Irregular vertices (joint of 3 or more edges)
- Crease

Keep quality value low for performance.

NOTE: Going higher does not necessarily mean real improvement
in quality, ideal case might be reached well before maximum
quality of 10. Quality of 3 is a good starting point.

Internally quality is translated directly to adaptive subdivision
level.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3599
2018-08-13 16:04:06 +02:00
517f58be3c Subsurf: Make uv boundaries easily extendible
This replaces old single toggle option to subdivide UVs with
an enum which can have more options. The usecase for this is
to be compatible with other software. But we also might choose
different subdivision type as default in the future.

DNA and underlying code supports all possible options, but
only the ones which are compatible with old subdivision code
are currently exposes.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3575
2018-08-13 12:37:46 +02:00
1ae77fe9c1 Grease Pencil: Set Lock Axis default to Y axis 2018-08-03 21:06:49 +02:00
29937dce8f Merge branch 'master' into blender2.8
Move 'View3D.flag3' options into 'gp_flag'.
2018-08-01 08:42:00 +10:00
f06884b18a Cleanup: style, duplicate includes 2018-07-31 20:11:55 +10:00
ad5b611953 Cleanup: style 2018-07-31 19:21:04 +10:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
27567a6c76 Fix T56020: Crash while opening .blend file made with older version.
We need a NULL workspace check here, in some cases we get a SRTemp
screen even though it's not tagged as temp...
2018-07-30 15:01:48 +02:00
70966af513 Workbench: option to change background
Replaced the draw world option with a shading.background_type enum.
Where the user can select Theme, World or a Custom color.

World and theme colors do not always work in workbench. We needed to
have an option what the user could control locally (per viewport).
Especially when using linked data.

I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic.

Not 100% sure about the naming of Theme, World, Viewport.
In other parts of blender's codebase World is sometimes called Scene.
Will stick to the names that describes its location best.

{F3990139}

Reviewers: fclem, campbellbarton

Reviewed By: fclem

Subscribers: venomgfx

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3551
2018-07-27 15:28:15 +02:00
885cda65c9 Cycles: add per layer collection indirectly on setting.
In the outliner, right click > view layer > set indirect only. This is
like clearing camera ray visibility on objects in the collection, and is
temporary until we have more general dynamic overrides.
2018-07-25 16:45:46 +02:00
b0077992d2 Cycles: add per layer collection mask/holdout support.
In the outliner, right click > view layer > set holdout. This is
temporary until we have more general dynamic overrides, but helps
Spring production for now.
2018-07-25 15:59:54 +02:00
a50e23ba79 Fix compilation issue after merge. 2018-07-23 18:56:24 +02:00
7d6776ba2d Fix missing header include in previous master merge. 2018-07-23 18:37:29 +02:00
adbccae4b4 Merge branch 'master' into blender2.8
Note: Moved doversion of VSE strips uniquename to 2.8 versionning area,
and raised accordingly current file subversion, since that bug also
affected previous 2.8 .blend files...

Conflicts:
	source/blender/blenkernel/BKE_blender_version.h
2018-07-23 17:52:52 +02:00
87090abb95 Eevee: Remove Colored volumetric option.
This option is not necessary as it uses as much memory as the mono-chromatic
transmistance.
2018-07-23 17:44:34 +02:00
eae9228a4d Eevee: Lamps: Fix RNA defaults and change defaults for contact shadows 2018-07-20 22:21:44 +02:00
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
7b3a18f0aa Cleanup: moving shading type into View3DShading.
So all shading settings are in this struct and can be reused in the OpenGL
render engine.
2018-07-17 14:59:07 +02:00
5ebebcfbff WM: rename manipulator to gizmo internally 2018-07-14 23:49:00 +02:00
23ca12ec47 Viewport: don't show look dev shader balls by default.
We will show these in the shading workspace by default, but for most new
3D viewports that you open these are not needed.
2018-07-13 18:21:58 +02:00
1d83fe82bc Cleanup: simplify RNA names 2018-07-11 13:02:22 +02:00
1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +02:00
97f2f211ed Fix T55772: Crashes opening a file
Bad handling of some weird 'temp' screens in 2.8 doversion.
2018-07-10 11:42:57 +02:00
35f8198c9d Refactor: SHOW->HIDE
HIDE needs less code also in the future, RNA still uses SHOW.
2018-07-05 16:57:22 +02:00
4dfcc6c25a Overlay: enable/disable drawing of specific object types.
This patch will allow users to customize what object types will be drawn by the object mode overlay.
It supports: Empties, Lamps, Cameras, Speakers, Armatures and Lightprobes.

It currently does not support Physics objects due to the overlap it has with other objects types.

Also be aware that in pose mode the armature is drawn, but not by the object mode overlay

Reviewers: campbellbarton

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3524
2018-07-05 16:57:22 +02:00
c1678a3723 Revert "Overlay: enable/disable drawing of specific object types."
This reverts commit f7ec70895c.
2018-07-05 16:51:49 +02:00
f7ec70895c Overlay: enable/disable drawing of specific object types.
Added a option to the overlay popover that controls the visibility of
non-renderable objects like lamps, cameras, speakers, armatures, curves
empties and force fields.

After discussion we went for a single option with more detailed check in
the object_mode draw engine.

Differential Revision: https://developer.blender.org/D3524
2018-07-05 16:46:06 +02:00
c43443d530 Workspaces: store view layer per main window, instead of per workspace.
It was a bit odd that the scene was stored per window but not the view
layer. The reasoning was that you would use different view layers for
different tasks. This is still possible, but it's more predictable to
switch them both explicitly, and with child window support manually
syncing the view layers between multiple windows is no longer needed
as often.
2018-07-04 18:40:33 +02:00
769c57b38a SoftBody: share point cache between CoW copies
This is the same approach as 98a0bcd425
applied to soft body simulation. In short, CoW copies share the point cache,
and treat it as read-only except when the depsgraph is active.
2018-07-04 11:33:27 +02:00
98a0bcd425 Prevent copying too much in the Rigid Body simulation
To prevent the pointcache from being copied-on-write too (and requiring
copying back), the cache is now shared between the original and
evaluated scenes. Reading from the cache is always allowed; running the
sim and writing to the cache is only allowed when the depsgraph is
active.

Some pointers have moved from RigidBodyWorld (RBO) to
RigidBodyWorldShared (RBOS). writefile.c copies some pointers back from
RBOS to RBO so that the file can still be opened on older Blenders
without crashing on a segfault.

The RigidBodyWorldShared struct is written to the blend file, because it
refers to the PointCache ID block.

The RigidObjectShared struct is runtime-only, and thus not saved to the
blend file.

An RNA getter-function is used to hide the new 'shared' pointer. As a
result the Python API hasn't changed.

Reviewed by: campbellbarton

Differential Revision: https://developer.blender.org/D3508
2018-06-28 14:20:11 +02:00
817bf582c2 Cleanup: rename object base flags to be more clear. 2018-06-25 14:09:17 +02:00
29c1069244 Cleanup: code style 2018-06-25 12:06:51 +02:00
a997b5d17b Tool System: transform can now toggle loc/rot/scale 2018-06-22 19:23:27 +02:00
f3501a00e2 PaintMode: Full Shading Boolean => Slider
There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:

- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
2018-06-22 10:43:03 +02:00