Commit Graph

11159 Commits

Author SHA1 Message Date
f7611126b6 Fix error drawing paint UI without a brush
Note that this removes image_paint.detect_data from
UnifiedPaintPanel.get_brush_mode, I can't see why it's needed,
it causes issues where the texture paint UI isn't used when it can be.
2019-12-19 20:05:40 +11:00
7ba1489bd7 Cleanup: use 'context' to make panels show in their section
All panels were calling poll to draw in their section causing a lot of
repeated boiler plate poll functions.

Also rename 'PreferencePanel' to 'CenterAlignMixIn'
since this is it's purpose.
2019-12-19 13:30:18 +11:00
f98e2c0427 Cleanup: add sections to preferences UI script
Makes navigating between sections easier, order some classes
which were in the wrong section.
2019-12-19 13:20:37 +11:00
da6929488a Fix panel for USD experimental showing for all sections 2019-12-19 09:47:13 +11:00
8bab865539 Fix T72289: FreeStyle python error
Introduced by {T67981}. We changed the python API for curve evaluation.
Freestyle still used the old call that failed. This patch updates
FreeStyle to use the new API. I checked other areas in freestyle but it
seemed to be the only `evaluate` for curves that is called directly.

Reviewed By: zeddb

Differential Revision: https://developer.blender.org/D6430
2019-12-18 11:00:50 +01:00
0b60fb5ec2 GPencil: Cleanup - Remove duplicated code 2019-12-17 17:27:49 +01:00
7267d1fe30 GPencil: Fix brush panels after UI reorganization
With the brush reorganization included in D5928, the brush panels had covered the topbar and make impossible to use the drawing tools.

Now, the options are grouped in Stroke popover, similar to Sculpt.

Also fixed some missing or wrong texts.
2019-12-17 17:14:16 +01:00
5f79e0d8f7 USD: Only show in experimental features when built with USD support
Previously the USD Exporter was always visible in the Experimental Features
user preferences tab, even when Blender was built with `WITH_USD=OFF`.
2019-12-17 17:00:18 +01:00
4b62d98984 Fluid: Fix python script after refactor
Missing part in 2564e2a2ad.
2019-12-17 11:13:00 +01:00
2564e2a2ad Cleanup: RNA naming
- Use abbreviations min/max
  this is used throughout the existing API.
- Rename use_adaptive_stepping to use_adaptive_timesteps
  since this is used with timesteps_min/max it's clearer
  to use matching terms.
2019-12-17 14:49:11 +11:00
8676491090 Cleanup: de-duplicate check for un-baked guide
Also simplify particle combined export checks
2019-12-17 14:33:01 +11:00
de8a19077e Cleanup: rename effec -> effector
Effector is already used elsewhere for this purpose.
2019-12-17 14:06:47 +11:00
ca277d7d60 Cleanup: renaming guiding -> guide
The term guide makes sense on it's own in this context.
2019-12-17 14:00:19 +11:00
79e51d9e5f Cleanup: replace verbose checks with read-only attributes
These attributes checked for any baked / baking
since this is a common test that was performed in layout code.

Also follow our naming convention - using an 'is_/has_' prefix
in this case since "cache_baked_data" reads as if it's used to access
the baked data.
2019-12-17 13:03:52 +11:00
a977cb0445 Cleanup: use single quotes for enum values 2019-12-17 12:55:56 +11:00
647d54a36d Cleanup: remove unused variables 2019-12-17 12:53:45 +11:00
eb98cbb8c5 Fix: Missing category in IMAGE_PT_paint_settings_advanced panel
Addresses raised concern in fb74dcc5d6
2019-12-16 16:34:16 +01:00
4235fe37d6 Mantaflow [Part 3]: Customized UI for Manta fluids
With Mantaflow the current smoke modifier UI will accommodate both smoke and liquids.

In addition, there is now an option for Mantaflow liquids in the quick effects section ("Quick Liquid").

