Commit Graph

762 Commits

Author SHA1 Message Date
c889ec916c Cleanup: clang format 2021-01-08 11:54:53 +01:00
03f1d8acab Use the term "N-gon" instead of "Polygon" for triangulation method
This was reported for the Triangulate geometry node, but was also true
for the triangulate modifier and in exporters.

Note the modifier was introduced with "Ngon Method" in rBa7b44c82e5b9 but
was renamed to "Polygon Method" in rBf4762eb12ba5.

Since quads are also polygons (and quads have their own method), the
term "N-gon" is more appropriate here and is also described in the
glossary https://docs.blender.org/manual/en/2.92/glossary/
index.html#term-N-gon

Docs have been updated in rBM7539 (partially - the method would also
have to be renamed once this patch lands).

Note this also fixes the wrong enum used for the alembic exporter.

Fixes T83907

Maniphest Tasks: T83907

Differential Revision: https://developer.blender.org/D10022
2021-01-08 11:20:42 +01:00
Yevgeny Makarov
2917f550ca Cleanup: Fix capitalization in various UI strings
Approximately 195 changes of capitalization to conform to MLA title style.
UI labels and property names should use MLA title case, while descriptions
should be capitalized like regular prose, generally with only the start of
a sentence capitalized.

Differential Revision: https://developer.blender.org/D9922
2020-12-24 11:07:32 -06:00
260fca5d08 Fix T83673: Custom node trees selectable in nodes modifier
Node tree types from addons were selectable in the modifier's drop-down.
Obviously they didn't do anything, but it shouldn't be possible anyway.
This was just caused by an unimplemented poll function.
2020-12-13 22:59:52 -06:00
Yevgeny Makarov
badbf816b8 UI: Consistent Range Descriptions
Unifying range descriptions as a value 'to' a value.

Differential Revision: https://developer.blender.org/D9771

Reviewed by Julian Eisel
2020-12-11 07:35:44 -08:00
65f139117d Cleanup: rename BLI_strescape to BLI_str_escape
Prepare for `BLI_str_unescape` which doesn't read well
without the separator.
2020-12-10 14:40:01 +11:00
5cdfceaa1a Cleanup: use common 'MOD_WELD_MODE_' prefix 2020-12-09 14:10:30 +11:00
Henrik Dick
9b11a7776f Modifier: Add "Connected" mode to the weld modifier
Implement improvement from T73139 for merging along edges.
It is now called "Connected" mode, while the default is called "All".

With the recent performance improvement, the Connected Mode is in some
cases only double the speed than the usual merge all strategy but in
other cases it may be even faster. The bottleneck is somewhere further
down the line of merging geometry.

The motivation for this patch came from T80897, because the merging in
complex solidify is making it very slow.
Now merging can be removed from solidify without greater consequences,
as this is just a quicker and more advanced algorithm to do the same
thing that solidify currently does slowly.

Reviewed by: mano-wii, campbellbarton

Ref D8966
2020-12-09 12:29:48 +11:00
60760bd470 Geometry Nodes: unify icons -> use ICON_NODETREE for everything
Until there is a icon made specially for this, the nodetree icon is up
for grabs. Using it in the nodegroup + modifier + editor helps the users
to make a connection on where to edit those modifiers.
2020-12-02 15:38:47 +01:00
3d3a20d6d1 Cleanup: remove most of "#ifdef WITH_GEOMETRY_NODES"
The ones around the simulation datablock are still there, since they are not
needed for the features planned for master yet.
2020-12-02 15:38:47 +01:00
600fb28b62 Geometry Nodes: active modifier + geometry nodes editor
This commit adds functions to set and get the object's active
modifier, which is stored as a flag in the ModifierData struct,
similar to constraints. This will be used to set the context in
the node editor. There are no visible changes in this commit.

Similar to how the node editor context works for materials, this commit
makes the node group displayed in the node editor depend on the active
object and its active modifier. To keep the node group from changing,
just pin the node group in the header.

* Shortcuts performed while there is an active modifier will affect
  only that modifier (the exception is the A to expand the modifiers).
* Clicking anywhere on the empty space in a modifier's panel will make it active.

These changes require some refactoring of object modifier code. First
is splitting up the modifier property invoke callback, which now needs
to be able to get the active modifier separately from the hovered
modifier for the different operators.

Second is a change to removing modifiers, where there is now a separate
function to remove a modifier from an object's list, in order to handle
changing the active.

Finally, the panel handler needs a small tweak so that this "click in panel"
event can be handled afterwards.
2020-12-02 15:38:47 +01:00
6be56c13e9 Geometry Nodes: initial scattering and geometry nodes
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate

It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.

