Commit Graph

7900 Commits

Author SHA1 Message Date
543ea41569 Cleanup: Remove unused node "add and link node" operator
The link drag search from 11be151d58 implements
this now. It was added in 3ebe7d970e but never used.
2022-07-28 15:40:32 -05:00
2b9d4af261 EEVEE-Next: UI: Make Vector pass greyed out when motion blur is enabled
Also clears the render result to 0 to avoid invalid motion vectors.
2022-07-28 17:01:05 +02:00
1e0aa2612c EEVEE-Next: Motion Blur new implementation
The new implementation leverage compute shaders to reduce the
number of passes and complexity.

The max blur amount is now detected automatically, replacing the property
in the render panel by a simple checkbox.

The dilation algorithm has also been rewritten from scratch into a 1 pass
algorithm that does the dilation more efficiently and more precisely.

Some differences with the old implementation can be observed in areas with
complex motion.
2022-07-28 17:01:05 +02:00
Erik Abrahamsson
c8ae1fce60 Geometry Nodes: Shortest Paths nodes
This adds three new nodes:
* `Shortest Edge Paths`: Actually finds the shortest paths.
* `Edge Paths to Curves`: Converts the paths to separate curves.
  This may generate a quadratic amount of data, making it slow
  for large meshes.
* `Edge Paths to Selection`: Generates an edge selection that
  contains all edges that are part of a path. This can be used
  with the Separate Geometry node to only keep the edges that
  are part of a path. For large meshes, this approach can be
  much faster than the `Edge Paths to Curves` node, because
  less data is created.

Differential Revision: https://developer.blender.org/D15274
2022-07-27 15:38:44 +02:00
1e55b58e4f UI: Sort tools in curves sculpting mode
The previous order was based on the order of when the tools were
developed. Instead we now cluster them based on similar functionality:

* Selection
* Add/Remove
* Deform/Transform
* Annotation

Done in collaboration with Pablo Vazquez.
2022-07-27 11:15:48 +02:00
8571093f99 GPencil: Small UI change in overlay for consistency
To keep consistency is better add the word `Inactive` for `Fade Layers` and `Fade Objects`  to keep the same naming used in other areas of the overlay panel.

Reviewed by: Matias Mendiola
2022-07-26 16:39:17 +02:00
2b8e35eeb0 Fix T99984: Small GPencil overlay UI bugs in Edit Mode
This commit fixes the opacity for curves hiding the option.

Actually, the curve points and handles drawing is using the same code that mesh curves and the opacity is not supported. While this feature will be added for mesh curves and gpencil, now it's better to hide this option.

Reviewed: Matias Mendiola

Note: The handle problem reported in this task was fixed in  a separated commit: 203e7ba332
2022-07-26 16:34:27 +02:00
c3bc53162a Cleanup: format 2022-07-26 13:23:45 +10:00
47d1a7484c EEVEE-Next: Display compatible properties panels
Only a few are kept not available as their features are not yet supported.
2022-07-25 11:25:24 +02:00
68101fea68 EEVEE-Next: Add back background opacity toggle 2022-07-24 19:24:50 +02:00
d431b1416b EEVEE-Next: Add back option to disable TAA (Viewport Denoising 2022-07-21 16:41:51 +02:00
396b7a6ec8 Spreadsheet: Implement selection filter for curves sculpt mode
The spreadsheet can retrieve the float selection using the same
utilities as curves sculpt brushes. Theoretically this can work in
original, evaluated, and viewer node modes, at least when the
sculpt selection attributes are able to be propagated.

Differential Revision: https://developer.blender.org/D15393
2022-07-21 09:34:48 -05:00
d6faee2824 Cleanup: format 2022-07-21 17:45:36 +10:00
054a169be0 Use appropriate context for the DopeSheet Action Custom Properties panel.
Refactor D14646 to use context.active_action for the Action
Custom Properties panel, matching the already existing Action panel.

This has the advantage that it allows access to the properties of
any actions with channels visible in the Dope Sheet, e.g. Shape Keys,
Materials etc; while using just the active object is limited to just
the object animation.

Also move both panels from Item to the Action tab.

