With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
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
Following the changes in the Edit Mode menus on the header, this patch split the current context menus into Point and Stroke and also rearrange the operators.
{F7704949}
Reviewers: antoniov, pepeland, billreynish
Reviewed By: billreynish
Tags: #bf_blender, #grease_pencil
Differential Revision: https://developer.blender.org/D5596
Before there were two options: Paste to original layer called "Paste" and Paste to active layer called "Paste & Merge"
Now, by default the paste is in active layer and the "Paste & Merge" has been renamed "Paste".
For old "Paste", now is called "Paste by Layer" and it's not the default value anymore.
Note: Minor edits to add icons not present in Differential revision.
Differential Revision: https://developer.blender.org/D5591
Patch by Peter Fog (tintwotin).
Differential Revision: https://developer.blender.org/D5567
Reviewers: Brecht Van Lommel (brecht), William Reynish (billreynish)
This option was doing nothing in Blender 2.80.
I don't really see a reason for keeping it around.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D5552
This was working from Alt+N menu but was passing wrong ARegion
(alongside wrong mouse coords) to ED_view3d_win_to_3d_int when called
from the header menu.
Operator context INVOKE_REGION_WIN takes care of this.
This also fixes wrong behavior of 'Mesh > Normals > Rotate' when called
from the header menu.
part of T69019
Reviewers: billreynish, mont29
Maniphest Tasks: T69019
Differential Revision: https://developer.blender.org/D5555
The Volume Info node provides the Color, Desnity, Flame, and Temperature
of smoke domains.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5551
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5550
This commit adds a new filter by material using the name and not only the index.
Reviewers: antoniov, pepeland
Differential Revision: https://developer.blender.org/D5544
This adds a url-preset operator to simplify opening re-usable links.
- Standard websites have their own tool-tip.
- De-duplicate logic to get URL's that include version information.
- Reporting bugs no longer needs to have all information
included in the URL.
D5498 by @luisbg with edits.
This is a step to finish the D4325 and fix the T61286.
Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`.
The idea of the code is to pass the steps of the grid already dimensioned as a uniform.
Another important thing to note is that subdivisions now only affect the grid without unity.
This matches the 2.7x Blender versions.
No performance loss (almost no gain too).
Reviewers: fclem
Subscribers: zlsa, rl.amorato
Differential Revision: https://developer.blender.org/D4379
When working with Effect strips it is not optimal to have to scroll
downwards to get to the important settings for these kinds of strips.
D5512 by @tintwotin
Actually, the selection mode is not visible in Sculpt mode when mask is enabled, but still is used.
Also, the mode is shared between Edit mode and Sculpt mode and for meshes the selector is by mode.
This commit splits the select mode in different properties and show the selector in Sculpt mode to define the Select mode. Also, the Select Mask button has been removed and now the Select Mode buttons work equal to Meshes where the select buttons are the mask enable too.
Fixed some old code not valid detected during these changes.
Differential Revision: https://developer.blender.org/D5500
Adds a toggle to the filter menu for outliner synced selection. Enabled
by default, this ensures selection is synced between objects, bones, and
sequences. An active outliner element theme color is added to indicate
which element is active.
Synced selection is controlled on the operator level. Each operator
that modifies selection for objects, bones, sequences, or outliner
elements needs to call the respective ED_outliner_select_sync_from..
function to tag outliners to be synced.
Syncing is done lazily on outliner draw.
This checkbox replaces the "Disabled" and "Enabled" entries in the
filter drop-down. As a result, it now takes a single click to limit the
shown entries to enabled add-ons only. This is also an actual flag in
the preferences, and thus its state is saved between runs on Blender (in
contrast to the filter, which is always reset to "All").
Reviewed by: brecht, billreynish
The voxel remesher introduces a new workflow for sculpting without any of the limitations of Dyntopo (no geometry errors or performance penalty when blocking shapes). It is also useful for simulations and 3D printing.
This commit includes:
- Voxel remesh operator, voxel size mesh property and general remesh flags.
- Paint mask reprojection.
- Geometry undo/redo for sculpt mode. This should support remesh operations as well as future tools that modify the topology of the sculpt in a single step, like trimming tools or mesh insert brushes.
- UI changes in the sculpt topbar and the mesh properties pannel.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5407
The menu is not redundant, it is just another way to reach the tool and also give more discoverability of the operator shortcut (Many tools in Blender are also on menus, toolbar or header, just think of Move, Rotate, Scale).
There is also no reason to force the user/artist to change to edit mode for interpolate strokes, when the tool works perfectly in drawing mode too. It would only slow down the 2D animation workflow.
Reviewers: @mendio
The most common use of the text editor seems to be for scripting. Having
line numbers and syntax highlighting enabled by default seems sensible.
Syntax highlighting is now enabled by default, but is automatically
disabled when the datablock has a non-highlighted extension.
Highlighting is enabled for filenames like:
- Text
- Text.001
- somefile.py
and is automatically disabled when the datablock has an extension for
which Blender has no syntax highlighter registered.
Reviewers: billreynish, campbellbarton
Subscribers: brecht, billreynish
Differential Revision: https://developer.blender.org/D5472
To fully support storing colors as a custom property, it is necessary
to allow switching the property UI to the standard color picker button.
That means in effect supporting custom property subtype values.
Change RNA_property_subtype to look for a 'subtype' string field
in _RNA_UI and parse it as an enum value. To minimize performance
impact, only do it if the property is an array; also, don't use
the custom subtype during RNA path parsing.
On the python side, allow setting some most useful seeming values
from the custom property settings editor.
Also, since some color picker code seems to run into a risk of
buffer overruns if the array size is wrong, check the size in
the UI layout code to be safe.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D5475
This patch adds a new node that clamps a value between a maximum and
a minimum values.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5476
This patch adds a new Map Range node that linearly remaps an input
value from a range to another. This node is similar to the compositor's
Map Range node.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5471
In some rare cases it is convenient to store a short array value
as a custom property, e.g. a vector or color. For example, it may
be helpful when importing/exporting certain formats that support
custom or nonstandard attributes on objects.
The custom property storage already can handle arrays in order to
support properties defined via python. The only thing missing is
UI support (and some bugs), and this patch fixes that:
- Allow editing short array properties via Custom Properties panel.
- Fix a UI layout sizing bug triggered by the previous item.
- Fix a dependency graph bug with drivers using such properties.
- Make RNA_*_get_default_array code robust in case of size mismatch.
- Support custom default values for array properties, allowing
both an array and a scalar value.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D5457
Make the transforms section of the properties panel consistent with
the transforms section of the side-bar, and to expose some currently
hidden BBone properties in the Bendy Bone section.
- Object transformations were not consistent with Pose Bone
transformations in that they did not use single-column layout.
- Even in Pose Bone transformations,
the rotation mode option was after Scale.
- Edit Bone Transforms panel included "Tail Radius" and
"Envelope Deform Distance", neither of which belong there. See T65670.
- Expose bbone_x and bbone_z.
D5454 by @Mets
In Grease Pencil Edit Mode the Select menu should always be visible. Right now the menu visibility is controlled by the Selection Mask button next interpolate popover
Differential Revision: https://developer.blender.org/D5466