This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
The issue was caused by different AABB used by Cycles and texture sampler.
Instead of trying to keep this two functions in sync we now do have an
utility call in the point density node to query the AABB.
Doing something like:
bpy.data.objects["Cube.001"].data.shape_keys.animation_data.drivers.find('eval_time')
wouldn't work, because the drivers.find(datapath, index) method wasn't implemented
yet. Previously, it was only implemented for FCurves in actions.
This is handy for cases when mask is created on top of the edit and
used for tasks like color grading and other enhancement.
That was the main purpose of the masks which was totally broken in
6786ef6. Now it's possible to have masks created as both a part of
input movie roto process (which then better be re-mapped to the strip
timing) and as a grading tool (which should be using scene timing
for the animation).
Thanks artists from the Nieve for screaming about such a broken case.
simulations.
This commits implements OpenVDB as an extra cache format in the Point
Cache system for smoke simulations. Compilation with the library is
turned off by default for now, and shall be enabled when the library is
present.
A documentation of its doings is available here: http://
wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport.
A guide to compile OpenVDB can be found here (Linux): http://
wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/
Dependencies_From_Source#OpenVDB
Reviewers: sergey, lukastoenne, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli,
jtheninja, lukasstockner97, dingto, brecht
Differential Revision: https://developer.blender.org/D1721
Specifically, when only one bone is selected and it's not really active.
(With multiple bones on the other hand that behavior is forced on,
since multi-paint can't modify purely zero weight verts and that's important.)
The combined pass is built with the contributions the user finds fit.
It is useful for lightmap baking, as well as non-view dependent effects
baking.
The manual will be updated once we get closer to the 2.77 release.
Meanwhile the new page can be found here:
http://dalaifelinto.com/blender-manual/render/cycles/baking.html
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D1674
It is handy when doing some roto work and it's required to blur some
mask or overaly before alpha-overing it on top of the footage.
Quite straightforward option with the only limitation that variable
size blur is not supported.
Reviewers: campbellbarton
Subscribers: hype, sebastian_k
Differential Revision: https://developer.blender.org/D1663
This patch aims at providing multiple compression modes for TIFF output,
particularly uncompressed mode.
At this moment have None, Deflate, LZW and Pack Bits modes been integrated,
mimicking The GIMP export modes (except JPEG mode, which returned encoding
errors).
More modes could be added if needed.
Default remains Deflate.
Reviewers: campbellbarton, mont29, sergey
Differential Revision: https://developer.blender.org/D1709
We cannot use FLT_MAX as initi distance for raycast...
Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh,
and use in RNA raycast callbacks (and all other places using that API).
Screenshot ignored errors, some render code printed 'Saved' without checking for failure.
note: errno is now cleared from IMB_saveiff so all callers don't need to.
- Fixed a bug that the sound when changed in the properties panel was not updated.
- Added the option to make a sound mono while adding a sound strip.
- Added the option to make a sound mono in the sequencer properties panel.
Related bug report: T47140
This mainly adds bpy.data.user_map() method, which goes over the whole Main database
to build a mapping (dict) {ID: {users_of_that_ID}}.
Very handy to check and debug ID usages, but could also be really valuable for py addons
creating temporary scenes, or some exporters, etc.
Note: current code in master's libquery misses some IDs (and reports some it should not,
like nodetrees), this is fixed in id-remap but still needs serious review before going to master.
This basically means that current bpy.data.user_map() **will not** report a complete and exhaustive
state of dependencies between IDs. Should work OK in most cases though.
Original work/idea comes from id-remap branch, was heavily reworked by @campbellbarton
and myself for master.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D1678
It also fixes another issue (crash) related to symmetric editing.
Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index
as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time...
This patch mostly fixes particle editing mode:
- Adding/removing particles when using generative modifiers (like subsurf) should now work.
- Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work.
- X-axis-mirror-editing particles over ngons does not really work, not sure why currently.
- All this in both 'modes' (with or without using modifier stack for particles).
Tech side:
- Store a deformed-only DM in particle modifier data.
- Rename existing DM to make it clear it's a final one.
- Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches.
- Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM
when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface
from an final DM tessface index).
Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway),
it's more like some urgency bandage. Whole crap needs complete rewrite anyway,
BMesh's polygons make it really hard to work with current system (and looptri would not help much here).
Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too.
Reviewers: psy-fi
Subscribers: dfelinto, eyecandy
Maniphest Tasks: T47038
Differential Revision: https://developer.blender.org/D1685
While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures.
Requested by @cekuhnen on BA.
Reviewers: dingto, sergey
Subscribers: cekuhnen
Differential Revision: https://developer.blender.org/D1699
This snippet creates a white balance modifier for the video sequence editor. It is useful for everyone who likes to set a new white point in the video source (easily via the eyedropper). Just select a point in the source file where you know that it should be white. The algorithm will then shift the colors towards your new white point.
See attached the image for a quick demo.
{F270576}
Reviewers: psy-fi
Reviewed By: psy-fi
Subscribers: Blendify
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1698
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.
This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.
id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.
New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.
Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.
Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1683
This option helps users protect themselves from accidentally changing the cursor
location (and not being aware of this until it has already caused problems)
when drawing using Grease Pencil (or with other tools where this is equally likely).
It seems to occur most frequently when using a tablet.
Currently, this only affects the use of the mouse to set the cursor, as this is
where most accidental invocations occur.
(I'm aware that this change may turn out to be quite contentious. Fortunately, it
should be simple to just revert this commit in that case :)
This uses a bmesh-intersection, BLI_kdtree and watertight intersections to perform boolean operations.
For now keep both BMesh and Carve booleans usable at once for testing & bug reports,
however we plan to phase out Carve by next release.
The only use we had for RAS_StorageIM was to render derived meshes using
Blender's mesh drawing. This is now handled as a special case in
RAS_OpenGLRasterizer instead of in RAS_StorageIM.
We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment
vertex arrays are still the default since our vertex array with display
lists implementation is still much faster than our VBO code in a lot of
cases. As we improve our VBO code, we can drop vertex arrays since
Blender's minimum OpenGL version is being bumped up to 2.1, which
supports VBOs.
Nodes have a feature for moving existing links to unoccupied sockets when connecting
to an already used input. This is based on the standard legacy socket types (value/float,
vector, color/rgba) and works reasonably well for shader, compositor and texture nodes.
For new pynode systems, however, the hardcoded nature of that feature has major drawbacks:
* It does not take different type systems into account, leading to meaningless connections
when sockets are swapped and making the feature useless or outright debilitating.
* Advanced socket behaviors would be possible with a registerable callback, e.g. creating
extensible input lists that move existing connections down to make room for a new link.
Now any handling of new links is done via the 'insert_links' callback, which can also be
registered through the RNA API. For the legacy shader/compo/tex nodes the behavior is the
same, using a C callback.
Note on the 'use_swap' flag: this has been removed because it was meaningless anyway:
It was disabled only for the insert-node-on-link feature, which works only for
completely unconnected nodes anyway, so there would be nothing to swap in the first place.
- It wasn't possible to know when Object.ray_cast was successful
in the case when it hit a face with no original index.
- Take (ray_start, ray_direction) vectors.
- Take an optional distance argument.
- Scene/Object.ray_cast now use matching arguments & return values.
See D1650 (own patch)