A default face set color was not being set in previously saved meshes,
so it will always render the default face set with a random color until
the colors were recalculated.
Bump subversion to 283.8
Reviewed By: dfelinto
Maniphest Tasks: T74613
Differential Revision: https://developer.blender.org/D7094
Good to be explicit about the fact that we may still use the pixel
property sub-type when DPI will be applied.
See comments in https://developer.blender.org/D7077.
The 3D view grid size property is a multiplier, not the size of the grid itself.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7085
EasingType was implemented rBdaccaa713b6e for the GraphEditor (but never
made it to the Dopesheet). If you can select Easing Mode in the
DopeSheet, then you should also be able to select the associated Easing
Type.
Thanks @lichtwerk for the initial implementation.
Maniphest Tasks: T65076
Differential Revision: https://developer.blender.org/D6094
Caused by the introduction of UDIM (rBc30d6571bb47).
We need to make sure the tiles ImageUser is set up correctly [especially
the framenr], otherwise BKE_image_acquire_ibuf() and friends will fail
to find the correct ImBuf.
Also instead of initializing a minimal BKE_imageuser_default, now use
an appropriate ImageUser if avaliable and pass this around (instead of
just the tile_number). 2D painting can reuse the Image Editor ImageUser,
for 3D painting we still rely on a default ImageUser in most places, but
at least set the framenr correctly].
This also fixes crashes when doing image operations such as inverting or
resizing on images in a sequence in the Image Editor.
This also fixes color sampling (S) from the 3DView going wrong for image
sequences (would fallback to OpenGL sampling because an ImBuf could not
be found).
Maniphest Tasks: T74425
Differential Revision: https://developer.blender.org/D7022
This started happening after changing filter ID to 64 bit in rB2841b2be3949,
however there was a pre-existing error here in the comparison to detect updates
to filter flags.
When scaling the root bone of a rig to apply a global scale, the
corrective smooth modifier results in wrong deformation due to incorrect
scaling. The delta calculations are not taking into account any scale
value.
To fix it, a scale property is added to the modifier, allowing to set
manually the scale value for the deltas by simply multiplying the
vectors by this value. There is a similar implementation in Maya's Delta
Mush deformer. This property can be for example driven by the scale of
the root bone of the rig, to dynamically update when the animator scale
this bone.
Reviewed By: brecht, sybren
Differential Revision: https://developer.blender.org/D6622
When user used a custom background color, this color was also visible in
material preview mode, when the world opacity was less than 1. This
patch will draw the theme color as it was used to.
It seems like OSX drivers are using standard attributes for passing
gl_VertexID and gl_InstanceID to the vertex shader, and count them in the
limit of MAX_VERTEX_ATTRIBS.
This patch make sure to never use more than 13 attributes by packing some
attributes together.
I could not reproduce the issue, but it looks like it was produced by
this division by 0. In any case, the code here was wrong.
Reviewed By: jbakker
Maniphest Tasks: T74354
Differential Revision: https://developer.blender.org/D6987
This automasking option protects the open boundary edges of the mesh from the brush deformation. This is needed to sculpt cloths and it works nicely with the cloth brush.
It has a Propagation Steps property that controls the falloff of the mask from the edge.
Limitations:
- The automask is recalculated at the beginning of each stroke, creating a little bit of lag in high poly meshes, but it is not necessary. This can be fixed in the future by caching the edge distances, increasing a little bit the complexity of the code.
- The boundary vertex detection in meshes is not ideal and it fails with triangulated geometry, but it is the same as in the smooth brush. After fixing this, we should refactor the smooth brush to use the API and let the automasking option manually control the affected vertices.
- It does not work in Multires (it needs to be implemented in the API). The smooth brush in Multires is also not making boundary vertices.
- The falloff has a visible line artifact on grid patterns. We can smooth the final automasking factors several iterations, but it will make the initialization much slower. This can also be added in the future if we decided to cache the distances.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6705
This introduces a variable to store a face set ID which is going to be
rendered white. When initializing a mesh or randomizing the colors, this
variable gets updated to always render a white face set. This way the
face set overlay can be enabled without adding colors to the mesh if
face sets are not in use. After creating the first face set, new colors
are generated randomly like usual.
