Commit Graph

545 Commits

Author SHA1 Message Date
64920a8feb GP: Harmonize Sculpt Struct and field names
Changed the following names:

- GP_EditBrush_Data->GP_Sculpt_Data
- eGP_EditBrush_Types->eGP_Sculpt_Types
- eGP_EditBrush_Flag->eGP_Sculpt_Flag
- eGP_BrushEdit_SettingsFlag->eGP_Sculpt_SettingsFlag
- GP_BrushEdit_Settings->GP_Sculpt_Settings
- GP_EDITBRUSH_FLAG*->GP_SCULPT_FLAG*
- GP_EDITBRUSH_TYPE*->GP_SCULPT_TYPE*
- GP_BRUSHEDIT_FLAG_*->GP_SCULPT_SETT_FLAG_*
2018-11-18 19:30:20 +01:00
ffa461f13c Eevee: Add Filter Quality setting
This setting can be tweaked to improve glossy reflection cubemaps.

It increases the sample count for each roughness level.
This settings affect the lookdev mode quality as well.
2018-11-15 20:04:47 +01:00
c2164e579c Eevee: Add irradiance smoothing
This is a parameter that will make the interpolation between irradiance
cells of a same Irradiance Volume smoother, reducing the weight of the
light leaking correction factors.

It is usefull in some cases to avoid harsh lighting transition that can
happen when a sample point it near a surface.
2018-11-15 18:16:30 +01:00
516e000aa9 Eevee: Add Light Threshold value
This is an important change. Starting from now, all lights have a finite
influence radius (similar to the old sphere option for BI).

In order to avoid costly setup time, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff. The setting
can be found inside the render settings panel > shadow tab.

This light threshold does not take the light shape into account an may not
suit every case. That's why we provide a per lamp override where you can
just set the cutt off distance (Light Properties Panel > Light >
Custom Distance).

The influence distance is also used as shadow far clip distance.

This influence distance does not concerns sun lights that still have a
far clip distance.

---

This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
2018-11-15 18:16:30 +01:00
69a04c6140 Cleanup: correct flag comparisons
Also use smaller types for shading data.
2018-11-14 23:31:06 +11:00
c3d03b4434 Lamps: Remove HEMI light type
This type is not supported by either Eevee or Cycles. If other types of
lamps are needed by external engines, we should support adding custom types.
2018-11-14 11:50:37 +01:00
fb70ee0bb5 Cleanup: minor gpencil changes
- Replace BKE_brush_getactive_gpencil -> BKE_paint_brush
  (no need for per-paint-type brush access).
- Rename TOT_GP_EDITBRUSH_TYPES -> GP_EDITBRUSH_TYPE_MAX
  (avoid sharing prefix w/ unrelated constants).
- Rename instances of `GP_EditBrush_Data` to 'gp_brush'
  (`Brush` is typically called 'brush').
2018-11-12 09:59:16 +11:00
4b2110fc86 Cleanup: Remove 'BKE_library.h' include from 'BKE_main.h'
That kind of implicit includes should really only be done when totally,
absolutely necessary, and ideally only with rather simple 'second-level'
headers.

Otherwise not being explicit with includes always end up biting in
unexpected ways...
2018-11-07 20:58:53 +01:00
80109c976c Brush: split out vertex paint tool & blend mode
- Vertex & weight paint now use the 'blend' setting.
- Weight paint now has it's own tool setting,
  since weight paint doesn't deal with color - we'll likely
  support different tools eventually.
2018-11-06 18:06:33 +11:00
bbb348afc1 GP: Move init code to new version section 2018-11-04 19:52:42 +01:00
5cfcee8c39 GP: Reorganize Canvas Grid
Now the grid is always controlled by the topbar selector and not in the canvas panel. To have two places to define orientation was confuse.