Reviewed By: sergey

Maniphest Tasks: T59995

Differential Revision: https://developer.blender.org/D3852
2019-12-16 16:30:10 +01:00
f3dadd4115 UI: de-duplicate mask context menu
- Use the clip mask context menu for the image editor.
- Remove redundant CLIP_MT_mask_handle_type_menu.
- Remove "Add" items (was only in image mask context menu)
  as the convention is not to include these in the context menu.
2019-12-16 16:48:51 +11:00
e720661b7d Cleanup: move mask menu out of bl_operators
This file only defined a single mask menu, move the definition
along-side the other mask menus.
2019-12-16 16:31:57 +11:00
85f8690555 Cleanup: remove redundant dynamic tool expansion
The tools passed to _tools_flatten, _tools_flatten_with_tool_index
already have dynamic tool items expanded, so there is no need to check
for callable tool items.
2019-12-16 15:40:20 +11:00
165afb3ad0 Cleanup: pep8, unused vars, line length 2019-12-16 14:54:32 +11:00
80062e6305 Cleanup: use static sets 2019-12-16 13:43:45 +11:00
3b163483c4 Industry Compat keymap: Fix paint mode context menus 2019-12-15 19:46:34 +01:00
dfe965bee2 UI: tweaks to the brush Stroke panel
- Make sure the spacing controls are together
  - Add separators around the dash controls
2019-12-14 21:41:29 +01:00
fb74dcc5d6 UI: Brush Settings overhaul
This makes a number of changes to the tool settings brush UI:

  - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together.
  - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa.
  - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel.
  - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header.
  - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off.
  - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke.
  - Display (now Cursor) panel was reorganized, settings renamed.
  - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True.
  - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity.
  - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow.
  - A few more tweaks - see D5928 for the extensive list.

Most of the patch is written by Demeter Dzadik, with some additions by myself

Differential Revision: https://developer.blender.org/D5928
Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
16206b66a2 Industry Compat keymap: Add support for the context menu PC keyboard key 2019-12-14 17:31:43 +01:00
017e028784 Industry Compat keymap: Fix issue in UV editor Box Select tool
Shift-dragging with the Box Select tool would also select the nearest point.

Using a Click instead of Press event for selection (just like the default keymap) fixes this.
2019-12-14 17:16:42 +01:00
c6ba941339 Fix T72409: Remove references to Unified use_pressure_size and use_pressure_strength
This was causing errors to show in the terminal.

Reviewed By: campbellbarton

Maniphest Tasks: T72409

Differential Revision: https://developer.blender.org/D6407
2019-12-13 21:35:51 +01:00
82755f5137 Gizmo: add gizmos for UV transform translate/rotate/scale 2019-12-13 22:43:48 +11:00
ec62413f80 USD: Introducing a simple USD Exporter
This commit introduces the first version of an exporter to Pixar's
Universal Scene Description (USD) format.

Reviewed By: sergey, LazyDodo

Differential Revision: https://developer.blender.org/D6287

- The USD libraries are built by `make deps`, but not yet built by
  install_deps.sh.
- Only experimental support for instancing; by default all duplicated
  objects are made real in the USD file. This is fine for exporting a
  linked-in posed character, not so much for thousands of pebbles etc.
- The way materials and UV coordinates and Normals are exported is going
  to change soon.
- This patch contains LazyDodo's fixes for building on Windows in D5359.

== Meshes ==

USD seems to support neither per-material nor per-face-group
double-sidedness, so we just use the flag from the first non-empty
material slot. If there is no material we default to double-sidedness.

Each UV map is stored on the mesh in a separate primvar. Materials can
refer to these UV maps, but this is not yet exported by Blender. The
primvar name is the same as the UV Map name. This is to allow the
standard name "st" for texture coordinates by naming the UV Map as such,
without having to guess which UV Map is the "standard" one.

