This is used to determine which voxels are to be considered empty space.
Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.
This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
This completes twist feature, which is now possible to also control by
texture. Since textures can not easily contain negative values as well,
same trick with 0.5 neutral as vertex groups is used.
All in all, this twist features allows to do following things.
Original hair:
{F2287535}
Hair with scientifically calculated twist value of 0.5:
{F2287540}
And we can also twist braids in opposite directions dependent on left/right
side:
{F2287548}
The idea is to give a control over direction of twist, and maybe amount of
twist as well. More concrete example: make braids on left and right side of
character head to be twisting opposite directions.
Now, tricky part: we need some negative values to flip direction, but weights
can not be negative. So we use same trick as displacement map and tangent normal
maps, where 0.5 is neutral, values below 0.5 are considered negative and values
above 0.5 are considered positive.
It allows to have children hair to be twisted around parent curve, which is
quite an essential feature when creating hair braids.
There are currently two controls:
- Number of turns around parent children.
- Influence curve, which allows to modify "twistness" along the strand.
We've got quite comprehensive BMesh based implementation, which is way easier
for maintenance than abandoned Carve library.
After all the time BMesh implementation was working on the same level of
limitations about manifold meshes and touching edges than Carve. Is better
to focus on maintaining one boolean implementation now.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3050
The check to see if `use_advanced_hair` was enabled was actually in two places
(render panel `draw` function and physics panel `poll` function). As these
properties are only in one place now the check in `draw` isn't needed anymore.
Related: T53513, a6c69ca57f
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
For experimental options, outside the scope of typical preferences.
While templates are developed we might want to make changes
to behavior which aren't fully compatible with typical work-flows.
Instead of mixing these options in with current preferences
expose separately (we could even force disable them when templates
aren't int use)
Technically this was introduced in 01b547f993 when
exposing size and randomness for particles.
This "fixes" makes sure particle size and size randomness is always in the
Render panel when it affects the particle system (i.e., always unless using
advanced hair or hair that is not rendering groups/objects).
This commit introduces the following changes:
* Modified the poll callback on the "Update Paths" operator for bones
so that it only checks if there are bones that have motion paths
(instead of checking whether the active bone has paths).
This makes it easier to update paths without having to first select one
that has them - useful when the paths are all on hidden/hard-to-select bones.
* Add a readonly property, "has_motion_paths" to the animviz.motion_path
RNA struct, providing easier access to the internal flag used above.
This makes it possible for the UI to display the "Update" button without
having to check various bones for motion paths.
Notes:
* The flag being used in these changes already existed, and was only really
intended for internal use. However, since it was already used in many places
for determining if auto-update of all bone paths was needed (e.g. after certain
editing ops), it should be safe to use here too.
* The update_paths operator currently bakes all paths when activated, so there's
currently no loss of functionality with changing to not checking if the active
bone has any paths (e.g. we couldn't only update the active bone only either).
That is still listed as a todo in the code.
This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters.
Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values).
Reviewers: aligorith
Subscribers: aligorith
Tags: #animation
Differential Revision: https://developer.blender.org/D2796
Changes from D2876 by @meta-androcto /w own edits
Move 3x undo items into Undo menu,
these are such common operations they're typically accessed by keys.
Also add to menus which didn't have undo
(seemed random which modes had undo, undo history in their menus).
Changes from D2876 by @meta-androcto /w own edits
- Move view axis & camera selection into "Viewpoint" menu.
- Move render border and clipping into border menu.
- Move Camera operators into own menu.
- View Selected was located in two menus,
Only expose the "use_all_regions" version when quad-view is used.
This makes brush influence into a tube instead of a sphere.
It can be used along the outline of a mesh to adjust it's silhouette.
Note that all this takes advantage of changes from vertex paint,
from testing this seems useful so exposing from the brush options.
This secondary accumulation option accumulated brush falloff.
The same option in image painting accumulates color
as vertex paiht 'Spray' does.
Giving this option different behavior for vertex paint seems strange.
Also this is basically increasing falloff over time.
Remove the new code, expose existing 'Spray' as 'Accumulate'
to match other paint modes.
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.
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.