Align items in the edit mesh context menus (reducing padding), for
consistency with other menus.
The root layout of menus doesn't add the padding, for sub-layouts
`align` has to be enabled.
{F8749633}
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D8480
This implements collisions in the solver of the cloth brush/filter. It
uses the scene colliders as a regular physics simulation.
There are still some parameters (friction, distance to the surface...)
that can be exposed as properties in later patches.
Thanks to Sebastian Parborg for helping me with the implementation.
Reviewed By: sergey, zeddb
Differential Revision: https://developer.blender.org/D8019
This adds a curvature smoothing and intensify details properties to control
the result of the Sharpen Mesh Filter.
Curvature smoothing removes high frequency details from the precalculated
sharpen data, so the filter result has much smoother surfaces and cleaner
sharpen lines;
Intensify details displaces the vertices of creases and valleys in the direction
opposite to its neighbors average, so it intensifies high frequency details
in those areas, producing more noisy and sharp shapes:
Both this properties can be used in combination to achieve a good balance of
high and low frequency details depending on the shape and the desired result.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8447
The scale deform mode includes rotation by default, so when when scaling
down a part of the models it becomes harder to control as the effect of
the rotation less predictable (similar to using trackball rotation in a
very small radius). This locks the rotation of the segment, so parts of
the model can be scaled down in a more predictable way.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8465
The cloth brush has a defined simulated area with a falloff. In the falloff
area (the area between the dashed white circle and the exterior white
circle), simulation properties change in order to fade out the
simulation deformation effects towards the boundary.
With some brushes and stroke types (like anchored strokes with pinching
or grabbing with full strength), it is possible to apply more force than
what the boundary falloff can compensate, so the simulation breaks when
this happens.
This option pins the falloff area with softbody constraints, This
produces a much better deformation falloff and it is no longer possible
to move the vertices near the simulation boundary, so the simulation
won't break no matter the strength of the forces applied inside the
simulated areas.
This is an option as it is particularly useful for some brushes to add
localized details, but for brushes that are supposed to deform the
entire mesh (like the grab brush in D8424), this can add unwanted
softbody constraints that affect the simulation result.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8435
Fixes T78346.
The shortcut display and change code is context sensitive. To make it
work correctly the context needs to be set properly.
When executing operators from the dropdowns, the active region is the
header, but the shortcut handlers are set for the main region. So make
sure that is used instead.
This also sets the main region active for context menu operators, where
this issue shouldn't be present. Doing it anyway shouldn't hurt though
and fixes this issue in case somebody displays the context menu in the
header as dropdown too.
This patch adds a new compound shape entry to the shape selection
dropdown. It also corrects wrong inertia calculation for convex hulls,
that resulted in strange behavior for small objects.
The compound shape take the collision shapes from its object children
and combines them. This makes it possible to create concave shapes from
primitive shapes. Using this instead of the mesh collision shape is
often many times faster.
Reviewed By: Sergey, Sebastian Parborg
Differential Revision: http://developer.blender.org/D5797
This property adds constraints to the simulation using the initial
location of the vertices, making it behave like a soft body. The
strength of these constraints can be modified with the brush parameter.
This makes some deformation modes more subtle and predictable, making it
possible to use the cloth brush to add surface detail in a more
controllable way without loosing completely the original shape of the
mesh.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7845
it's good to have an option to ' pin' a mode to the brush, to use that mode always, independent of the current viewport selected mode.
{F8723224}
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D8399
81a002
Keeping face attributes connected is now optional.
Keeping UV's connected is useful for organic modeling, but bad for
architectural.
Differential Revision: https://developer.blender.org/D8360
Move the common entries (View and Area) into a static method to be
called from other menus to avoid duplicating the New Collection and ID
Paste operators.
This operator cleanup any frame that is equal to the previous one. This is very handy when convert a mesh animation to Gpencil and the mesh is static for several frames.
Differential Revision: https://developer.blender.org/D8149
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
This operator automates the following steps:
1. Create a point cloud object.
2. Create a simulation data block.
3. Add a small particle simulation to the node tree.
4. Add a Simulation modifier to the point cloud object.
5. Reference the particle simulation from the modifier.
You have to go back to frame 1 to start the simulation.
The simulation is not yet cached and cannot be rendered.
The bounding box of the point cloud object is enabled for now,
because otherwise it is hard to select the object.
This adds extra deform modes to the slide mode of the Topology
Slide/Relax brush (both slide and smear are almost identical).
This is useful to move topology to a specific area to add more localized
details
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8349
This allows to use pen pressure modulation in hardness, wet mix, wet
persistence, flow and density, as well as inverting the modulation (more
pressure, less density...). With this, it is possible to create brushes
that mix paint or apply a new color based on the pressure.
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D8267
This matches the change that was done to the bevel modifier so that the
interface for the modifier, the active tool, and the operator are consistent.
This commit extends the refactor to the bmesh implementation too, so
that the parameters in the implementation don't stray too far from what
is exposed.
Tests are adjusted and still pass.
There was a weird looking gap between the checkbox and the "Motion Tracking"
label. Plus, the label could not be clicked to change the value, unlike
usually.
Issue is that the row is actually a sub-panel header. The checkbox being drawn
with the draw_header() callback, and the label being added as separate item by
the popover panel code. This adds a hack so the checkbox can add the panel
label itself (the popup drawing skips adding the label then). That addresses
mentioned issues.
Status Bar can show scene statistics, memory usage, version, etc set by context menu. Part two of T75672.
Differential Revision: https://developer.blender.org/D7557
Reviewed by Julian Eisel
The smear brush was using the stroke direction to slide colors across
the mesh surface (this is called drag in other sculpt tools). Similarly,
other deformations can be included. The most common ones in image
editing are pinch and expand, which can be used to sharpen transitions
between colors.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8270
Enables the color palette subpanel for brushes that have color
capabilities (only the paint brush for now)
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8268
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.