Use these terms over "Cross" and "Gamma Cross" in the UI/RNA
when referring to effect strips.
Keep it as "Cross" for blend modes for now (which is in and of itself
a bit of a weird naming. In the future, we should consider unifying
our blend mode types with compositor ones for consistency).
Pull Request: https://projects.blender.org/blender/blender/pulls/139606
e.g. stands for "exempli gratia" in Latin which means "for example".
The best way to make sure it makes sense when writing is to just expand
it to "for example". In these cases where the text was "for e.g.", that
leaves us with "for for example" which makes no sense. This commit fixes
all 110 cases, mostly just just replacing the words with "for example",
but also restructuring the text a bit more in a few cases, mostly by
moving "e.g." to the beginning of a list in parentheses.
Pull Request: https://projects.blender.org/blender/blender/pulls/139596
- Previously, effects could be changed into types that take different
amount of inputs, e.g. from "add" to "glow", which led to undefined
and glitchy behavior (unreported bug). Fix by requiring same input count
for new effect.
- Previously, strip names were not updated when changing effect type,
which tended to be confusing. Now, if the default name was not changed,
update to the new effect type name.
- Remove "effect strip" menu from color and text strips. Although they
are effects internally, to a user, this is not clear, and providing the
option to modify effect inputs in these cases doesn't really make sense.
Pull Request: https://projects.blender.org/blender/blender/pulls/139514
Prior to this commit, the cursor overlay options were tied to the
`has_overlay` setting for brushes. This check used the `mtex` property
to examine the mapping mode of the associated texture.
This should not apply to the overall cursor overlay settings, as they
are not dependent upon a texture being loaded.
Pull Request: https://projects.blender.org/blender/blender/pulls/139567
This adds a new Format String node which simplifies constructing strings from
multiple values. The node takes a format string and a dynamic number of
additional parameters as input. The format string determines how the other
inputs are inserted into the string. Only integer, float and string inputs are
supported for now.
It supports two different format syntaxes:
* Python compatible format syntax which also mostly matches the behavior of the
`fmt` C++ library. Most of this is supported, but there are some small
limitations.
* Syntax of the form `###.##` where each `#` stands for a digit. This is the
syntax that was introduced in #134860.
This node greatly simplifies common string operations which would have required
potentially many nodes before to convert numbers to strings and to concatenate
them. It also makes new conversions possible that were not supported before.
This node can also be used to insert e.g. frame numbers into a file path which
was surprisingly complex before.
This node has special behavior for the name of new inputs. For the purpose of
the node, the name of the inputs must be valid identifiers and it's usually
helpful when they are short. New names are therefore initialized to be single
characters. If possible, the first character of the linked input is used. This
works well when connecting e.g. a Separate Vector/Color node. Otherwise, inputs
are named `a` to `z` by default. If that's not possible, the source socket name
is used instead (converted to be a valid identifier). If that still doesn't
work, the name is made unique using the normal `.001` mechanism except that `_`
instead of `.` is used as separator to make the name a valid identifier.
Python Syntax references:
* Python: https://docs.python.org/3/library/string.html#formatspec
* `fmt`: https://fmt.dev/latest/syntax/
More detailed notes about compatibility with the above syntax specifications:
* Conversion using e.g. `!r` like in Python is not supported (maybe the future).
* Sub-attribute access like `{vector.x}` is not supported (maybe the future).
* Using `%` like in Python is not supported (maybe in future).
* Using `#` for an alternate form is not supported. This might help in the
future to make the syntax compatible with #134860.
* Using `L` like in the `fmt` library is not supported because it depends on the
locale which is not good for determinism.
* Grouping with e.g. thousands separators using e.g. `,` or `_` like in Python
is not supported (maybe in future). Need to think about the locale here too.
* Mixing of unnamed (`{}`) and named (`{x} or {0}`) specifiers is allowed.
However, all unnamed specifiers must come before any named specifier.
The implementation uses the `fmt` library for the actual formatting. However,
the inputs are preprocessed to give us more control over the exact supported
syntax and error messages. The code is already somewhat written so that many
strings could be formatted with the same format but that's not actually used yet
because we don't have string fields yet.
Error messages are propagated using a new mechanism that allows a limited form
of error propagation from multi-functions to the node that evaluates them.
Currently, this only works in fairly limited circumstances, e.g. it does not
work during field evaluation. Since this node is never part of field evaluation
yet, that limitation seems ok, but it's something to work on at some point.
