Commit Graph

6707 Commits

Author SHA1 Message Date
Campbell Barton
24c2c488e7 Merge branch 'blender-v2.90-release' into master 2020-08-11 21:48:51 +10:00
Campbell Barton
18c9f7ef72 Fix T79517: Data Transfer modifier fails in edit-mode 2020-08-11 21:48:02 +10:00
Sergey Sharybin
6f99dfc0c6 Modifier: Maintain per-modifier session UUID
Allows to keep track of modifiers, which is required, for example,
for runtime data preservation in depsgraph.
2020-08-11 12:17:13 +02:00
Pablo Dobarro
ed9c0464ba Sculpt: Boundary Brush
This brush includes a set of deformation modes designed to deform and
control the shape of the mesh boundaries, which are really hard to do
with regular sculpt brushes (and even in edit mode). This is useful
for creating cloth assets and hard surface base meshes.

The brush detects the mesh boundary closest to the active vertex and
propagates the deformation using the brush falloff into the mesh.
It includes bend, expand, inflate, grab and twist deform modes.

The main use cases of this brush are the Bend and Expand deformation
modes, which depend on a grid topology to create the best results.
In order to do further adjustments and tweaks to the result of these
deformation modes, the brush also includes the Inflate, Grab and
Twist deformation modes, which do not depend that much on the topology.

Grab and Inflate are the same operation that is implemented in the
Grab and Inflate tools, they are also available in the boundary brush
as producing deformations with regular brushes in these areas is very
hard to control.

Even if this brush can produce deformations in triangle meshes and
meshes with a non-regular quad grid, the more regular and clean the
topology is, the better. Most of the assets this brush is intended to
deform are always created from a cylindrical or plane quad grid, so it
should be fine. Also, its algorithms can be improved in future versions
to handle more corner cases and topology patterns.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8356
2020-08-10 18:04:00 +02:00
Antonio Vazquez
4ada290956 GPencil: Invert Filled area pressing Ctrl key
This feature was suggested in https://blender.community/c/rightclickselect/rggbbc/

When press `Ctrl+LMB`, the filled area is inverted.

{F8749306}

{F8749307}

Filling several areas:

{F8759399}

Differential Revision: https://developer.blender.org/D8477
2020-08-10 16:34:26 +02:00
Campbell Barton
4bf3ca2016 Cleanup: replace elem_strcmp with elem_streq
This is used for equality and didn't have the same behavior as strcmp.
2020-08-08 13:38:00 +10:00
Campbell Barton
61a045b7d3 Clenup: use STREQ macro 2020-08-08 13:38:00 +10:00
Sebastián Barschkis
24d8ab1556 Merge branch 'blender-v2.90-release' 2020-08-07 15:50:42 +02:00
Sebastián Barschkis
c2691c93d5 Fix T79201: Mantaflow: Fluid guides don't affect simulation.
This broke during the OpenVDB update for 2.90. Just making sure that guiding velocity files are being read correctly.
2020-08-07 15:33:51 +02:00
Sybren A. Stüvel
c04088fed1 Cleanup: Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule. This should be the final commit of the series of commits that
addresses this particular rule.

No functional changes.
2020-08-07 13:38:07 +02:00
Jacques Lucke
7283e6fb73 Merge branch 'blender-v2.90-release' into master 2020-08-07 10:04:57 +02:00
Jacques Lucke
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
Pablo Dobarro
d693d77fed Sculpt: Cloth Brush simulation area property
This makes possible to choose between a local and a global simulation
when the cloth brush is used. Local simulation is the current default.
When global simulation is enabled, the cloth brush simulates the entire
mesh without taking any simulation limits into account.

This was possible before by setting the simulation limits to 10 (the
current maximum value allowed) so the entire mesh was inside the limits,
but this was a hack as the limits scale with the radius and there should
not be any limitation on how big the simulated area can be to be able to
simulate an entire object. This also allows to make a more clear
distinction between cloth brush presets that are intended to be used in
local areas to add details or globally to generate the base shape of the
mesh.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8481
2020-08-06 18:03:56 +02:00
Campbell Barton
30d3d4fbc1 Merge branch 'blender-v2.90-release' into master 2020-08-06 22:58:44 +10:00
Campbell Barton
ba20da7214 Cleanup: avoid debug-only includes for BLI_assert.h
Having includes in debug builds makes it possible to accidentally
break release builds.

Avoid this by moving calls to other modules out of BLI_assert.h
into BLI_assert.c
2020-08-06 22:49:28 +10:00
Campbell Barton
85ddba475b Cleanup: no need for plural for term 'collision' 2020-08-06 09:38:25 +10:00
Pablo Dobarro
675700d948 Sculpt: Cloth Brush/Filter Collisions
This implements collisions in the solver of the cloth brush/filter. It
uses the scene colliders as a regular physics simulation.

There are still some parameters (friction, distance to the surface...)
that can be exposed as properties in later patches.

Thanks to Sebastian Parborg for helping me with the implementation.