The orientation by default (no lock) is always to view plane.
2018-11-04 13:00:37 +01:00
bc870f17a7 Cleanup: style, shadow warning 2018-11-04 10:10:00 +11:00
628908a710 GP: New main switches to hide stroke and fill material
New parameters to switch visibility of stroke and fill
2018-11-03 08:51:36 +01:00
ac8d787327 Tool System: brushes are now categorized by tool
The toolbar now shows brush types, the brush selector now
only shows brushes matching the current tool type.

Details:

- Add's Paint.tool_slots (used by the toolbar).
- Removed custom grease pencil brush tool code.
- Bumped subversion.

See T57526 for details.
2018-11-02 19:40:39 +11:00
798cd8a723 Cleanup: style 2018-11-01 07:32:13 +11:00
cde64619ca Eevee: Implement Overscan option
This option make the internal render size larger than the output size in
order to minimize screenspace effects disapearing at the render edges.

The overscan size added around the render is the maximum dimension
multiplied by the overscan percentage.
2018-10-31 18:32:54 +01:00
a3802f66e2 Image Empties: More visibility settings
Support for showing images in background/foreground and only in perspective/orthographic view.

Internally the depth of the image is modified in the fragment shader by setting `gl_FragDepth` explicitly.

The UI still needs some work to improve usability, see D3863 for details.
Currently there is one duplicated function, not sure how to best deduplicate it yet. (`is_image_empty_visible`)

Reviewer: fclem, brecht, campbellbarton

Differential Revision: https://developer.blender.org/D3863
2018-10-31 13:42:33 +01:00
6f311ef57e GP: New Fade no active layer overlay option
This option allows to fade all layers except active one. This can help in very crowded scenes with a lot of layers, to verify you are working in the right one.
2018-10-30 17:54:01 +01:00
79ff9a0e19 3D View: use 1.0 opacity for wpaint shading
Now the colors are multiplied, faded color isn't useful to see weights.

Matches 2.7x behavior.
2018-10-30 08:50:44 +11:00
Julian Eisel
ab6c7ff2ab UI: Vertical Properties Editor Tabs
Moves the Properties editor context switching to a vertical tabs region.

Design Task: T54951
Differential Revison: D3840

The tabs are regular widgets, unlike the 'old' toolshelf tabs. This means they
give mouse hover feedback, have tooltips, support the right-click menu, etc.
Also, when vertical screen space gets tight, the tabs can be scrolled, they
don't shrink like the toolshelf ones.
The tab region is slightly larger than the header. The tabs are scaled up
accordingly. This makes them nicely readable.

The header is quite empty now. As shown in T54951, we wanted to have a search
button there. This should be added next.

Implementation Notes:

* Added a new region type, RGN_TYPE_NAVIGATION.
* Having the tabs in a separate region allows scrolling of the tab-bar, unlike
  the toolshelf tabs. We might want to remove the scrollbars though.
* Added a new region flag RGN_FLAG_PREFSIZE_OR_HIDDEN, to ensure the tab region
  is either hidden or has a fixed size.
* Added some additional flags to support fine-tuning the layout in panel and
  layout code.
* Bumps subversion.
2018-10-29 21:44:01 +01:00
6b3981737a Edit Mode: Fix "Hidden Wire" option not working 2018-10-29 16:26:52 +01:00
8b05d38305 GP: Cleanup names and code 2018-10-05 08:59:33 +02:00
3a1e9b9997 GP: Move grid parameters to GP object data level
The grid now can be configured by object because this helps to identify objects and allows to define diferent grid parameters for each objects.

Also added a color option.
2018-10-04 23:27:34 +02:00
61a24c799b Move B-Bone custom handle settings to Edit mode.
Custom handle settings actually affect the B-Bone rest shape,
so they should be changed in Edit mode rather than Pose mode.
This is necessary to be able to display the correct rest shape
of the bone in Edit Mode.

Also, instead of flags, introduce an enum to specify the handle
operation modes, so that new ones could be added later.

Differential Revision: https://developer.blender.org/D3588
2018-10-04 19:55:44 +03:00
222ea72981 GP: Allow canvas grid with different scales in X/Y
Now it's possible create rectangular shapes and disable the subdivisions to get only a rectangle
2018-10-03 22:42:45 +02:00
2d21eb79ad Units: Support for fixed units
Users can select the main unit they want to use now.
Previously the displayed unit always depended on the magnitude of the value.
The old behavior can be restored by switching to the "Adaptive" mode for length, mass and time units.