Properly supporting that requires some more changes to propagate enough context
information everywhere. Also showing errors of field evaluation on the field
node itself (instead of on the evaluation node) requires even more work because
our current logging system is not setup to support that yet.
This node comes with a few new requirements for the socket items system: names
must be valid identifiers and they are initialized in a non-trivial way.
Overall, this was fairly straight forward to implement but currently it requires
to adding a bunch of new members to all the accessors that don't really need it.
This is something that we should simplify at some point even if I'm not entirely
sure how yet. The same new requirements used in this node would probably also
exist in a potential future expression node.
Pull Request: https://projects.blender.org/blender/blender/pulls/138860
Previously the only way to see these attributes and their values
was the Python API. It's helpful for both users and developers to
be able to know all the data attached to the geometry.
This commit adds an option to the spreadsheet's "View" menu
to display attributes starting with a period that are normally hidden.
The option is off by default. Anonymous attributes are still hidden.
---

Pull Request: https://projects.blender.org/blender/blender/pulls/139559
Overall the goal of the PR is to show the preview range in the
clip editor's dopesheet and graph mode.
To accomplish this, some cleanup and refactor were needed:
- Clip editor had a nearly 1:1 copy paste of the timeline draw code,
which has been replaced with `ANIM_draw_framerange`.
- Preview range draw code required `bContext`, which was only used to
access scene. Now scene is passed explicitly, without need to know the
context.
- The macro to access the preview range was removed. This is because the
code is within `PRVRANGEON` check, so `PSFRA`/`PEFRA` were doing
redundant checks.
Pull Request: https://projects.blender.org/blender/blender/pulls/138678
Previously, one had to search for the name of an input node (Geometry, Light
Path, etc.) instead of for the actual desired values.
This patch makes it possible to search for the output names of various input
nodes directly. All other outputs of the input node are hidden automatically.
This was partially support for the Scene Time before.
Supported nodes:
* Compositor: Scene Time
* Geometry Nodes: Camera Info, Mouse Position, Scene Time, Viewport Transform
* Shader Nodes: Camera Data, Curves Info, Geometry, Volume Info, Light Path,
Object Info, Particle Info
Right now, the output names are hardcoded in the menu. We don't have a great way
to access those without an actual node instance currently. For that we'll need
to make the node declarations available in Python, which is a good project but
out of scope for this this feature. It also does not seem too bad to have more
explicit control over what's shown in the search.
Pull Request: https://projects.blender.org/blender/blender/pulls/139477
Implementation of #127106.
This is just a visual representation of the field/single/grid
status of sockets to make the workflow more intuitive. With
a visual representation for volume grid sockets, volume features
should be unblocked for further development. The structure type
will also be used to distinguish list sockets in the interface.
Group input nodes now have a "Structure Type" option instead of
the existing "Single Value Only". Usually the auto option should be
enough, but in some cases where the inferencing cannot (yet) make
a clear determination, it can be helpful to choose a specific type.
The new visualization and the group input structure type option
are hidden behind a new experimental option for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/134811
The menu item for Knife tool and what is bound to the "K" differ by
some properties so it does not show the shortcut on the menu. Those
properties are all defaults, so this PR just removes those from the
keymap. Everything works as now, but it shows the shortcut.
Pull Request: https://projects.blender.org/blender/blender/pulls/139457
This patch adds a new Image Coordinates node for the compositor. The
Texture Coordinates and Pixel Coordinates outputs were removed from the
Image Info node and were added to the new node instead. Additionally, a
new Normalized Coordinates output was added.
The Pixel Coordinates output now no longer includes half pixel offsets.
Pull Request: https://projects.blender.org/blender/blender/pulls/138935
With #128051, the default timeline tool changed to
a `sequencer.select` on press with no associated
properties (before, it had `deselect_all`).
This meant that retiming key selection broke (as
reported in #129892) and strips would only deselect
on release if clicking into empty space (due to a separate
keymap item in the global sequencer keymap).
This patch reverts 97e44901b4 while keeping its fix,
in favor of a more robust solution (just add `deselect_all`
to the keymap item properties in the box select tool).
This probably have occured after migration from UIList. When nodetree ID
is linked form another file, disable the layout for individual rows and
the add/remove operator. Also tweak `supports_renaming()` function so that
individual tree element cannot be renamed when linked.