Reviewed By: sergey, zeddb

Differential Revision: https://developer.blender.org/D8019
2020-08-06 00:29:22 +02:00
Pablo Dobarro
9ea77f5232 Sculpt: Option to lock the rotation in the Pose Brush scale deform mode
The scale deform mode includes rotation by default, so when when scaling
down a part of the models it becomes harder to control as the effect of
the rotation less predictable (similar to using trackball rotation in a
very small radius). This locks the rotation of the segment, so parts of
the model can be scaled down in a more predictable way.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8465
2020-08-05 22:59:27 +02:00
Antonio Vazquez
8fc7c3539a GPencil: Add Fill option to determine the layers used for boundary strokes
This is a patch suggested in https://blender.community/c/rightclickselect/qggbbc/

The valid values are:

* Visible Layers.
* Active Layer.
* Layer Above active.
* Layer Below active.
* All layers Above active.
* All layers Below active.

Differential Revision: https://developer.blender.org/D8474

Some minor UI changes done in the original patch.
2020-08-05 17:46:34 +02:00
Campbell Barton
8e5a4e3645 Merge branch 'blender-v2.90-release' into master 2020-08-05 16:48:20 +10:00
Clément Foucault
6be8b6af40 EEVEE: LightCache: Prevent crash when using a lightcache too big
Some implementation have different maximum texture size.
This patch avoid crash when texture allocation fails when:
- trying to bake a lightcache too big for the OpenGL imeplementaion.
- loading a cache from file that is too big for the OpenGL imeplementation.
2020-08-05 02:26:44 +02:00
Pablo Dobarro
bf65820782 Sculpt: Cloth brush Pin Simulation Boundary property
The cloth brush has a defined simulated area with a falloff. In the falloff
area (the area between the dashed white circle and the exterior white
circle), simulation properties change in order to fade out the
simulation deformation effects towards the boundary.
With some brushes and stroke types (like anchored strokes with pinching
or grabbing with full strength), it is possible to apply more force than
what the boundary falloff can compensate, so the simulation breaks when
this happens.
This option pins the falloff area with softbody constraints, This
produces a much better deformation falloff and it is no longer possible
to move the vertices near the simulation boundary, so the simulation
won't break no matter the strength of the forces applied inside the
simulated areas.
This is an option as it is particularly useful for some brushes to add
localized details, but for brushes that are supposed to deform the
entire mesh (like the grab brush in D8424), this can add unwanted
softbody constraints that affect the simulation result.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8435
2020-08-04 23:06:14 +02:00
Bastien Montagne
5f621a12c6 Merge branch 'blender-v2.90-release'
Conflicts:
	source/blender/editors/gpencil/gpencil_primitive.c
2020-08-04 13:36:58 +02:00
Bastien Montagne
701a9d3917 Cleanup: typos & co in UI messages (and some other places). 2020-08-04 13:26:58 +02:00
Sergey Sharybin
778f0aca52 Merge branch 'blender-v2.90-release' 2020-08-04 12:08:09 +02:00
Sergey Sharybin
52c2f296bc Pose channel: Add session UUID
Allows to identify pose channels more reliably than by the pointer.
2020-08-04 11:40:09 +02:00
Phil Stopford
a44299ccd1 Ocean Modifier: Add viewport resolution
Following work done in 2.83, the resolution control is now a real
level-of-detail parameter. It is now useful to be able to set the
resolution for display independently from render. This is true for
both mesh generation and mesh deformation modes.

For compatibility with old scenes, resolution is retained and is the
render resolution. Old modifiers loaded have the value of resolution
also applied to viewport resolution. This allows newer modifiers to
be used in older versions without trouble

Differential Revision: https://developer.blender.org/D8336
2020-08-03 10:08:31 -04:00
Kévin Dietrich
b5dcf74636 Cycles: add support for rendering deformation motion blur from Alembic caches.
This patch adds the ability to render motion blur from Alembic caches.
The motion blur data is derived from a velocity attribute whose name has
to be defined by the user through the MeshSequenceCache modifier, with a
default value of ".velocities", which is the standard name in Alembic
for the velocity property, although other software may ignore it and
write velocity with their own naming convention (e.g. "v" in Houdini).

Furthermore, a property was added to define how the velocity vectors
are interpreted with regard to time : frame or second. "Frame"
means that the velocity is already scaled by the time step and we do not
need to modify it for it to look proper. "Second" means that the unit
the velocity was measured in is in seconds and so has to be scaled by
some time step computed here as being the time between two frames (1 /
FPS, which would be typical for a simulation). This appears to be
common, and is the default behavior.

Another property was added to control the scale of the velocity to
further modify the look of the motion blur.