Notes on the Generic attribute access API

The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
  This is mainly necessary, because we have to deal with "legacy" attributes
  such as vertex weights and attributes that are embedded into other structs
  such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
  attribute is stored on. So we want to abstract away the interpolation that
  that adapts attributes from one domain to another domain (this is not
  actually implemented yet).

Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
  access and one for write access might be enough, because we know all the ways
  in which attributes are stored internally. We don't want more different internal
  structures in the future. On the contrary, ideally we can consolidate the different
  storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.

It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
2020-12-02 15:38:47 +01:00
Christian Friedrich
e4204a3979 Add Custom Falloff Curve to the Vertex Weight Proximity Modifier.
The Vertex Weight Edit Modifier already got the Custom Curve, there was no
real reason for the proximity not to have it as well.

With some fixes by Bastien Montagne (@mont29).

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D9594
2020-12-02 11:20:03 +01:00
977b6ca305 Cleanup: Imperative tense in property description 2020-11-12 04:59:50 +01:00
6250a8725e Cleanup: Use an enum to set instanced panel expansion
This commit uses an enum to access expansion for specific panels for
each modifier, constraint, etc. Even though these values are quite simple,
 this can help make the code more explicit when the ui_expand_flag is
accessed directly. Also update comments about this bitfield to make
them consistent.
2020-10-29 19:34:29 -05:00
17381c7b90 Multires: Remove simple subdivision type
The simple subdivision as a type only causes issues like no-continuous
normals across edges, inability to reliably switch the type and things
like this.

The new subdivision operators supports wider variety of how to add
details to the model, which are more powerful than a single one-time
decision on the subdivision type.

The versioning code is adjusting topology converter to specify all
edges as infinitely sharp. The reason for this (instead of using
settings.is_simple) is because in a longer term the simple subdivision
will be removed from Subsurf modifier as well, and will be replaced
with more efficient bmesh-based modifier.

This is finished up version of D8436.

Differential Revision: https://developer.blender.org/D9350
2020-10-27 10:31:48 +01:00
8738a668d8 Preferences: separate feature flags for geometry nodes and point cloud type
Those two features are not directly related and one might be activated
in master earlier than the other.

WITH_PARTICLE_NODES was removed, because we continue the project
under the name "Geometry Nodes".
2020-10-21 13:47:50 +02:00
6ced026ae1 Simulation: remove particle nodes with outdated design
The design for how we approach the "Everything Nodes" project
has changed. We will focus on a different part of the project initially.

While future me will likely refer back to some of the code I remove here,
there is no point in keeping this code around in master currently.
It would just confuse other developers working on the project.

This does not remove the simulation modifier and data block. Those are
just cleaned up, so that the boilerplate code can be reused in the future.
2020-10-20 12:07:42 +02:00
31108f9359 UI: Sort "Volume to Mesh" and "Mesh to Volume" in alphabetical order 2020-10-20 00:12:45 +02:00
d1eefc4215 Spelling: Then Versus Than
Corrects incorrect usages of the words 'then' and 'than'.

Differential Revision: https://developer.blender.org/D9246

Reviewed by Campbell Barton
2020-10-19 08:43:08 -07:00
f7832b1583 Volumes: new Volume to Mesh modifier
This modifier is the opposite of the recently added Mesh to Volume modifier.
It converts the "surface" of a volume into a mesh. The "surface" is defined
by a threshold value. All voxels with a density higher than the threshold
are considered to be inside the volume, while all others will be outside.

By default, the resolution of the generated mesh depends on the voxel
size of the volume grid. The resolution can be customized. It should be
noted that a lower resolution might not make this modifier faster. This
is because we have to downsample the openvdb grid, which isn't a cheap
operation.

Converting a mesh to a volume and then back to a mesh is possible,
but it does require two separate mesh objects for now.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D9141
2020-10-19 12:12:44 +02:00
e8d02359cf Volumes: reduce step and default of strength in Volume Displace modifier
The strength has a high impact on performance. With the previous
step and default one could easily and accidentally make Blender unusably
slow, because of a too high displacement strength.
2020-10-12 12:38:03 +02:00
701fc52cc6 Volumes: lower minimal voxel size in Mesh to Volume modifier
The 0.1 limit was too large. The issue with making it smaller is that
one can easily crash blender by making it to small. To counteract this,
the step has been reduced as well.

A voxel size/amount of 0 disables the modifier.
2020-10-09 12:55:13 +02:00
1f50beb9f2 Volumes: new Volume Displace modifier
This modifier uses a 3D texture to displace a volume.
For now, this can only use the previously existing texture system,
because we do not have a better alternative yet. Still, the results
can be quite good and interesting. See D9075 for some examples.