Meters, kilograms and seconds are the default units for new and old scenes.

The selected unit is also the default unit for user input.
E.g. if cm is selected, whenever the user inputs a unitless number into a field of type length, it will be interpreted as cm.

Reviewer: brecht

Differential: https://developer.blender.org/D3740
2018-10-03 10:20:16 +02:00
8ee4fd0bdf Cleanup: style 2018-10-01 09:20:31 +10:00
5732d9e1dc Wireframe/Xray: Make Xray option local to wireframe mode
This commit make the Xray option for the wireframe different from the other
shading mode. This makes it possible to rapidly switch between wireframe +
Xray and Solid mode without Xray.

Xray alpha is also decoupled.

Both variables are duplicated and exposed separately through RNA.
2018-09-26 20:31:20 +02:00
0666ece2e2 Cloth: Collision improvements
This commit includes several performance, stability, and reliability
improvements to cloth collisions.

Most notably:
* The implementation of a new self-collisions system.
* Multithreading of collision detection.
* Implementation of single sided collisions and normal overrides.
* Replacement of the `plNearestPoints` function from Bullet with a
dedicated solution.

Further, this also includes several bug fixes, and algorithmic
improvements.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D3712
2018-09-26 17:49:40 +02:00
3378782eee Implement additional modes for Shrinkwrap to a surface.
In addition to the original map to surface and Keep Above Surface,
add modes that only affect vertices that are inside or outside
the object. This is inspired by the Limit Distance constraint,
and can be useful for crude collision detection in rigs.

The inside/outside test works based on face normals and may not be
completely reliable near 90 degree or sharper angles in the target.

Reviewers: campbellbarton, mont29

Differential Revision: https://developer.blender.org/D3717
2018-09-26 16:52:58 +03:00
6fc798e049 Subsurf: Tweak versioning code
Select minimum of render subdivision levels and 3 for
the initial value of quality. This way we don't force
too much quality for meshes which were not supposed to
be too much quality :)
2018-09-26 14:42:16 +02:00
2cff9b4cb6 Curves: Move draw options to overlays
This commit add one regression: it is impossible to currently hide handles
in the viewport. But this should be fixed in another commit.
2018-09-25 22:51:54 +02:00
a3bb385ca0 Edit Mesh: Move Edit Mesh display settings to overlay's
This makes the Edit Mesh display settings common to all objects. They can
also be set differently per viewport.

Modifying extra data (seams, sharp edges etc...) will no longer set them
automaticaly visible.

Bumping version because we need to force set all extra draw options for
older files.
2018-09-25 22:51:54 +02:00
0e65c4839c Cleanup: style 2018-09-24 08:25:51 +10:00
08c7733c13 Cleanup: style 2018-09-21 08:11:50 +10:00
1278890611 Put the Radius property of Curve points under shape key control.
Since shape keys are stored as raw floating point data, this
unfortunately requires changes to all code that works with it.

An additional complication is that bezier and nurbs control
points have different entry size, and can be mixed in the same
object (and hence shape key buffer).

Shape key entries are changed from:

  bezier: float v1[3], v2[3], v3[3], tilt, pad, pad;
  nurbs:  float vec[3], tilt;

To:

  bezier: float v1[3], v2[3], v3[3], tilt, radius, pad;
  nurbs:  float vec[3], tilt, radius, pad;

The official shape key element size is changed to 3 floats,
with 4 elements for  bezier nodes, and 2 for nurbs. This also
means that the element count is not equal to the vertex count
anymore.

