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
BIF_gl.h included hacks like redefining glew functions and a constant.
The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h`
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5860
Users now can turn on in a viewport collections that are temporarily
hidden (eye) in the view layer.
Design task: T61327
As for the implementation, I had to decouple the visibility in the
depsgraph from the visibility in the view layer.
Also there is a "bug" that in a way was there before which is some
operators (e.g., writing a text inside of a text object, tab into edit
mode) run regardless of the visibility of the active object. The bug was
present already (with object type visibility restriction) in 2.80 so if
we decide to tackle it, can be done separately (I have a patch for it
though P1132).
Reviewed by: brecht (thank you)
Differential Revision: D5992
During generating of a material preview with world lighting only the
copy world was being freed. The material was removed from the main, but
was not freed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5224
With Eevee the user interface, 3D viewport and small icon materials previews
are rendered on the same GPU. This can lead to some choppy interaction when
dragging sliders. Delaying the icon preview render until the user is done with
that helps a bit, though it's no guarantee.
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
Can not use evaluated datablock to localize since that could point to
another evaluated datablock, which can not become part of another
dependency graph.
The original code needed to have unkeyed changes preserved, but now
we do have a flush of animation to an active dependency graph, so this
code is not needed anymore.
* EEVEE support through irradiance volume and light probe.
* New shader ball shape (designed by Robin Marin).
* New cloth and liquid shapes, removed monkey.
* Replace world sphere by toggle to use world for any shape.
* Slight bevel on cube.
* More subdivision for displacement preview.
* Fixed and improved UV mapping for all shapes.
* Material icon / asset preview now uses specified shape instead of always
a sphere. So for example hair material can be displayed as hair.
Ref T57683
We are in a totally out-of-main context here, so no refcounting of any ID...
Note that this whole 'render preview' area could use some refactor with
modern ID management API, but that would go way beyond a mere bugfix,
and it is not the time to do such things.
Convention was not to but after discussion on 918941483f we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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
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.
When editing a Material the depsgraph can throw away the evaluated ID
before the preview job localized the said ID.
To fix this we localize the ID from the main thread.
Also fix WM_OT_previews_ensure crashing because of no depsgraph.