Reviewers: brecht, simonthommes

Differential Revision: https://developer.blender.org/D9075
2020-10-07 18:04:19 +02:00
8398050695 Use DNA defaults system for modifiers
As noted in T80164, there are quite a few area of Blender where the
"Reset to Default Value" operator in button context menus doesn't work.
Modifiers are one of them, because the DNA defaults system was never
set up for them.

Additionally, this should make modifier versioning easier. Whenever a
new field is added it should be automatically initialized to the
default value.

I had to make some ordering changes in the following modifiers to work
around an error with `-Wsign-conversion` in the macros:
 - Solidify Modifier
 - Corrective Smooth Modifier
 - Screw Modifier

Some modifiers are special cases and are skipped in this commit:
 - Data Transfer Modifier
 - Cloth Modifier
 - Fluid Modifier
 - Softbody Modifier

Differential Revision: https://developer.blender.org/D8747
2020-10-01 09:38:00 -05:00
443e42d47c Subdivision Surfaces: make uv smooth items consistent with new boundary smooth
This adds an option to smooth UV boundaries including corners, and renames the
available options to None / Keep Corners / All.

Ref D8413
2020-09-30 17:20:29 +02:00
Piotr Ostrowski
6070f92ab9 Subdivision Surfaces: add boundary smooth option to modifiers
This adds the option to either smooth the entire boundary, or to keep
corners sharp, for the Subdivision Surface and Multiresolution modifiers.

This mainly helps with compatibility with other software. The default
behavior remains to smooth the entire boundary.

Differential Revision: https://developer.blender.org/D8485
2020-09-30 17:20:29 +02:00
Piotr Ostrowski
53f20b940a Subdivision Surfaces: add option disable using the limit surface
This makes subdivision surfaces compatible with the old subdivision
surface modifier and other applications that do not use the limit surface.

This option is available on the Subdivision Surface modifier.

Differential Revision: https://developer.blender.org/D8413
2020-09-30 16:39:02 +02:00
c0a563ffe8 Cleanup: use 'use_' prefix for RNA booleans
Some of the naming was quite misleading.
2020-09-30 15:09:00 +10:00
e200e44c4e Cleanup: remove full-stop from description 2020-09-30 12:25:09 +10:00
Sybren A. Stüvel
bab2260b59 Fix T71981: Alembic vertex interpolation can jumble mesh
Add an option to disable Alembic vertex interpolation.
Bump subversion from 5 to 6.

Alembic stores mesh samples at specific time keys; when a frame in
Blender maps to a timecode between two samples, Blender will interpolate
the mesh vertex positions. This interpolation only happens when the mesh
has a constant topology, but sometimes this was not detected properly
when the vertices change order, but the number of mesh elements remains
the same. This would result in a mesh with jumbled up vertices (T71981).
With this patch, users have the ability to disable vertex interpolation.

An alternative would be to have better detection of topology changes,
but that that'll cause a considerable slowdown.

Maniphest Tasks: T71981

Differential Revision: https://developer.blender.org/D9041
2020-09-29 16:10:16 +02:00
5845c06a63 Volumes: new Mesh to Volume modifier
This modifier can only be added to Volume objects. It takes a mesh
as input and generates a "density" grid near the surface or in
the enclosed volume.

Ref T73201.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D9032
2020-09-29 16:03:30 +02:00
c6a9b62bb0 Fix T78343: Most properties of Ocean modifier should not be animatable.
Properties that are only used when initializing the simulation cannot be
animated (the changes in their value would not be taken into account).
2020-09-25 19:11:23 +02:00
d587027015 Modifiers: add StructRNA pointer field to ModifierTypeInfo
This reduces the number of places that have to be modified
when a new modifier is added.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D9000
2020-09-25 12:49:18 +02:00
Henrik Dick
744f81c936 Weld Modifier: Use KD Tree in detecting the geometry to be welded
This commit replaces the BVH Tree currently used by the Weld Modifier
with the KD Tree used by `Merge > By Distance`.

This changes the result of the Weld Modifier to more closely match
`Merge > By Distance`.

There is also a big performance advantage.

Here is an overview (models in D8995):

| 2.90 (Duplicate Limit = 0) | 2.90 (Duplicate Limit = 1) | master (BVH) (Duplicate Limit = 1) | patch (KD) |
| 1.69s| 0.17s | 0.12s | 0.029s |

