This makes vertex paint match image painting more closely.
- Add falloff shape option sphere/circle
where sphere uses a 3D radius around the cursor and
circle uses a 2D radius (projected), like previous releases.
- Add normal angle option so you can control the falloff.
- Add Cull option, to paint onto faces pointing away.
Disabling normals, culling and using circle falloff
allows you to paint through the mesh.
When painting with spray disabled - we need to re-apply
on top of the original each time.
Applying the soc-2016-pbvh-painting branch removed this.
While I'd added back a simple previous weight array,
this won't work when multiple groups are painted at once.
This is most pronounced in Auto-Normalize + Multi-Paint. Unlike
vertex paint, the weights being painted on in weight paint mode
don't necessarily correspond to the weight actually stored in
any one vertex group, and may instead be a computed aggregate.
This restores original code behavior lost in rB4f616c93f7cb.
Note that this tool seems like it might need to be rewritten
since results are quite strange.
Projecting on the view vector gives a small improvement though.
paint_vertex.c was getting too big, move all code unrelated to
mode switching and modal painting into their own files.
Also replace vertex-color operators region redraw tag /w notifiers.
GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
2016 GSOC project by @nathanvollmer, see D2150
- Mirrored painting and radial symmetry, like in sculpt mode.
- Volume based splash prevention,
which avoids painting vertices far away from the 3D brush location.
- Normal based splash prevention,
which avoids painting vertices with normals opposite the normal
at the 3D brush location.
- Blur mode now uses a nearest neighbor average.
- Average mode, which averages the color/weight
of the vertices within the brush
- Smudge mode, which pulls the colors/weights
along the direction of the brush
- RGB^2 color blending, which gives a more accurate
blend between two colors
- multithreading support. (PBVH leaves are painted in parallel.)
- Foreground/background color picker in vertex paint
by the transform constraint lines
Ported over e7395c75d5 from the
greasepencil-object branch. I should've fixed this ages ago, but
couldn't figure out why at the time.
It has been deprecated since at least macOS 10.9 and fully removed in 10.12.
I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.
Reviewers: mont29, dfelinto, juicyfruit, brecht
Reviewed By: mont29, brecht
Subscribers: Blendify, brecht
Maniphest Tasks: T52807
Differential Revision: https://developer.blender.org/D2333
Mainly when object origin is not at the geometry bounding box center.
Seems to be straightforward to fix, hopefully it doesn't break some obscure case
where this was a desired behavior.
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.
On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.
The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.
Reviewers: campbellbarton, mont29, brecht
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2836