For the multi-GPU case users still have to reconfigure the devices they want to use.
Based on patch from Lukas Stockner.
Differential Revision: https://developer.blender.org/D2347
This commit fixes two issues:
- UV/Image editor uvs menu did not match the 3D View's which was changed in rB2b240b043078
- Circle select tool was missing in particle edit mode
Reviewers: Severin
Differential Revision: https://developer.blender.org/D2329
This should make it easier to sculpt in high resolutions, downside is that the new way to calculate maximum edge length is a bit less intuitive. Maximum edge length used to be calculated as blender_unit * percentage_value, now it's blender_unit / value.
Reused old DNA struct member, but had to bump subversion to ensure correct compatibility conversion. Also changed default value slightly (would have had to set to 3.333... otherwise).
Was Requested by @monio (see https://rightclickselect.com/p/sculpting/zpbbbc/dyntopo-better-scale-input-in-constant-detail-mode) and I think it's worth testing.
Bullet spring constraint already supports rotational springs, but
they are not exposed in blender UI, likely due to a simple oversight.
Supporting them is as simple as adding a few DNA/RNA properties
with appropriate UI and passing them on to Bullet.
Reviewers: sergof
Reviewed By: sergof
Differential Revision: https://developer.blender.org/D2331
Previously, it was only possible to choose a single GPU or all of that type (CUDA or OpenCL).
Now, a toggle button is displayed for every device.
These settings are tied to the PCI Bus ID of the devices, so they're consistent across hardware addition and removal (but not when swapping/moving cards).
From the code perspective, the more important change is that now, the compute device properties are stored in the Addon preferences of the Cycles addon, instead of directly in the User Preferences.
This allows for a cleaner implementation, removing the Cycles C API functions that were called by the RNA code to specify the enum items.
Note that this change is neither backwards- nor forwards-compatible, but since it's only a User Preference no existing files are broken.
Reviewers: #cycles, brecht
Reviewed By: #cycles, brecht
Subscribers: brecht, juicyfruit, mib2berlin, Blendify
Differential Revision: https://developer.blender.org/D2338
Feature request during bconf, makes sense to have it even as an hack for
now, since this is probably one of the most common use cases. This should
be redone in bmesh once we have proper custom noramls handling in edit mode...
This is yet another debug option that allows to render an arbitrary
simulation field by using a color ramp to inspect its voxel values.
Note that when using this, fire rendering is turned off.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
Now, the strokes can be locked to a plane set in the cursor location.
This option allow the artist to rotate the view and draw keeping the
strokes flat over the surface. This option is similar to surface option
but doesn't need a object.
The option is only valid for 3D view and strokes in CURSOR mode.
Not really possible to precisely detect all cases in which they should or
should not be active, but at least now it won't show as disabled when it
actually has some effects.
Previously the editor will always try to only show UV faces with the same exact active
image or image texture, which is quite difficult to control on a production shaders, where
each material can have multiple objects assigned.
The idea of this commit is to bring option which allows to easily control what to display
when "Draw Other Objects" is enabled, so currently we can have old behavior ("Same Image")
or tell editor to show everything ("All"). In the future we can extend it with such filters
as "Same Material" and things like that.
Hopefully this will help @eyecandy's workflow of texturing.
Apparently the keying sets system doesn't support subclassing
KeyingSetInfo subclasses. I have added a note to the top of the file to
indicate this to future developers.
Previously the pose library used the WholeCharacter key set, which ignores
selection and add keys for almost all bones in the rig. This is a very
slow operation on complex rigs. With this patch, only selected bones are
keyed, defaulting to keying all bones when none are selected.
Note that this fixes the FIXME previously mentioned in the source.
- WITH_SMOKE macro was not defined so some code was not compiled, though
it was still accessible from the UI
- some UI elements were disappearing due to bad indentation, also rework
the UI code to not hide but rather disable/grey out button in the UI
- Display thickness was not used due to bad manual merge of the code
from the patch.
This basically exposes to the UI a function that was only available
through a debug macro ; the purpose is obviously to help debugging
simulations. It adds ways to draw the vectors either as colored needles
or as arrows showing the direction of the vectors. The colors are based
on the magnitude of the underlying vectors.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
Current approach uses view aligned slicing to generate polygons for GL
texturing such that the generated polygons are always facing the view
plane. Now it is also possible to use object aligned slicing, which
creates polygons by slicing the object perpendicular to whichever axis
is facing the most the view plane. It is also possible to create a
single slice for inspecting the volume, or for 2D rendering effects.