Differential Revision: https://developer.blender.org/D8995
2020-09-24 15:18:34 -03:00
ab7608af1b Apply patch D8816, from Zachary(AFWS) for collection boolean operand.
Also added code so that exact solver does the whole collection at once.
This patch allows users to use a collection (as an alternative to Object)
for the boolean modifier operand, and therefore get rid of a long modifier stack.
2020-09-13 16:57:27 -04:00
de21ab418d Add a Self option to the Exact boolean modifier. Fixes T52425.
With this option, self-intersections in either or both operands
will be handled properly (if both sides are piecewise winding
number constant, and maybe some other cases too).
In the Boolean tool, this flag was there already but the code
forced a unary operation in that case; this commit corrects it
to make a binary operation. This flag makes the code slower, which
is why it is an option and not an always-on thing.
2020-09-07 14:29:12 -04:00
9e09b5c418 Merge newboolean branch into master.
This is for design task T67744, Boolean Redesign.
It adds a choice of solver to the Boolean modifier and the
Intersect (Boolean) and Intersect (Knife) tools.
The 'Fast' choice is the current Bmesh boolean.
The new 'Exact' choice is a more advanced algorithm that supports
overlapping geometry and uses more robust calculations, but is
slower than the Fast choice.
The default with this commit is set to 'Exact'. We can decide before
the 2.91 release whether or not this is the right choice, but this
choice now will get us more testing and feedback on the new code.
2020-08-28 11:01:06 -04:00
8ab0d0e399 Merge remote-tracking branch 'origin/blender-v2.90-release' 2020-08-18 14:55:44 +02:00
83e3d25bca Remove (ifdef) RNA for simulation, point cloud and particles
For 2.90 release this should not be exposed in the RNA API.

In master this needs to be ON by default, that's all.

Differential Revision: https://developer.blender.org/D8589
2020-08-18 14:41:16 +02:00
976f0113e0 Multires: Base Mesh Sculpting
This adds an option to the Multires modifier to sculpt directly on the
base mesh while previewing the displacement of a higher subdivisions
level. What this does it considering Multires as a regular modifier
without exposing the grid displacement to sculpt mode.

This allows to see the propagation happening in real time, which enables
to use complex tools like Cloth or Pose in much higher resolutions and
without surface noise and artifacts.

Reviewed By: sergey, Severin

Differential Revision: https://developer.blender.org/D8555
2020-08-18 13:11:23 +02:00
841d779322 Increase hard limit for Remesher octree depth
Adding more precision to help making watertight objects to be printed.

Differential Revision: https://developer.blender.org/D8551
2020-08-12 17:05:04 +02:00
Yevgeny Makarov
91be94d465 UI: Fixes and small improvements to some labels and UI messages
Small tweaks to make labels and texts more correct, consistent and
polished.

Reviewed by: Aaron Carlisle, Julian Eisel

Differential Revision: https://developer.blender.org/D8346
2020-08-06 14:50:45 +02:00
Phil Stopford
a44299ccd1 Ocean Modifier: Add viewport resolution
Following work done in 2.83, the resolution control is now a real
level-of-detail parameter. It is now useful to be able to set the
resolution for display independently from render. This is true for
both mesh generation and mesh deformation modes.

For compatibility with old scenes, resolution is retained and is the
render resolution. Old modifiers loaded have the value of resolution
also applied to viewport resolution. This allows newer modifiers to
be used in older versions without trouble

Differential Revision: https://developer.blender.org/D8336
2020-08-03 10:08:31 -04:00
b5dcf74636 Cycles: add support for rendering deformation motion blur from Alembic caches.
This patch adds the ability to render motion blur from Alembic caches.
The motion blur data is derived from a velocity attribute whose name has
to be defined by the user through the MeshSequenceCache modifier, with a
default value of ".velocities", which is the standard name in Alembic
for the velocity property, although other software may ignore it and
write velocity with their own naming convention (e.g. "v" in Houdini).

Furthermore, a property was added to define how the velocity vectors
are interpreted with regard to time : frame or second. "Frame"
means that the velocity is already scaled by the time step and we do not
need to modify it for it to look proper. "Second" means that the unit
the velocity was measured in is in seconds and so has to be scaled by
some time step computed here as being the time between two frames (1 /
FPS, which would be typical for a simulation). This appears to be
common, and is the default behavior.

Another property was added to control the scale of the velocity to
further modify the look of the motion blur.

Reviewed By: brecht, sybren

Differential Revision: https://developer.blender.org/D2388
2020-08-03 03:44:40 +02:00
901ee66ea1 Cleanup: use term init instead of initialize/initialise
The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
2020-08-01 13:51:05 +10:00
Yevgeny Makarov
8f658ec27c UI: use term 'Vertex' instead of 'Vert' 2020-07-22 16:22:23 +10:00
Cody Winchester
5c28955d3a Modifiers: option to preserve custom normals for subsurf & multires 2020-07-22 15:07:21 +10:00
4aa2a5481c Bevel: Refactor "Vertex Only" to an enum
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.
2020-07-21 16:32:00 -04:00
b818f6b55f Fix T78902: Only check main modifier panel for expansion property
Internally the "show_expanded" property stores the expansion for every
subpanel, but for RNA we should only check the first bit of the flag that
corresponds to the main panel.
2020-07-13 20:10:49 -04:00