This patch adds the option to use an armature bone in place of an object for texture mask coordinates.
This affects the 3 vertex weight modifiers, the displace modifier, the warp modifier, and the wave modifier.
With minor changes from Bastien Montagne (@mont29).
Differential Revision: https://developer.blender.org/D7348
This adds the Voxel Mode to the current remesh modifier. It works
exactly the same way as the voxel remesh operator and uses the same
properties to control the remeshing. We can exand this with more options
in the future (fix poles, reprojection...)
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7292
The Screw Modifier had a lower limit for the steps value, which not only
was inconsistent between render and viewport steps, but also was capped
to 2 in UI and also in the code internally.
This commit aims to add functionality to the surface deform modifier that
gives more control and allows it to work better with the modifier stack.
* Maintains compatibility with older files. The default settings keep it
so that the whole object is bound and vertex coordinates get overwritten
as the modifier currently does.
* Turns the deformations from an absolute vertex coordinate overwrite into
an additive offset from the vertex location before the modifier to the
resulting bound deformation. This gives the ability to control the
strength of the deformation and mix the deformation of the modifier
with the modifier stack that comes before it.
* Also adds in a vertex group with the invert option. This is applied after
the bind deformation is added. So the whole object is still bound to target,
and the vertex group filters afterwards what parts get affected.
I experimented with a version to only binds the geometry weighted to the
vertex group, but that would break compatibility with old files.
I may bring it in later as a separate option/mode for the surface deform.
With several fixes from @mont29.
Reviewed By: mont29
Differencial Revision: https://developer.blender.org/D6894
This commit gives the solidify modifier the ability to assign the newly created shell
and rim geometries to selected vertex groups. This expands the procedural control over
the modifier stack by letting users apply modifiers to the shell geometry without affecting
the original geometry.
This will be especially helpful for NPR users that use solidify to create backface
culling lines on their characters giving them the ability to add displace noise
and other effects.
Differential Revision: https://developer.blender.org/D6903
This commit adds the option to use armature bones for the From and To targets
when using armature objects.
The changes are based on the UV Warp modifier.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6820
This commit adds the option to invert the resulting weights of the
falloff curve.
There is a workflow used by some to convert a texture mask into
vertex weights by using a custom curve and inverting the points.
This allows the same effect with a single click, and gives the modifier
more procedural functionality.
With minor UI tweaks by @mont29.
Differential Revision: https://developer.blender.org/D6899
This extends the ocean modifier to add new spectra
(Pierson-Moskowitz, Jonswap, TMA).
These models are very different to the Phillips spectrum.
They are intended for more established,
large area, oceans and/or shallow water situations.
When scaling the root bone of a rig to apply a global scale, the
corrective smooth modifier results in wrong deformation due to incorrect
scaling. The delta calculations are not taking into account any scale
value.
To fix it, a scale property is added to the modifier, allowing to set
manually the scale value for the deltas by simply multiplying the
vectors by this value. There is a similar implementation in Maya's Delta
Mush deformer. This property can be for example driven by the scale of
the root bone of the rig, to dynamically update when the animator scale
this bone.
Reviewed By: brecht, sybren
Differential Revision: https://developer.blender.org/D6622
Adds the invert vgroup option to the UVWarp modifier. Adds a flag and char padding to the DNA.
Differential Revision: https://developer.blender.org/D6841
Currently the only option is to warp based on the transform of other
objects, which is inconvenient if you want to e.g. control it through
a driver - you need to set up a dummy object and go through that,
which is clunky and should be unneccessary.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6690
Adds the invert vgroup mask option to the Vertex Weight modifiers.
These 3 modifiers share the same functions so they needed to be modified at the same time. They are all setup the same with the invert vgroup option being added. I had to add a flag to the Mix modifier but the others I use the existing flags.
Differential Revision: https://developer.blender.org/D6819
Adds the invert vertex group option to the smooth modifier.
Setup same way as previous modifiers.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6745
Adds the invert vertex group option to the Curve modifier.
Adds a short flag and char pad to the Curve modifier DNA. Passes the flag into the curve_deform_verts function as the weight values are found there and not in the modifiers .c file.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6746
Adds the invert vertex group option to the Lattice modifier.
Adds a short flag and modifies the existing char padding for the correct amount.
Adds a .invert_vgroup to the LatticeDeformUserdata.
Passes the flag into the lattice_deform_verts function where the weights around found and used.
For the other calls of lattice_deform_verts function they pass in NULL for the flag in the same way they pass NULL for the vgroup name.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6747
Adds the invert vertex weights option to the Warp Modifier. Setup in the same way as the other modifiers.
Uses the existing flag char that is labeled unused.
Differential Revision: https://developer.blender.org/D6720
Adds the invert vertex weights option to the Displace modifier.
Adds a flag and char padding to the Displace modifier DNA for the invert group boolean.
Differential Revision: https://developer.blender.org/D6686
Adds the Invert Vertex Group weight option to the Cast modifier.
Uses the same setup as similar modifiers invert weight.
Adds a boolean invert property next to the vertex group string in the modifier
and subtracts the current vertex weight from 1.0f if it is turned on.
Differential Revision: https://developer.blender.org/D6671
Minor modifications by @mont29.
A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
Part of T70240
This is the initial implementation of Weld Modifier.
New features will be added later.
ToDo:
- Seams: restrict welding to vertices along boundary edges.
- Edge Collapse: collapse edges below the length threshold.
- New icon.
- Some customdata are not being correctly interpolated.
Differential Revision: https://developer.blender.org/D6383
When adding a modifier to an object, the drop-down select box has the
same mouse-over tooltip for each modifier type: "Add a procedural
operation/effect to the active object". This isn't helpful when you
don't know what the modifier does from just reading the name.
This patch adds descriptions for most modifier types, so that it's
clearer what the modifiers do. The text was provided by @werwack after
discussion on DevTalk[1] and taken from the Blender Manual, and
subsequently updated by @billreynish and @HooglyBoogly.
Not all modifiers have a short one-line description in the manual, hence
those are still missing in this patch.
[1] https://devtalk.blender.org/t/ui-contextual-modifier-description-in-the-tooltips-of-the-add-modifier-dialog-window/10382
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D6352
Custom profiles in bevel allows the profile curve to be controlled by
manually placed control points. Orientation is regularized along
groups of edges, and the 'pipe case' is updated. This commit includes
many updates to comments and changed variable names as well.
A 'cutoff' vertex mesh method is added to bevel in addition to the
existing grid fill option for replacing vertices.
The UI of the bevel modifier and tool are updated and unified.
Also, a 'CurveProfile' widget is added to BKE for defining the profile
in the interface, which may be useful in other situations.
Many thanks to Howard, my mentor for this GSoC project.
Reviewers: howardt, campbellbarton
Differential Revision: https://developer.blender.org/D5516
This adds a new mode to solidify to support non-manifold geometry
with edges using 3 or more faces as input, resulting in a manifold mesh.
Since the differences between these methods don't translate well
into short terms, they're named "Simple" and "Complex" in the UI.
This also adds clamp with respect to angles
to the existing solidify modifier calculation.
Previously the cache for the modifier would not be invalidated if
modifier settings were changed with drivers or keyframes.
Now we compare the current setting with the ones used to generate the
cache and invalidate the cache if they differ.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D5694
Make a distinction between flush sculpt changes for rendering, and forcing
sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH
for renders.
Hook modifier uses same kind of parent inverse matrix as regular object
parenting, so we need to bypass that matrix re-computation when setting
the overridding object here as well.
Also cleanup some minor glitches in object parents' override_apply func.