Vertex group remapping utility function,
now shared between object join and array modifier cap-ends.
Weights which don't exist are removed.
D3092 by @Foaly
Main purpose is to make it possible to cover FPS detection with regression test.
But it might also be handy for some other scripters.
Thanks Campbell for review!
The issue was happening with fast Gaussian blur, and caused by NaN value pixels
in the input buffer.
Now made it so Map Range output does not produce NaN, by returning arbitrary
value of 0. Still better than NaN!
Previous fix for T53430 caused T54200.
The edge case for soft & hard cuts weren't working,
where the strip used start/end-still & the frame was placed exactly on
the start/end of of the sequence content.
T54200 fixed the end-still case but broke hard-cuts for all other cases.
This fixes the case for soft/hard cuts with/without start/end-still.
Introduced explicit ID property node for driers in depsgraph,
so it is clear what is the input for driver, and what is the
output.
This also solved relations builder throwing lots of errors
due to ID property not being found.
It was possible to have relations like A -> B -> C -> A (import thing is
that no other operations points into this cluster) which were not detected
or reported by dependency cycle solver.
Now this is solved by ensuring we don't leave unvisited nodes behind.
This is probably a better way to handle it: instead of totally
discarding scaling of non-free axes, keep the ratio between them.
Basically the logic of the constraint is now that it rescales the
object uniformly in the non-free axis plane in order to force the
total volume change to the desired value.
It seems the reason the old version of the constraint overcompensates
as reported in T48079 is to allow the constraint to work with uniform
scaling on all axes. However the way it did that actually _requires_
uniform scaling for the constraint to work correctly, and breaks if
only the free scaling axis is used to avoid redundant channels.
This version attempts to allow both by discarding scaling in the non-
free directions instead of applying the correction on top of it.
This merges changes in internals, runtime-only of existing custom
normals code, which make sense as of themselves, and will make diff of
soc branch easier/lighter to review.
In the details, it mostly changes two things:
* Now, smooth fans (aka MLoopNorSpaceArray) can store either loop
indices, or pointers to BMLoop themselves. This makes sense since in
BMesh, it's relatively easy to get index from a BMElement, but nearly
impracticable to go the other way around.
* First change enforces another, now we cannot rely anymore on `loops`
being NULL in MLoopNorSpace to detect single-loop fans, so we instead
store that info in a new flag.
Again, these are expected to be totally non-functional changes.
around the volume.
We generate a tight mesh around the active voxels of the volume in order
to effectively skip empty space, and start volume ray marching as close
to interesting volume data as possible. See code comments for details on
how the mesh generation algorithm works.
This gives up to 2x speedups in some scenes.
Reviewed by: brecht, dingto
Reviewers: #cycles
Subscribers: lvxejay, jtheninja, brecht
Differential Revision: https://developer.blender.org/D3038
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.
For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
* Use a subsurface color equal to the base color, and give the subsurface
radius skin like values by default. This is how the parameter should
typically be used.
* Use GGX by default, multiscatter GGX is still quite noisy and has some
fireflies so let's keep it optional for now.
While doing so with Bone_R.001, Bone_R.003, Bone_R.003 etc. is doomed to
issues, doing that on duplicates of actually correctly named bones can
be handy, and safe.
So adding back as an option (was removed in rB702bc5ba26d5).
Flip names operator changed in rB702bc5ba26d5, to some sensible
behavior. But this breaks common workflow of 'duplicate part of the
bones, scale-mirror new ones, and flip their names'.
So now, instead of doing this in two steps, trying to guesstimate which
bones should get which name, just add option to flip names to duplicate
operator itself. Simpler, safer, and much, much more consitent behavior
and predictable results.
This solves issue with tweaking brush size when interleaving particle edit
and texture paint modes. The issue was caused by texture paing setting more
operator properties then it's done for particle edit mode, which made window
manager to use saved proeprties for the "missing" ones.
Don't see any reason why we would want to save any of those properties.
This is a regression since rB83b60dac57a1.
Note that setting `glDepthFunc` isn't important,
since 2.8 branch changes this value it might seem like an error
however it's harmless in this case - so better make note of this.