smooth out jaggy lines with a given threshold. For each point in a stroke, the ones with in a given distance of its previous segment will be removed,
thus "zig-zag" artefacts can be cleaned up.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12050
This will help detecting missing API changes. Those keywords were added
on classes which did not already use them. Also added missing
`accepts_object_type()` on NURBS reader.
Point clouds are not imported and read anymore. This was caused by an
API change in rB128eb6cbe928e58dfee1c64f340fd8d663134c26 which was not
applied to `AbcPointsReader`. It did not cause a compile error as the
base class as a default implementation for this method.
We were writing large 2048x2048 tiles into EXR files, which appears to cause
integer overflow inside the OpenEXR library when there are multiple passes. Now
use smaller tiles in the image file, while still rendering large tiles.
This adds the requirement that the render tile size must be a multiple of 128
or be smaller than 128, this is adjusted automatically.
This node replaces the deprecated Attribute Randomize node, populating
a vector, float, integer or boolean field with random values. Vector,
float, and integer have min/max settings, which are also field aware.
The boolean type has a probability value for controlling what portion
of the output should be true. All four types have a field seed input
which is implicitly driven by the index, otherwise, all values would
be the same "random" value.
The Random Float node is now deprecated like other nodes, since it is
redundant with this node.
Differential Revision: https://developer.blender.org/D12603
Until now, the asset catalogs would only show up after all assets from
the library were loaded. Now the catalogs are read first, which makes
them appear pretty much immediately. This makes the UI more responsive
and feel less heavy.
I added a dedicated file-list type for asset libraries now. While not
necessarily needed, I prefer that so asset library specific stuff can be
handled in there.
This commit adds a node that generates a text paragraph as curve
instances. The inputs on the node control the overall shape of the
paragraph, and other nodes can be used to move the individual instances
afterwards. To output more than one line, the "Special Characters" node
can be used.
The node outputs instances instead of real geometry so that it doesn't
have to duplicate work for every character afterwards. This is much
more efficient, because all of the curve evaluation and nodes like fill
curve don't have to repeat the same calculation for every instance of
the same character.
In the future, the instances component will support attributes, and the
node can output attribute fields like "Word Index" and "Line Index".
Differential Revision: https://developer.blender.org/D11522
This patch adds a new node called "Special Characters" with two string
outputs: "Line Break" and "Tab". This is necessary because the newline
character cannot be easily typed with a keyboard, but is necessary for
the string to curve node.
Differential Revision: https://developer.blender.org/D12620
This adds initial limited support for socket tooltips. It's limited
in a couple of ways for now:
* Only works when hovering over the socket shape, not when hovering
over the value in the socket.
* Only works for built-in nodes that already use the new node
declaration system. This can later be extended to support pynodes.
Those limitations are well worth it for now, given that the
implementation is quite simple and the impact on usability is quite
large. More complex updates to the layout system, that would allow
showing socket tooltips in the nodes, can be done later. With the
current implementation we can at least start writing tooltips for
geometry nodes now.
This commit already adds tooltips for the Cylinder node as an example.
Differential Revision: https://developer.blender.org/D12607
In meshes modifer the Lowest is 0 and Highest is 1.0 and this was working inverted for grease pencil. Now, it works equals to meshes modifier.
Also changed the tooltip to keep consistency with meshes modifier.
When writing asset catalog definition files, order the catalogs by
(path, UUID). This ensures that every write produces the same file, playing
nice with versioning / synchronisation systems.
Add `operator<` to C++ class to allow lexicographic ordering of UUIDs.
This will be necessary when writing asset catalogs to disk in a predictable
(i.e. ordered) manner.
The "path with trailing slash" test catalog was using the same path as
another catalog, which meant it was ignored after doing the path
cleanup. It's now different in the test file in SVN, so it'll actually
show up in the test.
This commit also add an experimental userPreferences to prevent proxies
conversions on file load, and reporting for amount of coverted proxies
(and possible issues).
Note that potentially linked proxies from other libraries are not
hamdled here (this feature seems to be broken anyway in master
currently?).
This adds a replacement for the deprecated Point Distribute node.
Arguments for the name change can be found in T91155.
Descriptions of the sockets are available in D12536.
Thanks to Jarrett Johnson for the initial patch!
Differential Revision: https://developer.blender.org/D12536
By default, we'll always get a falloff like this from the tool:
{F10559413}
But in the context of using vertexgroups in modifiers/modeling, a choice
on how the gradient falloff of the Weightpaint Gradient tool is shaped
would be desirable:
"real" linear:
{F10559416}
Custom:
{F10559421}
{F10559428}
The way the Weightpaint gradient tool works is a bit outside the usual
tools that use brushes [even though it creates a brush on the fly in
`WPGradient_userData`].
However, it does not have an entry in `eBrushWeightPaintTool` and adding
one there does not play nice for the same reasons (not "really" being
integrated in the brush-based tools).
So in order to expose the brush curve in the UI, we would have to do one
of the following:
- [1] try to use `VIEW3D_PT_tools_brush_falloff`, for this to work:
-- make all kinds of exception in python super classes [`FalloffPanel`,
`BrushPanel`, `UnifiedPaintPanel`, ... -- including making real entries
in `eBrushWeightPaintTool`] to get a proper tool mode and...
-- .. to also make sure Falloff Shape and Front-Face Falloff are not
available [which the tool seems to just not support in its current form]
- [2] just have a simple, contained panel for this tool alone
This patch implements [2] and adds it as part of the ToolDef (could also
be done in `VIEW3D_HT_tool_header`, but again, I think this is nice to
keep separate from the usual tools)
{F10559482}
{F10559485}
Testfile:
{F10559442}
Fixes T91636
Maniphest Tasks: T91636
Differential Revision: https://developer.blender.org/D12614
When Browsing libraries the asset files were opened multiple times.
once to determine the needed groups to query and once for each
group to query the items in the group. For file browsing this makes sense
but for asset browsing this can be reduced.
This patch will load the asset files recursively and only opens them once.
Another change is that only the assets are requested and not filtered out
later in the process.
This patch is needed to simplify the library indexing. Where
we need access to the full library content.
## The numbers ##
Benchmarked by adding scenes of the spring open movie to the default
asset library. Refreshing the asset library would recursively load all the files
there.
| **8bc27c508a** | Processed 317 'directories/libraries' | 7.573986s |
| **Patch** | Processed 42 'directories/libraries' | 0.821013s |
{F10442811}
Reviewed By: mont29, Severin
Maniphest Tasks: T91406
Differential Revision: https://developer.blender.org/D12499
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair.
Reviewed By: #eevee_viewport, brecht
Differential Revision: https://developer.blender.org/D10481