Commit Graph

263 Commits

Author SHA1 Message Date
e7d051043d BGE: New hysteresis offset to improve LOD level transitions
This change introduces a new hysteresis parameter that it will be added
or subtracted to/from the LOD distance to avoid popping when a LOD
object moves close to the LOD transition continuously.

Then, we have the following:

- a new LOD Hysteresis setting per scene (default 10%) which is located
in Scene context --> Level of Detail panel. This scene parameter also
will active/deactive the scene hysteresis.
- and a new LOD Hysteresis setting per object (default 10%) which is
located in Object context --> Levels of Detail panel. The LOD hysteresis
setting per object (if active) will overwrite the hysteresis setting per
scene value.

For the new blends: the hysteresis setting per scene would be active by
default and the per object would be inactive by default.
For the old blends: both hysteresis settings (per scene and per object)
would be inactive by default. A quick way to take advantage of this
feature for old blends would be to activate the hysteresis parameter in
the scene context -> Level of Detail panel

Reviewers: campbellbarton, kupoman, moguri

Reviewed By: kupoman, moguri

Subscribers: nonamejuju, lordodin

Differential Revision: https://developer.blender.org/D957
2015-03-22 18:19:49 +01:00
2744ce77de Revert part of D1074 related to acceleration taked into account.
It has been reverted because it was affecting obstacle avoidance
(T44041).

This fix should be backported to 2.74
2015-03-21 17:54:49 +01:00
bf8ea6b60e Kick particle systems to force redistribution, needed for reliably
applying recent jitter fix.
2015-03-17 11:04:44 +01:00
6f3629607b Make limits of sequencer scaling a bit more sane 2015-03-05 19:05:39 +01:00
13c275ce84 Fix T42506 sequencer not limiting zoom.
Fix by Campbell thanks!
2015-02-26 14:27:33 +01:00
5d0696052a BGE: Fix T41502 Path following jumping
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping.
By default it is actived except when you load an old file that it is deactived to keep former behaviour.

Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity.
When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour).

{F142195}

Reviewers: moguri, dfelinto, campbellbarton

Reviewed By: campbellbarton

Subscribers: sergey

Differential Revision: https://developer.blender.org/D1074
2015-02-18 23:24:02 +01:00
46151a6a69 Fix issue with some files having non-unique modifier names
Originally the files are coming from ancient early-2.4x epoch, but in
theory such setups might have been re-saved multiple times already with
more recent blender versions.

So the verisoning code is applied on all the files, including very
recent ones.

Bumped subversion, because this check si not really cheap.
2015-02-13 13:51:10 +05:00
5e613198e5 Viewport compositing - first code
This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.

Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.

Off screen rendering will use the settings of the current camera.

WIP documentation can be found here:

http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-12 18:54:41 +01:00
9e2abbc9ba FileBrowser: Editable Bookmarks.
Bookmarks are now editable (i.e. you can rename them, and reorder them).
They are also listed in regular UILists, so you can filter/sort them as usual too.

Also, FileBrowser 'T' side area is changed to something similar to 3DView one,
in this case because we need op panel to remain at the bottom, and later because
we'll more than likely need tabs here!

Thanks to Campbell and Sergey for reviews.

Differential Revision: https://developer.blender.org/D1093
2015-02-11 00:09:45 +01:00
138c9dba9b Add Custom Loop Normals.
This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.

See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.

Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.

Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.

Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-02-05 14:32:57 +01:00
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
c69458985c Hook Modifier: add falloff & radius options
- Add falloff types & curves (matching warp-modifier)
- Add uniform scale option,
  important when adding hooks to non-uniform scaled objects,
  especially for use with lattice objects which can't avoid uneven scaling.

  This uses relative transformation set when the hook is assigned,
  when measuring the distances.
2015-02-04 07:16:20 +11:00
9e9cd77b8d Compiler warning: double-promotion 2015-02-01 01:17:21 +11:00
6d78936c43 cleanup: style 2015-01-24 01:59:09 +11:00
c8912073e6 Fix for incorrect DNA field name in versioning, causes constant
resetting of clump noise size on reload.

Conflicts:
	source/blender/blenloader/intern/versioning_270.c
2015-01-20 09:30:33 +01:00
8ac20d1dee Use separate flags to enable/disable clump and roughness curves for
child hairs.

This allows disabling the curves temporarily without losing the setup.

