Split the depsgraph allocation into a separate function
`BKE_scene_ensure_depsgraph()`. Parameters are only passed to those
functions that actually need them. This removes the the "if that boolean
is `false` this pointer is allowed to be `NULL`" logic and more cleanly
decouples code.
No functional changes.
For the sanity checks to work we don't actually need to check other
scenes. So this function can be simplified so that it does not require
a `Main *`.
Mistake in 5cc08510e0.
RNA update function would only update objects from 'main' instantiated
collection, not those from sub-collections.
This should be comitted to 2.90 (and backported to 2.83 too).
Maniphest Tasks: T79935
Differential Revision: https://developer.blender.org/D8654
Now by default the selection mode is All keyframes types.
Also removed the icon for All option and renamed from `All Types`to `All`.
UI review by @pablovazquez
Users may input an invalid scene/view-layer combination via Python. We
can easily detect that and fail gracefully.
Besides checking input parameters in RNA, also assert the
scene/view-layer combination is valid in lower level Depsgraph lookup
function (called by statistics query).
This RNA/BPY function was removed in c08d847488. For understandable
reasons really-- getting scene statistics from a string displayed in the
status bar is not exactly the best design. But we have committed to not
changing the RNA API too much for the 2.90 release, so we would like to
keep this functionality.
Differential Revision: https://developer.blender.org/D8604
Reviewd by: Julian Eisel
This adds a new brush property called "Deformation Target" which
controls how the brush deformations is going to affect the mesh data. By
default is set to Geometry, which makes the brushes displace the
vertices. When set to Cloth Simulation, the deformation of the brush is
applied to the cloth solver constraints, so the simulation is
responsible to apply the final deformation. This allows to add cloth
simulation effects to other sculpt tools with minor modifications to their
code.
This patch enables Cloth Simulation deformation target for Pose and
Boundary brushes, which are tools that are already designed to work in
low poly counts and produce large deformations. This allows creating the
most common cloth effects, like bending and compressing folds, without
relying on collisions.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8578
This enables the invert mode in the smooth brush as Enhance Details.
The operation is similar to the Sharpen Filter intensify details parameter,
which consist in applying the laplacian smooth displacement in the opposite
direction calculated using the original coordinates.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8509
For 2.90 release this should not be exposed in the RNA API.
In master this needs to be ON by default, that's all.
Differential Revision: https://developer.blender.org/D8589
This adds an option to the Multires modifier to sculpt directly on the
base mesh while previewing the displacement of a higher subdivisions
level. What this does it considering Multires as a regular modifier
without exposing the grid displacement to sculpt mode.
This allows to see the propagation happening in real time, which enables
to use complex tools like Cloth or Pose in much higher resolutions and
without surface noise and artifacts.
Reviewed By: sergey, Severin
Differential Revision: https://developer.blender.org/D8555
Define `RNA_def_property_ui_range` for head and tail transform properties.
Step of 10 should match original behavior when tweaking value.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D8513
Original sequence lookup failed, becase name changed in another thread.
Fix is same as 0471349c90df - stop prefetching before changing content
of seqbase.
I have covered more cases, and added assert so it is more obvious that
issue is in lookup, and it shouldn't fail.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8592
When copying between a set RNA runtime property and an unset one, code
would not behave properly.
We have to also consider NULL 'override apply' callback pointer as a
valid 'use default override apply function' case.
In EEVEE the AO renderpass influenced other render passes. Until now the
pass wasn't selectable when AO was disabled in the scene to remove these
render artifacts.
This patch allows rendering EEVEE AO pass without enabling it in the
scene. It does this by binding a fallback texture that is used by the
surface shaders.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7956
In this mode the preview image is always using the most of the preview
area space: it is scaled to fit, preserving aspect ratio. This makes it
possible to always have maximum of the preview region even after resize
of other areas.
This mode is enabled by default, is available in the View -> Zoom to Fit
menu. It is enabled when View All (Home key) is used, and is disabled
when manual navigation ([panning, zooming) is performed.
There is no versioning code, which means existing files will open as-is,
but new projects will have this option enabled.
Ref T78987
Maniphest Tasks: T78987
Differential Revision: https://developer.blender.org/D8549
It was always possible to set it to zero by typing in the value.
This new soft limit is more consistent with the fluid cache
and the Scene.frame_start property.
This adds the boundary_falloff_type and boundary_offset to control how the
falloff of the Boundary Brush is applied.
Boundary Origin Offset is the same concept as the Pose Origin offset in
the Pose Brush. It is a multiplier that adds extra length to the brush
radius to locate the deformation pivot further from the boundary without
affecting the falloff.
The Falloff type includes Constant (previous default), brush radius, loop
and loop and invert. Loop and Loop and Invert can be used to create
deformation patterns in a mesh.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8526
This brush deletes displacement information of the Multires Modifier,
resetting the mesh to the subdivision limit surface.
This can be use to easily delete parts of the sculpt or to fix
reprojection artifacts after applying a shrinkwrap.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8543
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
This does not fix all the cases in the bug report, because there are multiple
different issues. Only the first two are fixed. The third is probably a known
issue for now.
Before this patch, the rigid body simulation was always done after modifiers
are evaluated, because to perform the simulation, the final geometry of the
object was required. However, the geometry is not required in all cases,
depending on the selected collisions shape.
This patch changes it so that when the simulation does not need the
evaluated geometry, the simulation will be done before the modifiers
are evaluated. This gives the modifiers access to the simulated positions.
When the rigid body simulation does depend on the evaluated geometry,
it will still be performed after modifiers are evaluated.
The simulation will be performed after modifiers are evaluated, iff
the collision shape is "Convex Hull" or "Mesh" and the source is set
to "Deform" or "Final".
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8487
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
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
Small tweaks to make labels and texts more correct, consistent and
polished.
Reviewed by: Aaron Carlisle, Julian Eisel
Differential Revision: https://developer.blender.org/D8346
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
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
Previusly it was using the / character, which implies that there is one
deformation mode and and invert deformation mode like in the other two
deformation, but squash and stretch is only one deformation mode and
does not have an invert mode.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8463
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
The `rna_Scene_ray_cast()` function tried to find the current depsgraph. To
this end, it required the scene, the view layer, and bmain. Scene has a cache
of per-view-layer depsgraphs, to speed up switching between view layers. This
cache does not contain render depsgraphs, and evaluated view layers also don't
have a depsgraph here.
When a suitable depsgraph cannot be found, a new depsgraph is created. However,
this depsgraph is not evaluated, and has an unexpanded scene pointer with a
`NULL` `view_layer`. Using this then crashes Blender. Also, there was no way
for the code to get the render depsgraph.
The solution is to pass the depsgraph to the `ray_cast()` function, instead of
the view layer. This avoids the depsgraph lookup, and also works correctly when
rendering.
Some add-ons also need updating, which I'll do in the `addons`
repository soon.
Reviewed By: Sergey
Differential Revision: https://developer.blender.org/D8475