Commit Graph

304 Commits

Author SHA1 Message Date
8df968d69f "Show Texture in texture tab" button: full support for Sculpt / Paint
In {rBb279fef85d1a} the button that displays a texture in a Properties
Editor texture tab was added for geometry nodes.
Same commit will actually show them for Brush textures as well (but
disabled -- because the Texture users dont match).
This task is for finanlizing proper support for Brush textures as well.
There was originally a separate patch for this (see {D9813}) but most of
it was already implemented by above commit.

**what this solves**
from the default startup file:
- go to any sculpt or paint mode and add a texture to your brush
- observe the button to edit this texture in the Properties editor is
greyed out

{F9860470}

There are two possible solutions:
- [1] call the texture template for the brush `texture_slot` texture
(instead of the brush 'texture') from the python UI code, this is then
working in harmony how ButsTextureUser works for brushes
- [2] tweak the way `ButsTextureUser` works (dont rely on
`RNA_BrushTextureSlot` there)

This patch implements the first solution.
Since `brush.texture_slot` is `br->mtex` RNA wrapped and `brush.texture`
is `br->mtex.tex` RNA wrapped, this really comes down to doing the same
thing. I checked that creating a new texture and unlinking/deleting will
have the same results even though they take slightly different code
paths: assignment and NULLing the pointers are working on the same (see
above) and RNA update callbacks also do the same [even though in
different functions]:
- brush.texture will do rna_Brush_main_tex_update
- brush.texture_slot.texture will do rna_TextureSlotTexture_update /
rna_TextureSlot_update
(only difference here is an additional DEG relations update in the case
of texture_slot which should not do harm)

Differential Revision: https://developer.blender.org/D10626
2021-03-08 19:38:35 +01:00
9dc0c44aa1 Cleanup: unused arguments 2021-03-06 19:26:18 +11:00
7d874b0343 Image: Flip image operator
This implements an operator to flip the contents of an image buffer. It
supports flipping the image horizontally and vertically.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D10310
2021-02-05 19:15:43 +01:00
e671c548e6 Cleanup: pep8 2020-12-16 18:02:40 +11:00
c9550cb120 Fix T81953: Python error in UV Editor Overlay popup
Leftover from rBe05ce1ea2029, 'use_image_editor_legacy_drawing' was
removed.

Maniphest Tasks: T81953

Differential Revision: https://developer.blender.org/D9310
2020-10-22 15:09:32 +02:00
Jeroen Bakker
afab33e0b9 UV/Image Editor: Overlay Popover
The overlay options in the image/uv editor is hidden in side panels and menus. Sometimes this panel is even hidden, while still useful.
The goal of this task is to introduce an overlay pop-over just like the overlay-popover of the 3d viewport.

Popover has
* UV Stretching (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Display As (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show Modified (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show UV Edges (including opacity slider; available UV, View, Paint, when active object mode is a mesh and in OB_EDIT mode)
* Udim tiles when no image is available.

Like the 3d viewport, there will be a editor toggle to enable/disable the overlays

For compatibility reasons the RNA properties are added to both the `SpaceImage.uv_editor` amd `SpaceImage.overlay`. On DNA level they are still stored in the SpaceImage. only new properties are added to the SpaceImageOverlay struct. During the next major release we could remove these options from `SpaceImage.uv_editor`. This should be noted in the Python section of release notes.

Reviewed By: Julian Eisel, Pablo Vazquez

Differential Revision: https://developer.blender.org/D8890
2020-10-07 17:15:17 +02:00
41d2d6da0c Cleanup: pep8 (indentation, spacing, long lines) 2020-10-02 11:59:16 +10:00
05c57dc563 UI: Use property split in UV editor panels
This is not an exhaustive change, just for the 2D cursor and
UDIM grid properties. Also vertically align the "UV Vertex"
buttons like in the 3D view panels.
2020-09-18 14:37:33 -05:00
8f7ab26935 Revert "Image Editor: Make Rendering of Pure Emissive Colors Optional"
This reverts commit f492c8d488.
2020-09-15 14:33:22 +02:00
49dbf1324d Image Editor: Deactivate show repeat for UDIM
UDIM textures cannot be repeated, but the option didn't communicate
this. This change makes the Show Repeat option inactive when viewing
Tiled images
2020-09-15 13:33:56 +02:00
f492c8d488 Image Editor: Make Rendering of Pure Emissive Colors Optional
There are some areas that don't handle pure emissive colors well. For
example erasing alpha using 2d or 3d painting. Or blurring an image in
the compositor.

This patch makes the rendering of pure emissive colors optional. In the
side panel of the Image editor it can still be enabled when needed.

There currently isn't a better place to store it as it is related on how
the image (or a layer of the image) is created. A future design needs to
make sure that the full workflow is supported.
2020-09-15 12:33:49 +02:00
b2fc067854 Image Editor: Smooth Wire User Preferences
The old image editor has an option to enable the smooth wire drawing.
This option was stored per editor and disabled by default. This patch
connects the smooth wires in the UV/Image editor to `User Prefereces ->
Viewport -> Quality -> Smooth Wire [] Overlay`.

