Commit Graph

2964 Commits

Author SHA1 Message Date
3cb2b2956b Eevee: SSR: Remove ray count and use integer texture for hit coord.
Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit.
The sign of the integer is used to 2 flags (has_hit and is_planar).
We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px).
The PDF is stored into another GL_R16F texture.

We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader).
2018-01-16 18:22:24 +01:00
bf9460e3cf Cleanup: Get rid of legacy extra recalc flags
Those are not used by new dependency graph and are not needed for properly
created rigs with new granular nodes.
2018-01-16 17:11:47 +01:00
ec3248437d Merge branch 'master' into blender2.8 2018-01-15 13:55:52 +01:00
4d8b78b0a9 Sculpting: Sdd an option to hide mask in viewport
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
2018-01-15 11:43:59 +01:00
cdc31c3e6e Merge branch 'master' into blender2.8 2018-01-13 02:05:49 +01:00
93d30d62e6 User Prefs: app-template option to hide the cursor 2018-01-12 12:45:56 +11:00
ff4c9d69ee User Prefs: add new flag for app-template options
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)
2018-01-12 12:45:56 +11:00
c36f4a7f7f Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/blender.c
	source/blender/makesdna/DNA_ID.h
2018-01-11 14:35:36 +01:00
717090f40e UI: option not to show screen splitting widgets
Request for simplified Blender template,
this may be extended to limit access to other UI changes
that could be pressed by accident.
2018-01-11 16:10:46 +11:00
83e84b2c2c Merge branch 'master' into blender2.8 2018-01-09 12:52:13 +01:00
6554207841 Add deform axis for Simple Deform modifier
D2989 by @dmarra w/ own edits
2018-01-09 15:09:55 +11:00
Dalai Felinto
84d4476eb1 Outliner: Rename "Master Collection Tree" to "Collections"
This is part of T53495.
2018-01-05 19:17:38 -02:00
Dalai Felinto
10f0635d32 Outliner/Collections: Remove selected objects operator
This is part of T53495.
2018-01-03 18:27:42 -02:00
Dalai Felinto
eaf559d52a Outliner/Collections: Add selected objects operator
This is part of T53495.
2018-01-03 18:27:06 -02:00
f20bb6c63f Merge branch 'master' into blender2.8 2018-01-04 00:09:10 +11:00
be40389165 Merge branch 'master' into blender2.8 2018-01-03 23:44:47 +11:00
2f8c2572ed Fix T53632: Objects outside scene shown in popup
Only show objects in current scene when not pinned.

This commit adds a filter argument to id-template
since we may want to filter by other criteria.
2018-01-03 21:54:02 +11:00
Dalai Felinto
bbbdb27d65 Outliner/Collection: Interface for Master Collection Tree
This is part of T53495.

This adds an Edit menu and remove the buttons.
2017-12-29 13:38:28 -02:00
Dalai Felinto
a6c69ca57f Fix T53513: Particle size showing in multiple places
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).
2017-12-29 13:17:55 -02:00
Dalai Felinto
b89f2276e5 Implement duplicator viewport/render visibility options
This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.

An object that is a particle emitter is also considered a duplicator.

Many thanks for the reviewers for the extense feedback.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D2966
2017-12-21 13:43:24 -02:00
468ac90317 Manipulator: view3d navigation buttons
Added for Blender101 template.
Disabled by default, enable as a preference.

Exposes rotate, pan, zoom, persp-ortho & camera toggle.
2017-12-16 04:21:30 +11:00
Dalai Felinto
1b2ac71f45 Fix workspace ui panel after workspace API change
This was broken since e8c15e0ed1. We can no longer get view_layer
from worspace, we should get it from window instead, now.
2017-12-11 13:18:14 -02:00
Dalai Felinto
dc848e9a8b Merge remote-tracking branch 'origin/master' into blender2.8 2017-12-07 15:00:03 -02:00
00067afa10 Fix T53419: Masking "Add" menu is not present in Image editor, but shortcut is 2017-12-07 14:46:07 +01:00
1c7cfa025c Merge branch 'master' into blender2.8 2017-12-07 23:53:03 +11:00
6d31eb015c Array Modifier: option to offset UV's
D2912 by @Zuorion
2017-12-07 04:33:52 +11:00
6734bb1faf Merge branch 'master' into blender2.8
# Conflicts:
#	source/blender/editors/mesh/editmesh_select.c
2017-12-05 11:19:47 -02:00
52dde11796 Simplify UI-names for B-Bone Ease In/Out settings
For more consistency with the other settings, and increased readability
when the UI is cramped (and it isn't possible to see the whole names).
2017-12-06 00:58:10 +13:00
847f568bf5 Eevee: Irradiance Visibility: Add RNA / Engine properties 2017-12-04 10:10:27 +01:00
Dalai Felinto
f91e057786 Groups and collection: editing group collections
Allow users to edit either the object group active collection or view layer one

We can't support users selecting the group collections from the outliner group
because that would be imply having an active group for the scene or workspace.