Reviewed By: brecht, sybren

Differential Revision: https://developer.blender.org/D2388
2020-08-03 03:44:40 +02:00
Campbell Barton
901ee66ea1 Cleanup: use term init instead of initialize/initialise
The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
2020-08-01 13:51:05 +10:00
Sergey Sharybin
db24e289b2 Merge branch 'blender-v2.90-release' 2020-07-31 11:53:22 +02:00
Sergey Sharybin
de68880e79 Cleanup: Remove unused original pointer in Sequence 2020-07-31 11:45:40 +02:00
Sergey Sharybin
44b32e0e4a Sequencer: Add session UUID field to the Sequence DNA 2020-07-31 11:29:55 +02:00
Sergey Sharybin
cd579c4996 Add generic session UUID structures to DNA
Allows to use pre-defined structure for session UUIDs in all data
structures which needs it: pose channels, sequencer strips, modifiers.

The goal of all this is to have a reliable way of matching original
and copy-on-written versions of data, so that it's possible to
preserve runtime caches.
2020-07-31 11:22:05 +02:00
David Vogel
820ca419e0 Add compound shape for rigid body simulation
This patch adds a new compound shape entry to the shape selection
dropdown. It also corrects wrong inertia calculation for convex hulls,
that resulted in strange behavior for small objects.

The compound shape take the collision shapes from its object children
and combines them. This makes it possible to create concave shapes from
primitive shapes. Using this instead of the mesh collision shape is
often many times faster.

Reviewed By: Sergey, Sebastian Parborg

Differential Revision: http://developer.blender.org/D5797
2020-07-30 18:53:35 +02:00
Hans Goudey
5f46a0fbce Cleanup: Rename define
*_LEN follows names elsewhere in Blender more closely than "_N_"
2020-07-29 17:01:46 -04:00
Pablo Dobarro
8c10e56331 Sculpt: Cloth Brush Soft Body Influence property
This property adds constraints to the simulation using the initial
location of the vertices, making it behave like a soft body. The
strength of these constraints can be modified with the brush parameter.
This makes some deformation modes more subtle and predictable, making it
possible to use the cloth brush to add surface detail in a more
controllable way without loosing completely the original shape of the
mesh.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D7845
2020-07-29 19:14:03 +02:00
Clément Foucault
2d89cd7dd5 Cleanup: GPU: Move Image based function to GPU_draw.h
This makes it less confusing what functions are for blender
structures.
2020-07-29 15:54:51 +02:00
Antonio Vazquez
7becd283cc GPencil: New Brush predefined mode
it's good to have an option to ' pin' a mode to the brush, to use that mode always, independent of the current viewport selected mode.

{F8723224}

Reviewed By: pepeland

Differential Revision: https://developer.blender.org/D8399
81a002
2020-07-29 15:34:54 +02:00
Clément Foucault
e749643793 GPU: Refactor gpu_texture_image to not use GL calls
This is also a bit of code cleanup, reorganisation.

Tried to be DRYed but avoid too much code change to (hopefully) minimize
breakage.

- GPU: remove TEXTARGET_CUBE_MAP, this is no longer used in the codebase.
- GPUTexture: Move compressed texture upload to gpu_texture.cc
- GPUTexture: Add per texture Anisotropic filtering switch
2020-07-29 15:03:02 +02:00
Jacques Lucke
814ca40c63 Merge branch 'blender-v2.90-release' 2020-07-28 16:37:01 +02:00
Jacques Lucke
b274d18aec Cleanup: correct usage of extern-C blocks in various places
This removes extern-C blocks around other includes and adds
such blocks for some headers that need them.
2020-07-28 16:33:43 +02:00
Germano Cavalcante
bc0b75ea37 Merge branch 'blender-v2.90-release' 2020-07-28 09:55:27 -03:00
Germano Cavalcante
6a689b5047 Transform: Correct Face Attributes: Option to merge attributes
Keeping face attributes connected is now optional.

Keeping UV's connected is useful for organic modeling, but bad for
architectural.

Differential Revision: https://developer.blender.org/D8360
2020-07-28 09:53:23 -03:00
Campbell Barton
9d412a92f5 Cleanup: incorrect spelling of 'manhattan' 2020-07-28 22:06:44 +10:00
Clément Foucault
0b04f0e4e6 GPU: Fix crash and missing texture due to recent C++ port
Fix T79306 DRW: small issues with yesterday commits modifying TEXTARGET
Fix T79303 Image texture node crashes EEVEE when connected to a shader output
2020-07-27 13:37:22 +02:00
Sebastián Barschkis
e76f64a532 Fluid: Added new option to control the maximum number fluid particles in the simulation
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
2020-07-26 22:04:59 +02:00
Sebastián Barschkis
04195b1e74 Fluid: Added new option to control the maximum number fluid particles in the simulation
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
2020-07-26 22:02:10 +02:00
Clément Foucault
54237994d8 Cleanup: Image: Rename redundant enum for clarity 2020-07-26 21:07:25 +02:00
Clément Foucault
487eaeed7e GPUTexture: Replace GL textarget enum by Image enum 2020-07-26 21:07:25 +02:00
Jacques Lucke
eeaa4379aa Simulation: cleanup dna data 2020-07-25 11:54:06 +02:00