The old option is left in place and will be removed when the old image
editor drawing code will be removed before BCon 3.
2020-09-11 09:12:41 +02:00
4e3cb95638 UI: Add Missing UV Unwrap Operators to UV Editor
This commit also changes the U shortcut to open the unwrap menu instead 
of the Unwrap operator. The unwrap operator can now be accessed by 
pressing U twice.

Note, these operators use the 3D Viewports selection and not the UV 
Editor selection. In the future the operators should unwrap based on the 
selection within that editor.

Fixes T80600

Differential Revision: https://developer.blender.org/D8834
2020-09-09 19:50:31 -04:00
92b8d7019b UI: Make UV Editor contextual menu more consistent with 3D View
Follow up on rB12716e6b9fc74bd53be39ec7aab16ca8d43f0593

See also: rB62774badeda7d13fd3c6af57c632ff3167a608d7
2020-09-03 22:27:39 -04:00
9ab3b8f7f4 UI: Remove cutoff text in popovers for 2.90 release
Many of these popovers could use a design pass in 2.91, but for 2.90 we
don't want to change any UI strings at this point, so the best way to
solve the cutoff text is to widen the popovers. Sadly this won't affect
popovers when other languages besides English have longer strings, but
solving that is a much larger task.

Another benefit is that tweaking sculpt / paint brush options feels much
less cramped with slightly wider popovers.

I only know of one string that is still slightly cutoff by default with
this patch, the "Max Element Distance" property of the pose brush in the
sculpt mode brush settings popover. But I didn't think it was worth
widening that popover more to deal with that one case.

Differential Revision: https://developer.blender.org/D8575
2020-08-14 12:58:24 -04:00
3d8f8085fb UI: show connected icon for proportional editing in the image space 2020-07-16 22:07:53 +10:00
415d3ee05b UV: add path select operator that uses the selection
Instead of using the mouse cursor position,
this selects between existing selected elements.

Access this since picking a selection path doesn't
work from the menu.
2020-07-11 22:09:45 +10:00
d2b910fafe UI: UV: Add Select Shortest Path to menu
This matches the 3D Viewport
2020-07-10 16:07:31 -04:00
62774baded UI: add merge/split menus
This makes the menus and keymap match the edit-mesh
(M for merge, Alt-M for split).
2020-07-07 17:52:05 +10:00
920b698746 Merge branch 'blender-v2.83-release' 2020-05-22 22:42:16 +10:00
69e331201e UV: remove "UV Local View" for UV editing
This feature was added when Blender used tex-face (per-face images),
but doesn't make as much sense since this was removed.

Removing this from UV edit-mode as this wasn't working in any
of the 2.8x releases, causing UV's to be visible but unselectable.

Resolves issue raised in T76958.
2020-05-22 22:18:32 +10:00
82e8df01ac UI: Rename 'View All' operator to 'Frame All'
This change was done time ago but it was still missing in some operators.
2020-05-12 15:44:59 +02:00
Miguel Porces
ad23b1e91d UV: add Reset operator to menu in uv editor
Differential Revision: https://developer.blender.org/D7482
2020-04-21 14:20:42 +02:00
90d3fe1e4d UV: support changing the opacity of the UV overlay
Add this option as it's useful to adjust how much UV's
cover the image when UV mapping.

D5348 by @EitanSomething with edits
2020-04-16 18:26:07 +10:00
a7df9d6cdd Fix menu search referencing image menu
In this case it was called mask which wasn't correct since it's
used for image & UV's, so rename the menu instead.
2020-04-09 22:55:47 +10:00
29f3af9527 GPencil: Refactor of Draw Engine, Vertex Paint and all internal functions
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.

Also, a huge code cleanup has been done at all levels.

Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.

Differential Revision: https://developer.blender.org/D6293
2020-03-09 16:27:24 +01:00
2ff996040d Fix T72555: Brush Radius/Size and Strength not linked on header tools settings when Unified Brush is active
Patch by Demeter Dzadik

Differential Revision: https://developer.blender.org/D6473
2019-12-23 17:28:47 +01:00
eb98cbb8c5 Fix: Missing category in IMAGE_PT_paint_settings_advanced panel
Addresses raised concern in fb74dcc5d6
2019-12-16 16:34:16 +01:00
f3dadd4115 UI: de-duplicate mask context menu
- Use the clip mask context menu for the image editor.
- Remove redundant CLIP_MT_mask_handle_type_menu.
- Remove "Add" items (was only in image mask context menu)
  as the convention is not to include these in the context menu.
2019-12-16 16:48:51 +11:00
165afb3ad0 Cleanup: pep8, unused vars, line length 2019-12-16 14:54:32 +11:00
fb74dcc5d6 UI: Brush Settings overhaul
This makes a number of changes to the tool settings brush UI:

  - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together.
  - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa.
  - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel.
  - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header.
  - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off.
  - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke.
  - Display (now Cursor) panel was reorganized, settings renamed.
  - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True.
  - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity.
  - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow.
  - A few more tweaks - see D5928 for the extensive list.