But the way it is now allows to see and edit the collection values after the
group is instanced.
2017-12-01 14:15:54 -02:00
Dalai Felinto
be9e469ead Groups and collection: initial integration
Since we are ditching layers from Blender (2.8) we need a replacement to
control groups visibility. This commit introduces collections as the building
blocks for groups, allowing users to control visibility as well as overrides
for groups.

Features
========

* Groups now have collections
    This way you can change the visibility of a collection inside a group, and add
    overrides which are part of the group and are prioritized over other overrides.

* Outliner
    Groups can inspect their collections, change visibility, and add/remove members.

    To change an override of a group collection, you need to select an instance of
    the group, and then you can choose "group" in the collection properties editor
    to edit this group active collection instead of the view layer one.

* Dupli groups overrides
    We can now have multiple instances of the same group with an original "override"
    and different overrides depending on the collection the instanced object is part
    of.

Technical
=========

* Layers
    We use the same api for groups and scene as much as possible.

Reviewers: sergey (depsgraph), mont29 (read/write and user count)
Differential Revision: https://developer.blender.org/D2892
2017-12-01 14:15:54 -02:00
Julian Eisel
e8c15e0ed1 Workspaces: Store an active view-layer per scene
Instead of storing a single active view-layer in the workspace, one is
stored for each scene the workspace showed before.
With this, some things become possible:
* Multiple windows in the same workspace but showing different scenes.
* Toggling back and forth scene keeps same active view-layer for each scene.
* Activating workspace which didn't show current scene before, the current view-layer is kept.

A necessary evil for this is that accessing view-layer and object mode
from .py can't be done via workspace directly anymore. It has to be done
through the window, so RNA can use the correct scene.
So instead of `workspace.view_layer`, it's `window.view_layer` now (same
with mode) even though it's still workspace data.

Fixes T53432.
2017-12-01 16:15:30 +01:00
03a5eccc94 Merge branch 'master' into blender2.8 2017-11-30 18:30:41 +11:00
9f1048481c Fix T53420: Vertex Groups: The "-" button gets a hidden function
Guess 'remove all unlocked' is new-ish feature...

To be backported to 2.79a (I think).
2017-11-29 20:19:07 +01:00
84d39ab97b Merge branch 'master' into blender2.8 2017-11-29 18:13:06 +01:00
Maikon Araujo
4b4702ab8a Sequencer: add many more color blend modes, and a new color mix strip.
Differential Revision: https://developer.blender.org/D2872
2017-11-29 18:11:36 +01:00
e36b5f004d ID Static Override: add basic UI feedback.
For now, using a new color for overridden properties (similar to
animated/driven status), UI team will need to work on a better solution
maybe...
2017-11-29 17:23:25 +01:00
408515810e Merge branch 'master' into blender2.8 2017-11-27 14:08:35 +01:00
9b42b3e114 Sequencer: Add option to render OpenGL preview with DoF
The title says it all actually, controlled with DoF check box next to textured
solid check box.

Thanks Campbell for review!
2017-11-27 12:21:21 +01:00
7cbc7dd904 Eevee: SSS: Add separated Albedo option.
This option prevent from automatically blurring the albedo color applied to the SSS.

While this is great for preserving details it can bleed more light onto the nearby objects since the blurring will be done on pure "white" irradiance.
This issue is to be tackled in a separate commit.
2017-11-24 22:29:28 +01:00
4f8bffa7bf Merge branch 'master' into blender2.8 2017-11-23 19:16:11 +01:00
debd9f6ea1 Fix T53171: lamp specials strength tweak fails with renamed emission nodes. 2017-11-23 19:13:31 +01:00
f218e6d4da Fix T53276: encoding output quality UI clarification. 2017-11-23 17:55:25 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
Dalai Felinto
3a95bdfc65 SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.

Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.

This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.

This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).

Following next is the individual note of the individual parts that were committed.

Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.

Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).

Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.

Reviewers: sergey, campbellbarton, brecht

Differential Revision: https://developer.blender.org/D2919
2017-11-22 07:13:33 -02:00
846cdf5318 Eevee : SSS : Add Translucency support.
This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances.

To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options).
Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion.

Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution.

Technical notes:

This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that.
We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture.
This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness.
We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account.
The light is considered constant.
If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference.
Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects.

Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium.
Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter.
Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-22 04:51:21 +01:00
a8777f9058 Merge branch 'master' into blender2.8 2017-11-20 20:45:03 +11:00
c5f59f5854 Tweaks to make it easier to update bone motion paths (without the active bone needing to have any paths itself)
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.
2017-11-20 01:57:21 +13:00
Julian Eisel
7f96323cd0 Merge branch 'master' into blender2.8 2017-11-19 13:16:14 +01:00
10a112093f Vertex Paint: missed removing settings from UI 2017-11-19 17:00:56 +11:00