Settings for this, along with a density multiplier setting, are to be
found in a newly added "Smoke Display Settings" panel in the smoke
domain properties tab.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
This patch changes a couple of things in the video output encoding.
{F362527}
- Clearer separation between container and codec. No more "format", as this is
too ambiguous. As a result, codecs were removed from the container list.
- Added FFmpeg speed presets, so the user can choosen from the range "Very
slow" to "Ultra fast". By default no preset is used.
- Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate
depending on the desired quality and the input. This generally produces the
best quality videos, at the expense of not knowing the exact bit-rate and
file size.
- Added optional maximum of non-B-frames between B-frames (`max_b_frames`).
- Presets were adjusted for these changes, and new presets added. One of the
new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264)
for reviewing videos, as it allows players to scrub through it easily. Might
be nice in weeklies. This preset also requires control over the
`max_b_frames` setting.
GUI-only changes:
- Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more
accurate. After all, FFmpeg is used when this option is chosen, which can
also output non-MPEG files.
- Certain parts of the GUI are disabled when not in use:
- bit rate options are not used when a constant rate factor is given.
- audio bitrate & volume are not used when no audio is exported.
Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two
preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset
system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a
good idea to determine whether we want to keep it at all.
After this patch has been accepted, I'd be happy to go through the code and
remove any then-obsolete bits, such as the handling of "XVID" as a container
format.
Reviewers: sergey, mont29, brecht
Subscribers: mpan3, Blendify, brecht, fsiddi
Tags: #bf_blender
Differential Revision: https://developer.blender.org/D2242
Replace the W shortcut for subdivision by a new menu for edit specials
in order to keep consistency in UI.
Subdivision is not used all the time, so it's better assign this
shortcut to menu.
In some situations the artist needs to subdivide a stroke created with
few points before, specially for sculpting.
The subdivision is done for any pair of continuous selected points in
the same stroke.
The operator can be activated in edit mode with W key and has a
parameter for number of cuts.
Two new modal operators to create a grease pencil interpolate drawing
for one frame or a complete sequence between two frames. For drawing
the temporary strokes in the viewport, two drawing handlers have been
added to manage 3D and 2D stuff.
Video: https://youtu.be/qxYwO5sSg5Y
The operator shortcuts are Ctrl+E and Ctrl+Shift+E. During the modal
operator, the interpolation can be adjusted using the mouse (moving
left/right) or the wheel mouse.
Image of the result of this patch:
{F352849}
The only thing different from the above image and this patch is I added a colon after "Falloff" after I took the screen shot.
Reviewers: Severin, meta-androcto
Subscribers: plyczkowski
Tags: #bf_blender, #user_interface
Maniphest Tasks: T33436
Differential Revision: https://developer.blender.org/D2195
When using metadata stamping, it's often handy to have "Camera" in
front of the camera name, "Marker" in front of the marker text, etc.,
but sometimes those get in the way. This patch allows an artist to
turn those labels on/off.
Reviewed by: sergey, mont29, venomgfx
Previously, they were in a column alongside the list, but because the lists were
rarely that long, there would always be a large gap left below the list.
A common problem encountered by artists was that they would accidentally move
the 3D cursor while drawing, causing their strokes to end up in weird places in
3D space when viewing the drawing again from other perspectives.
This operator helps fix up this mess by taking the selected strokes, projecting them
to screenspace, and then back to 3D space again. As a result, it should be as if
you had directly drawn the whole thing again, but from the current viewpoint instead.
Unfortunately, if there was originally some depth information present (i.e. you already
started reshaping the sketch in 3D), then that will get lost during this process.
But so far, my tests indicate that this seems to work well enough.
After the GP v2 changes, it wasn't possible to easily set the thickness of strokes
if you didn't know about the pie menus already. This just exposes the same set of
settings.
Parenting options are not visible there (i.e. they're only for the 3D view),
so reserving space that isn't going to be used in those editors doesn't really
make much sense. Furthermore, those property regions are often quite narrow
too, so it doesn't help too much to keep these settings so narrow there.
Users have been getting a bit confused by the way things are worded/arranged in
the UI. This patch makes a few changes to the UI to make it more clear how to
use subdivision:
- make Subdivide UVs option inactive when adaptive subdivision is enabled as UV
subdivision is currently unsupported
- add "px" to dicing rates in the Geometry Panel
- display the final dicing rate in the modifier
- reworded "Dicing Rate" in the modifier to "Dicing Scale" to make more clear
that this is a multiplier for the scene dicing rate and added a note the the
tooltip pointing the user to that setting in the Geometry Panel
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2174