Most of the patch is written by Demeter Dzadik, with some additions by myself

Differential Revision: https://developer.blender.org/D5928
Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
c6ba941339 Fix T72409: Remove references to Unified use_pressure_size and use_pressure_strength
This was causing errors to show in the terminal.

Reviewed By: campbellbarton

Maniphest Tasks: T72409

Differential Revision: https://developer.blender.org/D6407
2019-12-13 21:35:51 +01:00
c30d6571bb Add support for tiled images and the UDIM naming scheme
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.

With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.

The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.

The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles

There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images

Thanks to Brecht for the review and to all who tested the intermediate versions!

Differential Revision: https://developer.blender.org/D3509
2019-12-12 18:40:37 +01:00
d9bce6bcf5 Fix image paint showing project-paint settings
Also make projpaint a keyword-only argument to avoid copy-paste errors
like this re-occurring in the future.
2019-10-31 03:16:48 +11:00
8a5f3d38af Fix T71124: UV Editor – Proportional Editing Falloff misses some Options
This mimics the same solution for proportional edit in the 3D View.

Maniphest Tasks: T71124

Differential Revision: https://developer.blender.org/D6142
2019-10-29 10:28:41 -03:00
b155ece0c0 Image: add resize operator
Now possible with new image undo,
was added for testing but seems generally useful.
2019-10-02 00:44:17 +10:00
ba798e0412 Image/Clip Space: Add view center to cursor operators
D5932 by @a.monti with edits
2019-10-01 20:20:53 +10:00
bc51250c1f UV Editor: Remove Unimplemented Show Edges Option
Show Edges option in the UV editor does not do anything. Only RNA/DNA
code could be found, so it is save to be removed.

Differential Revision: https://developer.blender.org/D5446
2019-08-27 08:35:47 +02:00
207f2137dd Fix T68789: Do not use new python format strings thingy in UI code.
This is 100% incompatible with translation...
2019-08-20 17:48:32 +02:00
dafecfa683 UV: select overlap operator
New operator to select overlapping UV's,
from all visible edit-mesh UV's.

D5421 @deadpin with edits.
2019-08-08 01:28:03 +10:00
c0aada58c9 Tweak Brush Gradient UI
Gradient and Color are mutually exclusive, so we now communicate this in the UI much more clearly

Differential Revision: https://developer.blender.org/D5395

Reviewers: brechrt
2019-08-04 12:37:22 +02:00
4bb9fbd3a8 Sculpt/Paint: Brush curve presets
This patch introduces the same presets that are used for proportional editing in the brush falloff menu. The user can select any of these presets or use the regular custom falloff curve. The presets are hardcoded formulas, so the falloff curve is not used when they are active.

This change improves the general feeling of the brushes and it is more convenient and simpler to use. The CUSTOM curve option should now be used in the case that an unusual deformation is needed, in other cases, the hardcoded curve presets should be the default.

The smooth curve presets is a must in the grab brush, as it fixes the deformation issue with the current custom curve setting. The user may try to adjust the deformation by tweaking the curve, but it is nearly impossible to replicate this desired behavior.

{F7636217}

Other brushes that are included in the sculpt branch also rely on this as they need specific hardcoded falloffs to produce the desired effect.

Reviewers: brecht, billreynish

Reviewed By: brecht

Subscribers: JulienKaspar

Differential Revision: https://developer.blender.org/D5367
2019-07-31 13:04:55 +02:00
13f57237f2 Fix T67331: Annotations: Rename old grease pencil panels
These panels were using the old names, but now they are not grease pencil, but annotations.

Also removed old Tools panel. This must be replaced with new Toolbar
2019-07-29 12:39:39 +02:00
c187fc09b6 Masking: make image editor UI consistent with clip editor
* Mask Display menu is now part of the header
* Sidebar now has a separate Mask tab
* Add context menu when in mask mode

Differential Revision: https://developer.blender.org/D5102
2019-06-27 19:11:19 +02:00
7ee5ea7751 Fix T65010: Affect options not being displayed in the UV editor snap settings.
Reviewers: brecht, billreynish

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5141
2019-06-27 12:24:03 -03:00
d2e474d043 Cleanup: use trailing commas for multi-line arguments 2019-06-21 08:36:03 +10:00
83da21ca4e Fix T65393: Error live editing UI scripts
Disable relative imports for UI scripts.
2019-06-11 16:08:32 +10:00
4ca34e6e34 UI: Fix small naming inconsistency in the UV Editor View menu
Now it's consistent with 3D View
2019-06-02 20:30:55 +02:00
1008d9c735 Cleanup: unused args/vars 2019-05-28 16:37:29 +10:00
a875e81674 UI: Tweaks to Compositor header
- Move Auto Render into Options panel in sidebar
  - Move Pin to the right and remove emboss
  - Move Background to the right and use greying out to avoid jumping UI elements

Also remove emboss from pin toggle in Image Editor for consistency
2019-05-24 14:46:37 +02:00