Differential Revision: https://developer.blender.org/D15288
2022-07-20 14:18:17 +03:00
Bastien Montagne
92ca920c52 Add a 'Apply and Delete All' operation to shapekeys.
Adds a new option to the 'Delete ShpaKeys' operator, which first applies
the current mix to the object data, before removing all shapekeys.

Request from @JulienKaspar from Blender studio.

Reviewed By: JulienKaspar

Differential Revision: https://developer.blender.org/D15443
2022-07-20 10:55:08 +02:00
Tomek Gubala
3b7ac10d62 UV: add Snap Cursor to Origin
Similar to snapping to the world origin in the 3D viewport. This can be found
in the Shift+S pie menu and UV > Snap menu.

Differential Revision: https://developer.blender.org/D15055
2022-07-19 19:29:03 +02:00
87ae10a050 Curves: Hide snapping menu in curves sculpt mode
The menu/popover doesn't affect anything in the mode, and precision
operations that would use snapping are meant for edit mode anyway.
2022-07-19 10:45:01 -05:00
cd21022b78 Context: implement an active_action property that returns a single action.
Although e.g. in the dopesheet there is no specific concept of
active action, displaying panels requires singling out one action
reference. It is more efficient and clearer to implement this
natively in the context rather than using selected_visible_actions[0].

- In the Action Editor the action is taken from the header.
- In the Dope Sheet the first selected action is chosen, because
  there is no concept of an active channel or keyframe.
- In the Graph Editor the action associated with the active curve
  is used, which should also be associated with the active vertex.
  This case may be different from selected_visible_actions[0].

Differential Revision: https://developer.blender.org/D15412
2022-07-18 17:44:46 +03:00
Damien Picard
dec8854bf3 I18n: translate add node operator tooltips
The tooltips from the Add Node menu were extracted, but not translated.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15467
2022-07-18 15:10:08 +02:00
c7f788b877 Subdiv: remove unused GPU device choice, fix crash with libepoxy on init
openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.

To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.

This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.

Ref D15291

Differential Revision: https://developer.blender.org/D15470
2022-07-18 13:59:08 +02:00
Damien Picard
2e70d5cb98 Render: camera depth of field support for armature bone targets
This is useful when using an armature as a camera rig, to avoid creating and
targetting an empty object.

Differential Revision: https://developer.blender.org/D7012
2022-07-15 13:40:04 +02:00
1ef686bd26 UI: Tweak layout of File Browser Preferences
* Don't nest "Show Recent Locations" and "Show System Locations" under a
  "Defaults" heading. They are not just a default setting but completely
  hide panels from the UI.
* Use own "Show Locations" heading instead, and remove redundant words
  from labels.
* Move the options to the top of the panel, they are more general since
  they can't be toggled in a File Browser session, and thus have bigger
  impact.

We may want to remove these options in a future major release, I don't
think they are useful.

Agreed on with Pablo Vazquez.
2022-07-14 19:21:22 +02:00
02ce29c6ee Improve Tool tip for Add-on search
Differential Revision: https://developer.blender.org/D15411
2022-07-14 16:33:04 +02:00
02aefa7659 Fix: wrong node name in menu 2022-07-12 17:10:23 +02:00
275419f6fd Fix/Cleanup UI messages. 2022-07-11 12:46:22 +02:00
becb1530b1 Hair Curves: The new curves object is now available
This commit doesn't implement any new feature but makes the new curves
object type no longer experimental.

Documentation:

* https://docs.blender.org/manual/en/3.3/modeling/curves/primitives.html#empty-hair
* https://docs.blender.org/manual/en/3.3/sculpt_paint/curves_sculpting/introduction.html

Note: This also makes the Selection Paint tool available. This tool
should have been moved out of the "New Curves Tool" flag when we got the
selection drawing to work.

Differential Revision: https://developer.blender.org/D15402
2022-07-08 15:11:32 +02:00
05b38ecc78 Curves: support deforming curves on surface
Curves that are attached to a surface can now follow the surface when
it is modified using shape keys or modifiers (but not when the original
surface is deformed in edit or sculpt mode).

The surface is allowed to be changed in any way that keeps uv maps
intact. So deformation is allowed, but also some topology changes like
subdivision.

