Commit Graph

17 Commits

Author SHA1 Message Date
00ec99050e Fix T85051: Add bisect distance as a parameter to the mirror modifier
The `bisect_distance` in the mirror modifier was hard-coded to `0.001`.
This would result in some unexpected behavior like vertices close
to the mirror plane being deleted or merged.

The fix now adds a parameter to the mirror modifier to expose the
bisect distance to the user. The default is set to the previous
hard-coded value to not "change" previous files.

Ref D10201
2021-04-22 16:31:41 +10:00
fcc3227efd Fix T86654: wrong Vertex Interpolation option default when importing alembic caches
This resulted in bad motion blur from alembic animation when imported
after rB83980506957c (because it was now OFF by default).
When imported in a version prior to rB83980506957c and saved, this was
still working fine.

Vertex interpolation option introduced in rBbab2260b59c7 was defaulting
to ON (correct) in that commit, but was lost in rB83980506957c.

Now switch this to ON by default again.

Note: if you have a file that was (incorrectly) imported with a version
after rB83980506957c you'll have to enable Vertex Interpolation option
on every MeshSequenceCache modifier by hand.

Maniphest Tasks: T86654

Differential Revision: https://developer.blender.org/D10876
2021-04-02 21:18:34 +02:00
luzpaz
a4a9d14ba7 UI: Fix Typos in Comments and Docs
Approximately 91 spelling corrections, almost all in comments.

Differential Revision: https://developer.blender.org/D10288

Reviewed by Harley Acheson
2021-02-05 19:08:14 -08:00
3d3b6d94e6 Subdiv: Use better default UV interpolation
The default one is now UVs are smoothed, boundaries are kept sharp.

After some time of experimentation seems this is better default from
interoperability point of view.

This fixes distortion reported in T83470.

Differential Revision: https://developer.blender.org/D10111
2021-01-26 16:23:09 +01:00
6b5e4ad589 Bevel Modifier: Use angle limit method by default
This right click select post outlines the reasons to make "Angle" the
default limit method: https://blender.community/c/rightclickselect/BVfbbc/
In short: Beveling every single edge rather than just sharp edges is
rarely the desired behavior, and the placement of the property in the UI
makes it easy to see the property's importance and toggle it.

Differential Revision: https://developer.blender.org/D8961
2021-01-12 18:55:27 -06:00
e44e0e4e78 Cloth: add a vertex group setting to exclude from object collision.
This can be useful as a workaround on the boundary with the pinned
vertices in some situations among other things, and completely copies
the existing design of the self collision vertex group setting.

Differential Revision: https://developer.blender.org/D10043
2021-01-11 19:34:33 +03:00
3fc07d1e74 Fix T83886: Particle instance modifier broken
Caused by Caused by rB83980506957c.

Since above commit, the modifier was created with wrong initial values
[amount was 0.0 and offset was 1.0 -- instead of the other way around].

Since there is no way to fix existing files in a reasonable way I guess,
all we can do here is to make sure that from now on, the defaults are
correct.

Maniphest Tasks: T83886

Differential Revision: https://developer.blender.org/D9881
2020-12-17 16:00:18 +01:00
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
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
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
b3d469e78d Fix compile error
Haven't tested on windows, hope that works.
2020-10-20 14:16:42 +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
ae609346ee Fix T81672: Array modifier default merge distance is 0.1m (typo)
Seems to be an oversight/typo in rB83980506957c.
Now set back to 0.01m (as it was before).

Maniphest Tasks: T81672

Differential Revision: https://developer.blender.org/D9193
2020-10-13 14:46:39 +02:00
e2e31b9bac Cleanup: compiler warnings 2020-10-02 11:58:33 +10:00
c3238bd500 Cleanup: Use DNA defaults for cloth modifier
Followup for rB8398050695
This requires moving a few enum definitions to DNA instead of BKE, and
adding default definitions for the two structs the cloth modifier where
the cloth modifier stores its settings. The defaults are also reordered
to be consistent with the order of each item in the struct.
2020-10-01 12:56:34 -05:00
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