Face-varying mesh normals are written to USD. When the mesh has custom
loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is
inspected to determine the normals.

The UV maps and mesh normals take up a significant amount of space, so
exporting them is optional. They're still enabled by default, though.
For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported
with UVs and normals, and 262 MiB without. We probably have room for
optimisation of written UVs and normals.

The mesh subdivision scheme isn't using the default value 'Catmull
Clark', but uses 'None', indicating we're exporting a polygonal mesh.
This is necessary for USD to understand our normals; otherwise the mesh
is always rendered smooth. In the future we may want to expose this
choice of subdivision scheme to the user, or auto-detect it when we
actually support exporting pre-subdivision meshes.

A possible optimisation could be to inspect whether all polygons are
smooth or flat, and mark the USD mesh as such. This can be added when
needed.

== Animation ==

Mesh and transform animation are now written when passing
`animation=True` to the export operator. There is no inspection of
whether an object is actually animated or not; USD can handle
deduplication of static values for us.

The administration of which timecode to use for the export is left to
the file-format-specific concrete subclasses of
`AbstractHierarchyIterator`; the abstract iterator itself doesn't know
anything about the passage of time. This will allow subclasses for the
frame-based USD format and time-based Alembic format.

== Support for simple preview materials ==

Very simple versions of the materials are now exported, using only the
viewport diffuse RGB, metallic, and roughness.

When there are multiple materials, the mesh faces are stored as geometry
subset and each material is assigned to the appropriate subset. If there
is only one material this is skipped.

The first material if any) is always applied to the mesh itself
(regardless of the existence of geometry subsets), because the Hydra
viewport doesn't support materials on subsets. See
https://github.com/PixarAnimationStudios/USD/issues/542 for more info.

Note that the geometry subsets are not yet time-sampled, so it may break
when an animated mesh changes topology.

Materials are exported as a flat list under a top-level '/_materials'
namespace. This inhibits instancing of the objects using those
materials, so this is subject to change.

== Hair ==

Only the parent strands are exported, and only with a constant colour.
No UV coordinates, no information about the normals.

== Camera ==

Only perspective cameras are supported for now.

== Particles ==

Particles are only written when they are alive, which means that they
are always visible (there is currently no code that deals with marking
them as invisible outside their lifespan).

Particle-system-instanced objects are exported by suffixing the object
name with the particle's persistent ID, giving each particle XForm a
unique name.

== Instancing/referencing ==

This exporter has experimental support for instancing/referencing.

Dupli-object meshes are now written to USD as references to the original
mesh. This is still very limited in correctness, as there are issues
referencing to materials from a referenced mesh.

I am still committing this, as it gives us a place to start when
continuing the quest for proper instancing in USD.

== Lights ==

USD does not directly support spot lights, so those aren't exported yet.
It's possible to add this in the future via the UsdLuxShapingAPI. The
units used for the light intensity are also still a bit of a mystery.

== Fluid vertex velocities ==

Currently only fluid simulations (not meshes in general) have explicit
vertex velocities. This is the most important case for exporting
velocities, though, as the baked mesh changes topology all the time, and
thus computing the velocities at import time in a post-processing step
is hard.

== The Building Process ==

- USD is built as monolithic library, instead of 25 smaller libraries.
  We were linking all of them as 'whole archive' anyway, so this doesn't
  affect the final file size. It does, however, make life easier with
  respect to linking order, and handling upstream changes.
- The JSON files required by USD are installed into datafiles/usd; they
  are required on every platform. Set the `PXR_PATH_DEBUG` to any value
  to have the USD library print the paths it uses to find those files.
- USD is patched so that it finds the aforementioned JSON files in a path
  that we pass to it from Blender.
- USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable
  building the tools in its `bin` directory. This is sent as a pull
  request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
c30d6571bb Add support for tiled images and the UDIM naming scheme
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
2019-12-12 18:40:37 +01:00
d7a8a60688 UI: Add extra bevel options to popover from tool settings bar
Also adds a generic popover that can be used whenever an active tool has too
many settings than can fit in the horizontal area. The popover calls the active
tool's draw_settings with "extra" set to True.
2019-12-12 11:56:20 -05:00
Dalai Felinto
afcdea3961 UI: Remove User Preference "Enable All Experimental Features"
Users should be able to know explicitly what they are testing.