The following features are added:
* A new `Deform Curves on Surface` node, which deforms curves with
  attachment information based on the surface object and uv map set
  in the properties panel.
* A new `Add Rest Position` checkbox in the shape keys panel. When checked,
  a new `rest_position` vector attribute is added to the mesh before shape
  keys and modifiers are applied. This is necessary to support proper
  deformation of the curves, but can also be used for other purposes.
* The `Add > Curve > Empty Hair` operator now sets up a simple geometry
  nodes setup that deforms the hair. It also makes sure that the rest
  position attribute is added to the surface.
* A new `Object (Attach Curves to Surface)` operator in the `Set Parent To`
  (ctrl+P) menu, which attaches existing curves to the surface and sets the
  surface object as parent.

Limitations:
* Sculpting the procedurally deformed curves will be implemented separately.
* The `Deform Curves on Surface` node is not generic and can only be used
  for one specific purpose currently. We plan to generalize this more in the
  future by adding support by exposing more inputs and/or by turning it into
  a node group.

Differential Revision: https://developer.blender.org/D14864
2022-07-08 14:47:10 +02:00
Damien Picard
2c4dfe3453 Add a few missing UI strings to translation.
Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15392
2022-07-08 11:55:01 +02:00
9ef3736959 Cleanup: format 2022-07-08 09:10:24 +10:00
7cfea48752 LibOverride: Make fully editable when creating an experimental user setting.
This is temporary to investigate which behavior should be kept when
creating an override hierarchy if there are no cherry-picked data
defined: make all overrides user-editable, or not.

This removes the 'make override - fully editable' menu entries.
2022-07-07 18:19:11 +02:00
e0cc86978c Workspaces: Option to pin scene to a workspace
Adds a "Pin Scene" option to the workspace. When activated, the workspace will
remember the scene that was last activated in it, so that when switching back
to this workspace, the same scene will be reactivated. This is important for a
VSE workflow, so that users can switch between different workspaces displaying
a scene and thus a timeline for a specific task.

The option can be found in the Properties, Workspace tab. D11890 additionally
adds an icon for this to the scene switcher in the topbar.

The workspace data contains a pointer to the scene which is a UI to scene data
relation. When appending a workspace, the pointer is cleared.

Differential Revision: https://developer.blender.org/D9140

Reviewed by: Brecht Van Lommel, Bastien Montagne (no final accept, but was fine
with the general design earlier)
2022-07-07 18:08:18 +02:00
e3ef56ef91 Curves: Add sculpt selection overlay
This commit adds visualization to the selection in curves sculpt mode.
Previously it was only possible to see the selection when it was
connected to a material.

In order to obstruct the users vision as little as possible, the
selected areas of the curve are left as is, but a dark overlay
is drawn over unselected areas.

To make it work, the overlay requests the selection attribute and then
ensures that the evaluation is complete for curves. Then it retrieves
the evaluated selection GPU texture and passes that to the shader.
This reuses the existing generic attribute extraction system because
there currently wouldn't be any benefits to dealing with selection
separately, and because it avoids duplication of the logic that
extracts attributes from curves and evaluates them if necessary.

Differential Revision: https://developer.blender.org/D15219
2022-07-07 08:06:30 -05:00
a27024e36d ID Management: Purge: Make outliner button use recursive purge.
This change the 'Purge' button of the Outliner 'Orphaned' view to use
recursive purge, i.e. it wil not only delete immediately unused IDs (as
listed in the view) anymore, but also all their unused dependencies.
2022-07-07 13:01:02 +02:00
c52a18abf8 UI: Curves Sculpting - Remove duplicated entry for Curve Length 2022-07-05 17:50:27 +02:00
322abb2e4b Geometry Nodes: Use alphabetical order for UV nodes in add menu 2022-07-04 23:54:06 -05:00
8fb8a6529f OBJ: remove "experimental" from C++ based importer/exporter, mark Python legacy
By now I'm not aware of any serious regressions or missing functionality
in the C++ based OBJ importer/exporter. They have more features (vertex colors
support), and are way faster than the Python based importer/exporter.

Reviewed By: Thomas Dinges, Howard Trickey
Differential Revision: https://developer.blender.org/D15360
2022-07-04 19:12:35 +03:00
01d7dedd74 Revert "Start of Bevel V2, as being worked on with task T98674."
This reverts commit 9bb2afb55e.
Oops, did not intend to commit this to master.
2022-07-02 10:14:26 -04:00
9bb2afb55e Start of Bevel V2, as being worked on with task T98674.
This is the start of a geometry node to do edge, vertex, and face
bevels.

