Pattern is expected to be freely resized to any size, and the search
area s to become bigger when needed.
Remove confusing pattern size clamping which was actually clamping
search area.
There should be no functional changes.
This completes support for tiled texture packing on the Blender / Cycles
side of things.
Most of these changes fall into one of three categories:
- Updating Image handling code to pack/unpack tiled and multi-view images
- Updating Cycles to handle tiled textures through BlenderImageLoader
- Updating OSL to properly handle textures with multiple slots
Differential Revision: https://developer.blender.org/D14395
GLSL has different max number of ssbo per glsl stage.
This patch checks if the number of compute ssbo blocks matches
our requirements for the GPU Subdiv, before enabling it.
Some platforms allow more ssbo bindings then blocks per stage.
Add a property to the **Shade Smooth** operator to quickly enable the Mesh `use_auto_smooth` option.
The `Angle` property is exposed in the **Adjust Last Operation** panel to make it easy to tweak on multiple objects without having to go to the Properties editor.
The operator is exposed in the `Object` menu and `Object Context Menu`.
=== Demo ===
{F13066173, size=full}
Regarding the implementation, there are multiple ways to go about this (like making a whole new operator altogether), but I think a property is the cleanest/simplest.
I imagine there are simpler ways to achieve this without duplicating the `use_auto_smooth` property in the operator itself (getting it from the Mesh props?), but I couldn't find other operators doing something similar.
Reviewed By: #modeling, mont29
Differential Revision: https://developer.blender.org/D14894
This commit adds an option to interpolate the number of control points
in new curves based on the count in neighboring existing curves. The
idea is to provide a more automatic default than manually controlling
the number of points in a curve, so users don't have to think about
the resolution quite as much.
Internally, some utilities for creating new curves are extracted to a
new header file. These can be used for the various nodes and operators
that create new curves.
The top-bar UI will be adjusted in a separate patch, probably moving
all of the settings that affect the size and shape of the new curves
into a popover.
Differential Revision: https://developer.blender.org/D14877
Code was not really designed to hanlde corrupted (e.g. local ID) root
hierarchies, now it should handle better those invalid cases and restore
proper sane situation as best as possible.
Fixes crashes with some corrupted files from Blender studio.
Previously the bottom left of a pixel was used during pixel extraction what resulted in
that the pixels were moved a bit to the bottom left. By using the center uv pixel the
extracted pixels are more balanced and would improve future features like seam bleeding.
The modifier is supposed to create a Curves data block soon, which
helps with the transition to the new Curves object in drawing code.
Utilities for the new Curves object are mostly in C++.
`TEMPERATURE` type was also missing, not only the new-ish
`TIME_ABSOLUTE` one...
Added a static assert on the size of the `bpyunits_ucategories_items`
array, and a comment on anonymous enum of `B_UNIT_`, in the hope this
won't happen again in the future.
This patches rewrites the GPU shaders of curve nodes for easier future
development. This is a non-functional change. The new code avoids code
duplication by moving common code into BKE curve mapping functions. It
also avoids ambiguous data embedding into the gradient vectors that are
passed to vectors and reduces the size of uniforms uploaded to the
shader by avoiding redundancies.
This is needed in preparation for the viewport compositor, which will
utilize and extend this implementation.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14689
When the curve types array isn't allocated, the default type
is Catmull Rom. Because the type counts are calculated eagerly,
they must be in a valid state.
Support merging UV's that share the same vertex and are very close when
applying modifiers.
This is needed to prevent UV's becoming "detached" which can happen when
applying the subdivision surface modifier.
This regression was caused by [0] which removed selection threshold for
nearby coordinates. While restoring the UV selection threshold could be
done - some selection operations that walk around connected UV fans
wouldn't behave in a deterministic way (such as select shortest path).
There are also other cases where UV's may be compared without a
threshold such as tangent calculation and exporters which have their own
logic to handling UV's.
Also resolves T86896, T89903.
[0]: b88dd3b8e7
Reviewed By: sergey
Ref D14841
Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
"Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
"Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
"Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
"Separate RGB/HSV" nodes.
Python addons have not been updated to the new nodes yet.
**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.
**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.
Differential Revision: https://developer.blender.org/D14034
Similar issue/solution as in rB5188c14718c5 from this Monday actually,
there may be more of those still lurking around... Quite surprising they
all get reported now, this behavior has been in Blender since years.
For example, this can be used to find the indices of all Bezier curves
inside an existing selection. The important part is that it is optimized
for the case when all curves have the same type.