By having them all enabled we run into a scenario where a new
experimental feature may have been introduced, and the user
is now using it without being even aware of that.

Differential Revision: https://developer.blender.org/D6404
2019-12-12 14:12:07 +01:00
102fcba855 Revert "Fix T72064, T72158: weight paint shows X/Y/Z symmetry options that don't work"
It seems it does work along multiple axes in some cases, but not at all. So
restored the UI for now, waiting for a better fix.

This reverts commit 9569425b02.
2019-12-12 13:50:46 +01:00
059f7413c4 Cleanup: redundant NULL checks, simplify tool fallback arg checks 2019-12-12 21:09:22 +11:00
e653f8fbb1 UI: Use property split layout for absolute shape keys
Differential Revision: https://developer.blender.org/D6390
Author: Mikhail Rachinskiy (alm)
Reviewed By: William Reynish, Campbell Barton
2019-12-12 17:30:24 +09:00
132a932ef2 Gizmo: use fallback tool for curve/armature edit modes 2019-12-12 18:39:34 +11:00
464d3e905d Industry Compat keymap: Add Remesh shortcuts 2019-12-12 16:38:03 +09:00
03bd44a1ca Fix error in recent context menu update
Some of them are panels, not menus.
2019-12-12 16:53:11 +11:00
da09bbc3dd Cleanup: some variables had unused naming but were used 2019-12-12 15:50:26 +11:00
8aadba6ef0 UI: increase size of fallback tool popover 2019-12-12 13:32:15 +11:00
80c156a8d5 UI: remove dummy tool drawing functions
Caused extra empty space to be created with no contents.
2019-12-12 13:30:23 +11:00
f050fa3253 Modifier: New Weld Modifier
Part of T70240

This is the initial implementation of Weld Modifier.
New features will be added later.

ToDo:
- Seams: restrict welding to vertices along boundary edges.
- Edge Collapse: collapse edges below the length threshold.
- New icon.
- Some customdata are not being correctly interpolated.

Differential Revision: https://developer.blender.org/D6383
2019-12-11 22:31:20 -03:00
61e0e93644 Industry Compat keymap: Fix and remove keymap conflict
Scale Cage was using the same shortcut as Insert Scale Keyframe (Shift-R)
This isn't neccessary anyway since you can use the same key to cycle the tools.
2019-12-11 23:58:55 +09:00
7f36db35ce UI: show tool cycling shortcuts in the toolbar 2019-12-11 18:09:39 +11:00
f52d60a21d Fix bpy.extras.object_data_add use without an active space 2019-12-11 16:13:44 +11:00
Lukas Stockner
e760972221 Cycles: support for custom shader AOVs
Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.

Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.

Implemented by Lukas, with tweaks by Brecht.

Differential Revision: https://developer.blender.org/D4837
2019-12-10 20:44:46 +01:00
4d0643a185 Fix T70447: 'WholeCharacter' Keying set doesn't key None properties
The issue is that `something.path_resolve('"custom_property"')` raises a
`ValueError` when the custom property is set to `None`. Since `None`
cannot be stored in a keyframe anyway, the property is now silently
skipped. Not having an explicit value is the closest we can get to
`None`. This of course breaks when the value should be `None` in between
not-`None` values, but I would consider that as a problem with the rig,
and not something Blender can fix.
2019-12-10 15:12:15 +01:00
3ea736fb4d Keymap: use the application key for the context menu
This gives keyboard access to the context menu which can be useful
when using accelerator keys to access items within it.
2019-12-10 17:55:29 +11:00