The face set stored as default does not have any special meaning for
tools or brushes, it just affects the rendering color.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7035
This enables a relax operation that works only on face sets boundaries,
which smooths the jagged edges that are produced when painting or
expanding face sets by sliding the topology without affecting the shape
of the mesh. This has many uses in hard surface sculpting for things
like sculpting panels or smoothing surfaces. It can also help when
working with remeshed topology as it makes the face sets looks better
and more organized if needed.
The operation is implemented as an Shift smooth in the Draw Face sets
tool, similar to the Slide/Relax tool.
The same operation is also available in the mesh filter to smooth all
the face sets boundaries uniformly or to smooth the face set under the
cursor with the Use Face Sets option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7034
The cloth brush was not using the automasking values when calculating
the mask value on each vertex.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7083
Was crashing SculptSession data will not longer be valid if the total
number of polys is modified when rendering the mesh again.
This deletes all face sets in the mesh when slicing the mask. I'll try
to add code to generate a new face set in with faces that are created
when filling the holes, but for now this avoids the crash.
Reviewed By: brecht
Maniphest Tasks: T74500
Differential Revision: https://developer.blender.org/D7049
Create face sets by visibility needs to check if all face sets of a
vertex are visible to set the new face set. I renamed the functions to
make this more cleare in the API.
I also added a visibility check when creating by mask to avoid modifying
hidden areas.
Reviewed By: brecht
Maniphest Tasks: T74499
Differential Revision: https://developer.blender.org/D7048
Hardness is now a property implemented for all brushes, so this is no
longer needed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7078
The operator was resetting the mask data when cancelling instead of the
face set data, so it was crashing because mask data was not available
when starting the operator in expand face set mode.
Reviewed By: brecht
Maniphest Tasks: T74492
Differential Revision: https://developer.blender.org/D7043
This way we can change the color generation easily if we want to improve
it in the future. I also added more values to randomize a little bit the
saturation and value of the colors, as previously it was too easy to get
similar colors when creating new faces, forcing you to use the randomize
colors more than necessary.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7042
The problem happens because, in wireframe mode, `bool use_wire` is
always `true`, so the function that draws all edges is the called.
The solution is set `use_wire` as `false` when the mesh has no edges.
This matches the behavior of blender 2.79.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D7041
This has been long standing TODO...
Note that remaining usages of BKE_xxx_delete should all be carefully
checked for and utilmately nuked in favor of `BKE_id_delete()`, think we
still have quiet a few bugs hidden in those (code seems to usually
assume those functions do a full ID deletion, which is not the case).
Only covers direct usages of new callbacks from IDTypeInfo.
We still have a lot of those switch/case, many can probably go away
with minimal refactor now, but that will be for later.
In rB7c5a44c71f13 I changed the way transform matrices are loaded from
Alembic. Instead of having the Alembic importer convert matrices from
local (in the Alembic file) to World (to pass to the constraint handling
the animation of transforms), I set the constraint space to
`CONSTRAINT_SPACE_LOCAL`.
This worked thanks to rB7728bfd4c45c. However, that commit was reverted,
which meant that for parentless objects `CONSTRAINT_SPACE_LOCAL` no
longer means "local space".
The situation is resolved by setting the constraint to world space
again, and computing the world matrix in the Alembic importer.
Steps to reproduce were:
* Disable tool settings region in 3D View (View > Tool Settings)
* Split the 3D View and drag all the way down
The removed code doesn't seem to be needed anymore. Tested this on hiDPI
too, seems fine.
These kind of fixes are always tricky, so I wouldn't be surprised if
there are any issues caused by this.
The issue of T72253 was that the density threshold (RNA adapt_threshold) was considering cells as empty cells too early and thus also shrinking the domain too early. The fix for this is to use smaller threshold values for the adaptive domain. This fix gives more flexibility in the UI to do just that.