It doesn't yet do anything but analyze the "Vertex cap" around
selected vertices for vertex bevel.
2022-07-02 10:09:18 -04:00
3ffc558341 Sculpt Curves: UI tweaks and shortcut
* Minimum Distance -> Distance Mix
* Max Count -> Count Max
* Shift + A for selection grow

This follows better the names we have in geometry nodes in the Distribute Points
node when using the Poisson Disk method (Distance Min, Distance Max).

The shortcut for the selection grow is the same we use in mesh sculpt
for the Expand Mask operator (which behaves a bit similar).
2022-07-01 10:23:58 +02:00
e4bf58e285 Tracking: Image from Plane Marker operators
There are two operators added, which are available via a special
content menu next to the plane track image selector:

- New Image from Plane Marker
- Update Image from Plane Marker

The former one creates an image from pixels which the active plane
track marker "sees" at the current frame and sets it as the plane
track's image.

The latter one instead of creating the new image data-block updates
the image in-place.

This allows to create unwarped texture from a billboard from footage.
The intent is to allow this image to be touched up and re-projected
back to the footage with an updated content.

Available from a plane track image context menu, as well as from the
Track menu.

{F13243219}

The demo of the feature from Sebastian Koenig: https://www.youtube.com/watch?v=PDphO-w2SsA

Differential Revision: https://developer.blender.org/D15312
2022-07-01 09:44:07 +02:00
f18067aa03 EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.

Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
  only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
  reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
  dispatch or fullscreen triangle pass.

TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
2022-06-30 22:45:42 +02:00
416aef4e13 Curves: New tools for curves sculpt mode.
This commit contains various new features for curves sculpt mode
that have been developed in parallel.

* Selection:
  * Operator to select points/curves randomly.
  * Operator to select endpoints of curves.
  * Operator to grow/shrink an existing selection.
* New Brushes:
  * Pinch: Moves points towards the brush center.
  * Smooth: Makes individual curves straight without changing the root
    or tip position.
  * Puff: Makes curves stand up, aligning them with the surface normal.
  * Density: Add or remove curves to achieve a certain density defined
    by a minimum distance value.
  * Slide: Move root points on the surface.

Differential Revision: https://developer.blender.org/D15134
2022-06-30 15:09:13 +02:00
011327224e Transform Snap: nearest face snap mode, snapping options, refactoring.
This commit adds a new face nearest snapping mode, adds new snapping
options, and (lightly) refactors code around snapping.

The new face nearest snapping mode will snap transformed geometry to the
nearest surface in world space. In contrast, the original face snapping
mode uses projection (raycasting) to snap source to target geometry.
Face snapping therefore only works with what is visible, while nearest
face snapping can snap geometry to occluded parts of the scene. This new
mode is critical for retopology work, where some of the target mesh
might be occluded (ex: sliding an edge loop that wraps around the
backside of target mesh).

The nearest face snapping mode has two options: "Snap to Same Target"
and "Face Nearest Steps". When the Snap to Same Object option is
enabled, the selected source geometry will stay near the target that it
is nearest before editing started, which prevents the source geometry
from snapping to other targets. The Face Nearest Steps divides the
overall transformation for each vertex into n smaller transformations,
then applies those n transformations with surface snapping interlacing
each step. This steps option handles transformations that cross U-shaped
targets better.

The new snapping options allow the artist to better control which target
objects (objects to which the edited geometry is snapped) are considered
when snapping. In particular, the only option for filtering target
objects was a "Project onto Self", which allowed the currently edited
mesh to be considered as a target. Now, the artist can choose any
combination of the following to be considered as a target: the active
object, any edited object that isn't active (see note below), any non-
edited object. Additionally, the artist has another snapping option to
exclude objects that are not selectable as potential targets.

The Snapping Options dropdown has been lightly reorganized to allow for
the additional options.

