Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
With the removal of blender internal, the texture preview had to be
rewritten. Now we evaluate and write the texture directly to the
preview buffer instead of going through the renderer.
Differential Revision: https://developer.blender.org/D3670
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
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
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
The issue was caused by Render Single Layer option enabled, which is
very handy for artists work, so they can hit F12 and see view layer
they are currently working in a final rendered state. This saves a lot
of time since all the "non-interesting" objects are ignored for such
iterations.
However, for the render farm we need to render view layers which are
explicitly set for render, and ignore active view layer.
Reasonable solution seems to be to ignore the Render Single Layer
option when rendering from the command line. It is really something
more like UI behavior option.
This does not include all the struct and type renaming. Only files were
renamed.
gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
This error is only in Windows and Mac when select in properties the material tab.
This commit revert dc856be839 Preview: Add own opengl context to render preview images.
Previously, render slots were hardcoded to a fixed amount.
With this change, render slots now are stored in a list. Therefore, users can add and/or remove as many slots as they want.
Credit to brecht for the UI part.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3474
We shouldn't be using BI textures anyway. But in any case, adding noise
texture to compositor is doing proper seed updates already, so probably
was already ported to a proper RNG usage.