Pull Request: https://projects.blender.org/blender/blender/pulls/139269
How solid/faded the edges of a Grease Pencil stroke is
controlled by the `softness` attribute. This change adds a
node that exposes that attribute, allowing the user to
control it via Geometry Nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/138939
In the Python API, helper function `gpu_extras.presets.draw_texture_2d`
still used batch type `TRI_FAN`, which is deprecated since Blender 3.2.
In this patch the batch type is changed to `TRIS`.
Pull Request: https://projects.blender.org/blender/blender/pulls/139300
When enabled, this normalize the strength by the light area, to keep
the total output the same regardless of shape or size. This is the
existing behavior.
This is supported in Cycles, EEVEE, Hydra, USD, COLLADA.
For add-ons, an API function to compute the area is added for conversion,
in case there is no native support for normalization.
area = light.area(matrix_world=ob.matrix_world)
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/136958
Similar to other renderers, this adds a temperature property to set the
light color using blackbody emission. This can be more convenient than
using nodes, and can improve interop with other software.
This is supported in Cycles, EEVEE, Hydra, USD, COLLADA and FBX.
Pull Request: https://projects.blender.org/blender/blender/pulls/134303
Similar to other renderers, this adds an exposure property to multiply
the light power by 2^exposure. This can be more convenient to control
a wide range of values.
This is supported in Cycles, EEVEE, Hydra, USD, COLLADA and FBX.
Pull Request: https://projects.blender.org/blender/blender/pulls/134528
Previously, we were drawing the context path in the header of the spreadsheet.
However, that had some problems:
* When using a viewer that's somewhere deep in a node group, the viewer path
wouldn't fit.
* Standard editor menus didn't fit in. Also we wanted to add spreadsheet
specific operators that should be in a new menu.
* Couldn't fit more useful data for the context path (like the inspection index
for repeat zones).
This patch solves this by moving the entire context path to the left side bar.
This frees up the header for menus.
The new context panel information is added at the top of the side bar because
then there is a proper hierarchy: `Object > Evaluation State > Viewer Path
(optional) > Instance Selection > Domain Selection`
This patch also adds information about the current inspection index for for-each
and repeat zones. They are not editable yet, but that can be implemented
separately as it might require a few more changes for everything to update
correctly.
The new Viewer Path panel is only displayed when actually showing viewer data.
Pull Request: https://projects.blender.org/blender/blender/pulls/138477
This patch adds snapping options for the playhead to all animation editors.
The options can be modified through a new dropdown in the editor header.
All editors will show all those options, and they are shared,
so toggling the option in on editor will change it for all other editors too.
Some options are not working/relevant in some editors for example
Strips in the Dope Sheet. However for consistency the option is still shown.
This is a separate menu from the transform snapping menu because
you can toggle the snapping for transform and playhead separately.
Putting it in the existing snapping transform menu would imply that it can
be turned off with the magnet which is not the case.
Playhead snapping is explicitly disabled for the drivers editor
because there is no playhead to drag around.
Snapping to Frame/Second intervals takes the scene start as a starting point.
That means you can snap to the n-th second of the animation even though
it might not start at frame 1. The preview range is NOT taken into account
by design since the use case is working on a sub-section of the animation
in which case the snap target should not change.
Snapping is toggled by pressing CTRL as indicated by the status bar.
Snapping to Frames/Seconds is absolute, meaning no matter
how far away your cursor it will snap to the closest snap point.
All others only snap to things if they are close to the cursor in pixel values.
When mixing those two behaviors, it prefers relative snapping.
If no point is close enough to snap relative,
it will fall back to absolute snapping.
Based on the prototype #135913
Part of #135794
Pull Request: https://projects.blender.org/blender/blender/pulls/137278
When landing #134860 we didn't yet have documentation for the Path
Templates feature. Now that we do, we can refer users to it.
This PR adds a reference to the docs in the type info of properties that
are marked as supporting Path Templates.
Pull Request: https://projects.blender.org/blender/blender/pulls/139099
This adds a new modal operator that allows reordering columns interactively.
It's triggered by dragging the column header. Edge panning while dragging the
column to the left or right of the region is supported. Scrolling with a
horizontal scroll wheel works too.
There are three new UI elements to help the user understand what is happening.
These three elements seem to be fairly standard in other spreadsheet software.
* The column that is dragged is highlighted in its original place.
* A "shadow" of that column stays attached to the cursor.
* A line indicates where the column will be inserted.