Included in this patch:

- Snap target selection is more controllable for artist with additional
  snapping options.
- Renamed a few of the snap-related functions to better reflect what
  they actually do now. For example, `applySnapping` implies that this
  handles the snapping, while `applyProject` implies something entirely
  different is done there. However, better names would be
  `applySnappingAsGroup` and `applySnappingIndividual`, respectively,
  where `applySnappingIndividual` previously only does Face snapping.
- Added an initial coordinate parameter to snapping functions so that
  the nearest target before transforming can be determined(for "Snap to
  Same Object"), and so the transformation can be broken into smaller
  steps (for "Face Nearest Steps").
- Separated the BVH Tree getter code from mesh/edit mesh to its own
  function to reduce code duplication.
- Added icon for nearest face snapping.
- The original "Project onto Self" was actually not correct! This option
  should be called "Project onto Active" instead, but that only matters
  when editing multiple meshes at the same time. This patch makes this
  change in the UI.

Reviewed By: Campbell Barton, Germano Cavalcante

Differential Revision: https://developer.blender.org/D14591
2022-06-29 20:52:00 -04:00
Aleksi Juvani
4593fb52cf Geometry Nodes: UV Unwrap and Pack Islands Nodes
This commit adds new Unwrap and Pack Islands nodes, with equivalent
functionality to the existing Unwrap and Pack Islands operators. The
Unwrap node uses generic boolean attributes to determine seams instead
of looking at the seam flags in the mesh geometry.

Unlike the Unwrap operator, the Unwrap node doesn't perform aspect
ratio correction, because this is trivial for the user to implement
with a Vector Math node if it is desired.

The Unwrap node implicitly performs a Pack Islands operation upon
completion, because the results may not be generally useful otherwise.
This matches the behaviour of the Unwrap operator.

The nodes use the existing Vector socket type, and do not introduce a
new 2D Vector type (see T92765).

Differential Revision: https://developer.blender.org/D14389
2022-06-29 12:25:46 -05:00
1516f7dcde Geometry Nodes: Add Mesh To Volume Node
This adds a Mesh To Volume Node T86838 based on the existing modifier.
The mesh to volume conversion is implemented in the geometry module,
and shared between the node and the modifier.

Currently the node outputs a grid with the name "density". This may
change in the future depending on the decisions made in T91668.

The original patch was by Kris (@Metricity), further implementation
by Geramy Loveless (@GeramyLoveless), then finished by Erik Abrahamsson
(@erik85).

Differential Revision: https://developer.blender.org/D10895
2022-06-29 10:56:17 -05:00
6dd8ceef2a LineArt: Shadow and related functionalities.
This patch includes the full shadow functionality for LineArt:

- Light contour and cast shadow lines.
- Lit/shaded region selection.
- Enclosed light/shadow shape calculation.
- Silhouette/anti-silhouette selection.
- Intersection priority based on shadow edge identifier.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D15109
2022-06-29 22:54:29 +08:00
302b04a5a3 VSE: Improved Retiming system
Patch implements better way to control playback speed than it is
possible to do with speed effect. Speed factor property can be set in
Time panel.

There are 2 layers of control:

Option to retime movie to match scene FPS rate.
Custom speed factor to control playback rate.
Since playback rate is strip property, it is now possible to manipulate
strip as normal one even if it is retimed.

To facilitate manipulation, some functions need to consider speed factor
and apply necessary corrections to strip offset or strip start. These
corrections may need to be float numbers, so start and offsets must be
float as well.

Sound strips now use speed factor instead of pitch. This means, that
strips will change length to match usable length. In addition, it is
possible to group movie and sound strip and change speed of meta strip.
2022-06-29 12:48:34 +02:00
814f360c83 UI: Unhide the world mist panel if the mist pass is not enabled
This makes no sense to hide it since we can nowadays preview it inside the
viewport even if the render pass is not enabled.
2022-06-28 18:48:39 +02:00
c1ffea157c Mask editor: Always use smooth drawing
The mask is expected to be always be displayed smooth, and the
option mainly existed for some legacy drivers. IF smooth drawing
causes issues it should be fixed in the drawing code, not as an
option in the interface.

Differential Revision: https://developer.blender.org/D15266
2022-06-28 10:55:45 +02:00
Keith Boshoff
b910114384 UI: add Custom properties panel to collections
Show a custom properties panel in the collections tab,
matching other data-blocks which already support this.

Reviewed by: HooglyBoogly, campbellbarton

Ref D12598
2022-06-28 10:52:31 +10:00