While searching for all curve Shape Key code, I also found that
BKE_curve_transform_ex and BKE_curve_translate were broken. This
can be seen by trying to change the Origin of a Curve with keys.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D3676
2018-09-20 11:52:42 +03:00
9759059d58 Cleanup: use SCE_GIZMO_ prefix for gizmo_flag 2018-09-17 12:51:32 +10:00
6b024c7e1a GP: Improve errase panel and toolbars
Some names were not clear enough and some parameters were missing.
2018-09-14 22:54:19 +02:00
c4ef2e2f2e Cloth: Improve UI
This reorganizes the cloth UI, and changes some of the behaviour to be
more reasonable.

Changes included here:
* Reorganized cloth panels
* Improved some tooltips
* Removed `vel_damping` option
* Removed cloth pinning checkbox
* Removed stiffness scaling checkbox
* Separated shrinking from sewing
* Separated self collisions from object collisions

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D3691
2018-09-14 15:52:00 +02:00
1d76fbf3df GP: Add thickness and stregth factor to UI
Now it's possible change the factors for soft eraser.
2018-09-14 10:31:47 +02:00
e3d31b8dfb Cloth: Componentize forces
This separates cloth stiffness and damping forces into tension,
compression, and shearing components, allowing more control over the
cloth behaviour.

This also adds a bending model selector (although the new bending model
itself is not implemented in this commit). This is because some of the
features implemented here only make sense within the new bending model,
while the old model is kept for compatibility.

This commit makes non-breaking changes, and thus maintains full
compatibility with existing simulations.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D3655
2018-08-31 16:33:59 +02:00
42f7767dab Cleanup: rename files from group to collection to match contents. 2018-08-29 16:25:50 +02:00
4498fbeb2e Handle multi-hidden-layers when converting groups to collections.
That is kind of mandatory with complex rigged-character groups, with
hundreds of helper objects, and a few useful ones being hidden on
specific layers (like e.g. the main rig...).

It is especially critical point with static override, which won't allow
to move objects between collections and such (that would be a nightmare
to implement and handle).

Note that this is rather basic implementation, we could go further and
move all objects in all layers they are 'active', but that would
probably be overkill.

Reviewers: brecht

Subscribers: brecht

Differential Revision: https://developer.blender.org/D3649
2018-08-27 09:20:06 +02:00
daebdcace0 Fix conversion from 2.7x groups to new 2.8 collections - hidden layers.
You cannot immediately add parent's library to newly generated hidden
child collection, since it would allow to get several of those hidden
collections with same name/library. That is strictly forbidden!

So rather loop again on collections after all hidden ones have been
generated, and assign children's library from parent one then.
2018-08-26 15:49:03 +02:00
02dbe3b0c7 Multires: Synchronize settings with Subsurf modifier
Currently no functional changes, just exposes all settings which we need
for OpenSubdiv, similar to what Subsurf modifier is doing already.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3602
2018-08-14 12:02:21 +02:00
5c61be777f Subsurf: Introduce quality option
For users it defines how accurate vertex positions are in terms
of limit surface (as in, how close the vertices locations to the
condition when they are calculated for an infinitely subdivided
mesh).

This affects things like:

- Irregular vertices (joint of 3 or more edges)
- Crease

Keep quality value low for performance.

NOTE: Going higher does not necessarily mean real improvement
in quality, ideal case might be reached well before maximum
quality of 10. Quality of 3 is a good starting point.

Internally quality is translated directly to adaptive subdivision
level.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3599
2018-08-13 16:04:06 +02:00
517f58be3c Subsurf: Make uv boundaries easily extendible
This replaces old single toggle option to subdivide UVs with
an enum which can have more options. The usecase for this is
to be compatible with other software. But we also might choose
different subdivision type as default in the future.

DNA and underlying code supports all possible options, but
only the ones which are compatible with old subdivision code
are currently exposes.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3575
2018-08-13 12:37:46 +02:00
1ae77fe9c1 Grease Pencil: Set Lock Axis default to Y axis 2018-08-03 21:06:49 +02:00
29937dce8f Merge branch 'master' into blender2.8
Move 'View3D.flag3' options into 'gp_flag'.
2018-08-01 08:42:00 +10:00
f06884b18a Cleanup: style, duplicate includes 2018-07-31 20:11:55 +10:00