Note: The column order is not yet persistent when columns disappear temporarily.
That will be worked on separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/139136
The Smoke Surface Emission is the height of the smoke from the mesh surface.
It is measured in Domain Grid Units, and if the grid unit is relatively big
(compared to the mesh), the smoke emission is huge.
To fix that the Surface Emission was decreased from 1.5 to 1.0. As a result
it is possible to emit smaller smokes (width 2, previously 3).
Further decreasing default value of Surface Emission is not recommended,
as in some cases (too small mesh compared to Grid Unit) will result not
emitted smoke.
Fix#132613: Issue with large smoke domain and small emitter
Pull Request: https://projects.blender.org/blender/blender/pulls/138567
This patch adds the option to take screenshots for asset previews.
Since the functionality lives inside an operator, the screenshot can only
be taken from within the GUI of Blender.
* The operator can be accessed from the dropdown menu in the asset
browser preview n-panel.
* It works for local assets and assets that are managed by blender
(e.g. brush assets)
* Click drag anywhere in Blender to create a capture
* Holding Space will move the capture area
* Holding Shift will unlock the aspect ratio
* On a re-run, the operator remembers it previous capture
area to easily create an identical screenshot
* If the screenshot is fully contained within a single 3D viewport,
the background will render transparent
Pull Request: https://projects.blender.org/blender/blender/pulls/132904
This patch adds a new Relative To Pixel node in the compositor. The node
converts values that are relative to the image size to values that are
in terms of pixels.
This is useful to use relative values in nodes that take pixel values.
For instance, the Kuwahara node has an input that defines the filter
size in pixels. If one wants to define it relative to the image size
instead, one can use this node.
The node can operate on float and 2D vector values. Further, the node
can do the conversion relative to a number of image properties:
- Per Dimension: Each dimension gets converted independently. The X
value is relative to the X dimension and the Y value is relative to
the Y dimension. This mode is special because in float mode, the
output will be a factor as opposed to a float.
- X: Relative to the x dimension.
- Y: Relative to the y dimension.
- Greater: Relative to the greater dimension.
- Smaller: Relative to the smaller dimension.
- Diagonal: Relative to the diagonal of the image.
Pull Request: https://projects.blender.org/blender/blender/pulls/138773
- "Parameters for custom (OSL-based) Cameras" -> "cameras": lower case
in tooltips.
- "Connect two nodes ... (automatically determined": missing
parenthesis.
- "Join curve... control points are detected(if disabled...": add
missing space.
- "Add Selected to Active Objects Collection" -> "Active Object's":
typo.
- "Duplicate the acive shape key" -> "active": typo.
- "Copy selected points ": remove trailing space.
- "Move cursor" -> "Cursor": title case for operator.
- "Paste text to clipboard" -> "from clipboard": typo.
- "An empty Action considered as both a 'layered' and a 'layered'
Action." -> "is considered as both a 'legacy' and a 'layered'
Action": likely copy-paste error.
- "Target's Z axis will constraint..." -> "will constrain": typo.
- "The layer groups is expanded in the UI" -> "layer group": typo.
- Deprecation warnings: add missing parentheses.
- "... on low poly geometry.Offset rays...": add missing space after
period.
- "... relative to the files directory" -> "... to the file's
directory": typo.
- "The unit multiplier for pixels per meter" -> "The base unit": this
property description was copy and pasted.
- "... beyond the faces UVs..." -> "the faces' UVs: typo.
- "Is tracking data contains ..." -> "Whether the tracking data
contains": grammar.
- "Selected text" -> "Text": title case for prop.
- "The user has been shown the "Online Access" prompt and make a
choice" -> "made a choice": grammar.
- "Glare ": remove trailing space.
- "Don't collapse a curves" -> "Do not collapse curves": grammar.
Some issues reported by Tamar Mebonia.
Pull Request: https://projects.blender.org/blender/blender/pulls/139118
This adds a new Bit Math node which supports the following operations: `and`,
`or`, `xor`, `not`, `shift` and `rotate`.
For the `shift` and `rotate` operations, a posititive shift is a left shift and
a negative shift is a right shift.
Currently, the node always works on 32-bit integers which is what Geometry Nodes
uses internally for integers. If required, this can be extended to work on other
bit widths in the future.