Conflicts:
	source/blender/blenkernel/BKE_blender.h
2015-01-20 09:30:32 +01:00
2fe96f3f88 New texture influence option for particle kink amplitude (as opposed to
frequency).
2015-01-20 09:30:11 +01:00
307c4a4df9 Another crappy approach to spirals on hairs, crazy expensive though.
Conflicts:
	source/blender/blenkernel/intern/particle.c
2015-01-20 09:30:10 +01:00
c2306919b7 Optional clumping noise feature for simulating twisted hair strands.
This adds another level of clumping on child hairs. When enabled, child
hairs chose a secondary clumping target using a Voronoi pattern. This
adds visual detail on a smaller scale, which is useful particularly when
the number of parents is relatively small.

Natural fibres behave in a similar way when they become sticky and
intertwined. Hairs close to each other form a first twisted strand, then
combine into larger strands. Similar features can be found in ropes:
http://en.wikipedia.org/wiki/Hair_twists
http://en.wikipedia.org/wiki/Rope

Conflicts:
	source/blender/blenloader/intern/versioning_270.c
2015-01-20 09:30:10 +01:00
046510fcf9 Merge branch 'hair_immediate_fixes' into gooseberry
Conflicts:
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:07 +01:00
48e67c49a5 Added separate damping for bending springs.
The bend damping factor was hardcoded to the same value as the stiffness.
Now it has its own factor in the settings and button in hair dynamics.
2015-01-20 09:30:03 +01:00
bbae8f88b8 Made the voxel grid size for hair interaction configurable and increased
the default to 32.

Conflicts:
	source/blender/blenloader/intern/versioning_270.c
2015-01-20 09:30:01 +01:00
09c83d6fea Viewport: Add adjustable safe areas, 3d-view & VSE
Also adds safe-area presets.

D325 by Diego Gangl with own edits.
2015-01-19 16:47:57 +11:00
b6aa936a8b Fix typo in angle commit, noticed by Kevin Dietrich, thanks! 2014-12-27 00:10:53 +01:00
c7c10e5e28 Brush Texture Angle Goodies:
This commit includes a few things:

* It moves the Rake and Random flags from the brush to the MTex.
* The first change allows mask textures to have independent rake
support.
* Random rotation now has an angle value that controls the width of the
effect from the rake or default angle
* Rake and Random are now supported together.
2014-12-26 23:51:27 +01:00
2240c260c1 Cleanup: duplicate headers 2014-11-27 23:24:47 +01:00
7d040d2a08 Cleanup: use BLI_listbase_*** prefix for count,sort,sort_r 2014-11-16 13:57:58 +01:00
1070680a4b Followup to rB154af70f2b5b7b: always 'pack in' ongoing versionning code when bumping version. 2014-10-31 18:26:58 +01:00
4dd5b635e8 Revert "Freestyle: Built-in SVG exporter."
This reverts commit 61a330baca.

This completes reverting D785

This feature is to be reworked into an addon.
2014-10-19 19:10:32 +02:00
61a330baca Freestyle: Built-in SVG exporter.
Features:
* Both still image and animation rendering, as well as polygon
  fills are supported.
* The exporter creates a new SVG layer for every Freestyle line
  set. The different layers are correctly sorted.
* SVG paths use data from line styles, so the base color of a
  line style becomes the color of paths, idem for dashes and
  stroke thickness.
* Strokes can be split at invisible parts.  This functionality is
  useful when exporting for instance dashed lines or line styles
  with a Blue Print shader
* The exporter can be used not only in the Parameter Editor mode,
  but also from within style modules written for the Python
  Scripting mode.

Acknowledgements:
The author would like to thank Francesco Fantoni and Jarno
Leppänen for their [[ https://github.com/hvfrancesco/freestylesvg | Freestyle SVG exporter ]].

Differential revision: https://developer.blender.org/D785

Author: flokkievids (Folkert de Vries)

Reviewed by: kjym3 (Tamito Kajiyama)
2014-10-18 18:35:29 +09:00
20c233f3af Yet another tweak to stretch volume variation.
Make sure the 1.0 value is not affected by smoothing, and min/max limits
never go above or below 1.0 respectively. This was a request by
animators since not modifying the mesh in its rest pose is regarded as
crucial.
2014-10-14 11:51:36 +02:00
72f557d34e Sculpting:
Grab and Snake hook brushes now support strength. To keep compatibility
with older brushes, this commit also sets strength to 1.0 for those
brushes.
2014-10-03 13:14:10 +02:00
6a8ff9ee4b Fix error in last commit 2014-10-02 17:10:24 +02:00
617131410c Fix T42008: Dragging and packing issue about new blank image
The issue was caused by the fact that we never used to store the
generated image color in DNA, so image reload will loose this
information.

