The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.
This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.
Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3836
The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.
This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)
This also fixes dquat_to_mat4, which wasn't used anywhere before.
Differential Revision: https://developer.blender.org/D3664
- Use the original ID pointer for lookup in DEG_get_eval_flags_for_id.
- When the flags change after a DEG rebuild, tag the object for update.
- Instead of mixing int and short in different places, use uint32_t.
This fixes text not updating when a Follow Curve reference is set.
- Use smooth normals to displace in Above Surface mode.
- Add an option to align an axis to the normal in the constraint.
I've seen people request the alignment feature, and it seems useful.
For the actual aligning I use the damped track logic.
In order to conveniently keep mesh data needed for normal
computation together, a new data structure is introduced.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3762
There were a few copies of the same few lines in depsgraph build code,
so it seems to be logical to introduce a function for it, and make it
accessible from C code for completeness.
As an example, register the mask needs of the Data Transfer modifier.
Previously it was possible to have geometry component to
tag batch for DIRTY_ALL and shading to tag with SHADING_UPDATE.
Now there is a relation between uber eval and shading, which
solves this issue.
This allows to force duplicated object to be fully evaluated for
display/draw.
Previously only transform component of duplicated object was
forced to become evaluated.
The title says it all actually, the idea is to speedup the following case:
- Visible duplicator of a restricted collection (reported as T56512),
One of the questionable change is that none of the view layer bases is
ignored now. This ensures corresponding objects will have copy-on-write
component evaluated, making it possible to access those pointers. The
evaluation of those objects is skipped.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3641
Some constraints have an option to take the final bezier shape of
the target B-Bone into account. This shape usually depends on two
other bones in addition to the target itself, so the graph should
include the relevant dependencies.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D3591
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.
Hopefully this will fix issue with camera rig where camera properties
(like, near/far clip) are driven by custom properties from bones, and
those bones are actually belong to proxied armature.
Old behavior: tagging ID with DEG_TAG_COPY_ON_WRITE will do copy-on-write
(as requested), but will also flush changes to all operations with depends
on it. This means, for example, tagging object for copy-on-write will force
its modifier stack to be evaluated.
This was needed in the earlier days of copy-on-write when things were not
well defined and when lots of areas were not doing proper tagging.
New behavior: tagging ID with DEG_TAG_COPY_ON_WRITE will only ensure copy
of the dadatblock is up to date, without flushing updates to any dependencies.
This means following things:
- We can update parts of ID without invoking heavy computation of other
parts of same ID. For example, tagging object for COPY_ON_WRITE update
on mode change will not force modifiers stack to update.
- If some dependent datablock is dependent on pointers which are invalidated
by copy-on-write (like, evaluated mesh referencing custom data layers from
original mesh), this will either require explicit tag or explicit relation
in the dependency graph.
Currently can not find a faulty case since tagging of mesh happens with
either 0 (which means, everything) or with GEOMETRY, which also forces
all dependent modifier stacks to be re-evaluated.
This fixes missing PBVH when going into sculpt mode (sculpt mode toggle
was tagging object for COPY_ON_WRITE update, which was forcing modifier
stack to be updated, which was freeing PBVH.
Some other operations might also become faster with this change.
This way we guarantee that animation component on the datablock will
totally wait for action to be fully evaluated before attempting to
evaluate f-curves.
Fixes T55642: Inconsistent result on animated DoF file
To find all effectors in the scene, we need to loop over all objects.
Doing this during depsgraph evaluation caused crashes because not all
objects are guaranteed to be evaluated yet.
To fix this, we now cache the relations as part of the dependency graph
build. As a bonus this also makes evaluation faster for big scenes,
since looping over all objects for each particle system is slow.
Fixes T55156.
Transform evaluation does depend on that matrix, but relation was never
in dependency graph. It was not even in the old dependency graph, which
makes me wonder how this thing worked reliably to begin with.
Should fix flickering issue in the render farm.
Transform evaluation doesn't not depend on objects which are being duplicated,
so should not be any regressions here.
The whole relation should probably be gone as it's kind of rooting back to
legacy times, but that would need more clear research and investigation and
regression testing.
Note this is now separate from H key hiding, and meant for more persistent
ways to define which objects are relevant to the viewport or render.
This avoids some cases where you'd have to create collection specifically
to hide objects for viewport/render.