The need for this came up every now and then. It can be useful when encoding
specific bits in integer attributes (for efficiency or because the geometry is
exported to other software that expects a certain format). Also, this node is
useful for some people doing crazy but fun things with Geometry Nodes like
emulating hardware. Even if the use-cases are not common, if they arise, it's
hard to work around and the cost of having this node is quite low for us.
Co-authored-by: Charlie Jolly <charliejolly@noreply.localhost>
Pull Request: https://projects.blender.org/blender/blender/pulls/138290
The modifier input value for menu items is an int property, which is not
compatible with the enum property used in node group socket definitions for
menus. Wrapping a node group with a menu will try to assign the int value from
the modifier directly to the enum, which expects a string identifier.
To aquire the matching string identifier, use the UI properties in the modifier
RNA, which contain the complete enum item definition.
Pull Request: https://projects.blender.org/blender/blender/pulls/139074
Previously, when adding a group node it was always called `Group`. This is not
particularly useful. Also it's inconsistent with many other places like adding
modifiers where the name of the modifier depends on what modifier is added.
Now, newly added group node will have the same name as the group that it calls.
Node names still have to be unique though, so e.g. `.001` is still added.
Pull Request: https://projects.blender.org/blender/blender/pulls/139093
This commit adds a toggle functionality to the `brush.asset_activate`
operator that makes it behave similarly to the `paint.brush_select`
parameter of the same name.
When the operator has this option enabled, using the operator or
pressing the relevant key will either:
* Activate the specified brush and store it if the current brush does
not match the specified brush
* Activate the previously stored brush if it exists.
This option is exposed in the keymaps and enabled by default for the
Sculpt Mask brush.
This allows, for example, users to press 'M' to switch to the mask brush
and then press 'M' again to switch back to their previously active
brush.
Partially addresses this RCS submission: [1]
[1] https://blender.community/c/rightclickselect/1VwZ/
---
### Notes
This commit does not currently clear the `AssetWeakReference` when switching paint modes.
Pull Request: https://projects.blender.org/blender/blender/pulls/138845
Add new rna property that sets `UILST_FLT_ITEM_NEVER_SHOW` Flag for
internal attributes. This avoids internal attributes from showing in the
list with invert button is enabled, see: `UI_list_item_index_is_filtered_visible`
Pull Request: https://projects.blender.org/blender/blender/pulls/138756
Always show the 'Available' option in the keyframe menu, so that the
shown menu items are stable. This helps to keep hotkey assignments for
the menu items remain the same.
Note that this isn't a full guarantee yet, as the 'Active Keying Set'
option is also still conditionally added, depending on whether a
keying set was chosen or not. This will be addressed in another
commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/136952
Armature bone display mode (Octahedral, Stick, Envelope, B-Bone,
Wire) could only be set on the whole armature. This adds ability to
override the display mode per-bone (by default bones use the
same display mode as the armature).
Images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/138445
Use the horizontal scroll wheel for panning left/right in the
3D Viewport. Similar to how it is used in 2D Views.
Also add it to the industry compatible keymap, since it is
a pretty standard/basic navigation gesture.
Pull Request: https://projects.blender.org/blender/blender/pulls/138880
At this point, with pen tilt functionality having received the following
changes recently:
* Consistency between platforms for what pen tilt values represent
* Inactive cursor visualization
* Invertable per-brush strength
The majority of the work that remains is wider testing and addressing
per-device issues, thus it makes sense to make this option available in
release builds.
By default, no brushes packaged with Blender have a non-zero Tilt
Strength, making this option opt-in by default.
The following brushes support this option:
* Draw
* Draw Sharp
* Flatten
* Fill
* Scrape
* Plane
* Clay Strips
With a non-zero Tilt Strength value on the brush, the normal of the
brush plane is tilted in the same direction as the user's pen, where a
perpendicular orientation for the pen matches the behavior with a Tilt
Strength of 0.
Resolves#82877
Pull Request: https://projects.blender.org/blender/blender/pulls/137574
This implements a new operator that automatically fits the width of a column to
its content. It's triggered by double-clicking on the column edge in the header
row. This is common functionality in other spreadsheet software.
Pull Request: https://projects.blender.org/blender/blender/pulls/138924
Previously, one had to search for "Time" to get the Scene Time node which
provides access to the current frame and second. Intuitively I often start
searching for "frame" or "seconds" instead and only later remember what I
actually have to search for.
This patch improves the UX by allowing to create a Scene Time node by searching
for "frame" or "seconds" directly. This works in Geometry Nodes and the
compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/138927