Now we store the color in DNA, making ti so re-loading the image
will preserve it's generated color.

It is now also possible to change generated image color using the
color swatch in image properties after the image was created.
2014-10-02 19:06:35 +06:00
a2aa3eb2e5 Fix for regression on bevel material: need do_version support for earlier files. 2014-10-02 07:50:23 -04:00
e422e56db0 Move versioning code under the subversion check 2014-09-23 22:56:37 +06:00
e71f2fc3ba Cleanup 2014-08-27 09:52:24 +10:00
f4eaff82b2 Fix for broken hair sim in old files.
Files older than rB37e1285 have broken hair sim due to the (hacky)
velocity "damping" factor, which is not initialized to 1.
2014-08-26 15:57:25 +02:00
cc40925c36 UI cleanup:
New layer in texture painting will now allow entering image parameters,
similar to new image.
2014-07-24 11:39:04 +02:00
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +02:00
1bf87fa26c BGE: TrackTo actuator: increasing up & track axis options
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.

With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.

Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.

The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).

Test file is here: {F97623}

I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:

{F91992} {F91990}

Reviewers: moguri, dfelinto

Reviewed By: moguri

CC: Genome36

Differential Revision: https://developer.blender.org/D565
2014-07-14 18:30:27 -07:00
f14e740dee Implement Start Resolution for preview render in BI
So now viewport render resolution division works exactly the same as in Cycles.
2014-07-09 19:55:40 +06:00
7481d2aad1 Follow-up to my last commit: Fixed a wrong property name in the versioning code. 2014-07-07 16:53:30 +09:00
7915d7277a Per-material line color settings for Freestyle.
New properties 'line_color' and 'line_priority' are added to Material ID data blocks.

The 'line_color' property allows users to specify a per-material line color that can be
used as a Freestyle line color through Material color modifiers of line style settings.

The new line color property is intended to provide a solution for line color
stylization when a proper Freestyle support for Cycles is implemented (likely
as part of the upcoming Blender 2.72 release; see Patch D632).  Materials in
Cycles are usually set up using shader nodes, and Freestyle won't be capable
of retrieving colors and other properties from node-based materials any soon.

The new line color property of materials addresses this foreseen limitation by
providing artists with an intuitive alternative mean to specify line colors on a
per-material basis independently from node trees.

The 'line_priority' property gives users a way to control line colors at material
boundaries.  When a line is drawn along a feature edge at material boundaries,
one of the two materials on both sides of the edge has to be picked up to
determine the line color.  So far there was no way to control this selection
(which was in effect at random).  Now the material with a higher line color
priority will be selected.

The new per-material line settings are shown in the new Freestyle Line tab in
the Material context of the Properties window (only when Freestyle is enabled).
2014-07-07 16:19:51 +09:00
9ef7486a38 We're entering 2.71rc state now
Meaning we do subversion bump and hopefully only splash
screen separates us from the final release. Unless some
bad regression is being discovered..
2014-06-12 22:32:18 +06:00
f5055d8688 Some operation allowed to set invalid active scene render layer
Forbid this now and do tricks in the versioning code to repair
corrupted files.

Thanks to Pablo, Caminandes and Koro for discovering this bug!
2014-05-23 18:30:36 +02:00
77153b3032 Freestyle: Fix for versioning code not working properly with new texture options.
To get the versioning code properly work, the condition should have been:

  DNA_struct_elem_find(fd->filesdna, "FreestyleLineStyle", "MTex", "*mtex[18]")

The present commit uses another new structure member instead, to avoid referring
to the magic number 18 in the last string literal.
2014-05-22 16:03:35 +09:00
980c1a98e9 Freestyle: Fix for texture spacing reset to a non-default value on load of old .blend files.
Problem report by Light BWK through personal communications. Thanks!
2014-05-16 11:12:12 +09:00
c721f9a9f4 Remove unneeded comment. 2014-05-11 22:26:20 +09:00
Dalai Felinto
97641a0ec9 Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.

The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.

The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit

Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake

bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.

Supported Features:
------------------
 * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.

 * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.

 * Cage Extrusion - distance to use for the inward ray cast when using selected to active

 * Custom Cage - object to use as cage (instead of the lowpoly object).

 * Normal swizzle - change the axis that gets mapped to RGB

 * Normal space - save as tangent or object normal spaces

Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"

Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)

* For a complete implementation example look at the Cycles Bake commit (next).

Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge

Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.

The entire commit history can be found on the branch: bake-cycles
2014-05-02 21:19:08 -03:00