In 3D Viewport theme settings there is "Active Spline" property, which behaves weirdly.
Color of that property is multiplied to color of curve handles. Even though it says active,
it's multiplied in selected and unselected states, for all curves all the time.
That doesn't make much sense, has no real value, and ends up only causing confusion.
Having this property on anything but pure black means that whatever colors you choose
for curve handles in Preferences isn't actually what you're getting them. If color is set to
high-saturation color it completely washes away all colors and makes it difficult to differentiate
between handle types.
I think there is no reason for this property to exist, so this PR just removes that property.
Pull Request: https://projects.blender.org/blender/blender/pulls/145360
Allow translating node menu socket items using the declared socket
translation context.
In order to do this, the context needs to be copied to the socket's
default_value property when the tree is evaluated. To do that, the
context is redefined inside the prop's itemf callback, getting it from
the socket declaration.
In addition, add contexts to two sockets related to color.
This panel defines labels manually, through a helper function
`add_labeled_field`. This commit simply adds `IFACE_` translation
macros around the labels.
This new translation context is for some special cases when
translation cannot be avoided, for example in an interface where some
props are built-in (translatable) and others are
user-defined (non-translatable), but we don't know which ones in
advance.
It allows specifying explicitly that translation should not occur
for user data when building the UI.
It is a followup to !145963, in which the context was introduced as a
string literal instead of a defined context.
Use the "Action" context for this, if in any language it's different
from a sequencer meta strip, which already uses "Sequence".
Reported by Ye Gui in #43295.
Applies thin film iridescence to metals in Metallic BSDF and Principled BSDF.
To get the complex IOR values for each spectral band from F82 Tint colors,
the code uses the parametrization from "Artist Friendly Metallic Fresnel",
where the g parameter is set to F82. This IOR is used to find the phase shift,
but reflectance is still calculated with the F82 Tint formula after adjusting
F0 for the film's IOR.
Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Co-authored-by: RobertMoerland <rmoerlandrj@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/141131
This expands Cycles' support for handling OSL property metadata for
Custom camera parameters and translating it to Blender's UI.
Specifically, it adds support for:
- Translation inputs (`string vecsemantics = "POINT"`)
- Normal inputs (`string vecsemantics = "NORMAL"`)
- File inputs (`string widget = "filename"`)
- Angle inputs (`string unit = "radians"`)
- Distance inputs (`string unit = "m"`)
- Time inputs (`string unit = "s"` or `string unit = "sec"`)
- Enum inputs (`string widget = "mapper", string options = "left:0|right:1"`)
It also sets the default value correctly, and corrects a warning string to
also mention cameras in addition to nodes as possible users of OSL shaders.
Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/146736
The multi-function node evaluation code correctly didn't create a grid
with an unsupported type, but then the code crashed in the logging
code when setting default for the outputs. Instead just use a common
utility for that goal. And also add support for executing a function node
if only outputs with supported types are required (for example when
creating a grid for the "Fac" output of the noise node, but not the
color output).
Pull Request: https://projects.blender.org/blender/blender/pulls/146937
This property is not user editable and is calculated internally. When presented as a property in the UI, it shows the animatable button which is useless. This just removes the flag.
Pull Request: https://projects.blender.org/blender/blender/pulls/146907
When trying to find and open an older file, it is annoying when it is not in the
recent files list anymore. This patch increases the length of the recent files
list, without making the menu huge by making better use of menu-search.
Specifically the following is changed: * Number of remembered recent files is
increased from 20 to 200 by default. * The recent files menu is limited to 20
entries. * When activating menu search (by pressing space when in the menu), all
available recent files can be searched. * There is a new "More..." menu entry at
the bottom, which also activates the menu search.
Pull Request: https://projects.blender.org/blender/blender/pulls/146884
Previously, the input socket drawing code did not cover all cases with required
and optional labels for all socket types. E.g. menu sockets were never drawn
with label (unless there was some error) regardless of whether `optional_label`
was set or not.
This patch unifies the handling of this flag, i.e. all socket types support
drawing with and without label. This is also required before we can expose this
functionality to users.
Since all menu inputs had optional labels by default before, this patch makes
labels optional explicitly by changing the declaration of all the nodes. This
way, there is no expected user-visible change with this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/146935
Each socket is generally drawn into a separate row like in `draw_node_input`.
However, this row was not created when a socket had a custom drawing function.
This caused all properties of the Index Switch node to be grayed out in the
sidebar.
The new name better represents the actual meaning of the value.
"hide_value" was wrong because it didn't even hide the label in
many cases.
This property just indicates that the input is still understandable
even if the label is not drawn. It's up to the drawing code to make
the final decision whether the label should be drawn or not. This
option just gives it the opportunity to skip the label if that results
in a cleaner UI.
This removes the `SOCK_NO_INTERNAL_LINK`, `SOCK_COMPACT` and `SOCK_HIDE_LABEL`
flags from `eNodeSocketFlag`. Those are not necessary, because they just store
a copy of the data that is stored in the socket declaration and are thus
effectively runtime data.
None of these flags were exposed to Python, so there is no breakage expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/146925
This was an oversight in the initial implementation. If there is no closure,
the node should behave like if it's muted, so it passes through inputs to
outputs when the names are equal. This is the same behavior as in
Geometry Nodes.
The issue was that the Separate XYZ node was linked to something
expecting a field and something expecting a single value. This
incorrectly resulted in the input getting a field data requirement,
instead of single-value.
There were two issues:
* Missing null checks when the compute context of a socket can't be detected
statically.
* Incorrect parent compute context detection for closures. The tricky aspect is
that closures can be evaluated in a different compute context from where they
are created.
Pull Request: https://projects.blender.org/blender/blender/pulls/146922
#140856 added support for output visibility inferencing. Internally, it relied
on checking whether the output value of a group is a constant fallback value,
while on the user level this is mainly controlled with the new `Enable Output`
node. While it works, there are some unexpected behaviors when the user happens
to output the fallback value without expecting the socket to be hidden.
Additionally, this approach required the output value to be inferenced, which
may trigger more evaluation than we'd want.
This patch better aligns the internal behavior with the user-expected behavior.
This is achieved by not relying on any specific fallback values. Instead, for
each output socket it does an explicit check for whether it is connected to an
Enable Output node. Then the Enable input of that node is computed and the
output visibility is derived from that directly. This is still fully composable
with nested node groups etc. It also allows extending this check in the future
to e.g. automatically disable certain anonymous attribute outputs when the
corresponding output geometry is unused.
Note, since only changes in menu sockets are allowed to change visibility by
convention, this also applies here. Same as before.
The main design on the user-level with the Enable Output node is still exactly
the same as before.
Pull Request: https://projects.blender.org/blender/blender/pulls/146918
- Remove the `SI_` prefix from sticky UV selection options.
This was left in from when the option was part of "SpaceImage"
which is no longer the case.
- Use *_SELECT_SYNC, _SELECT_ISLAND (matching RNA identifiers).
- Use "VERT" abbreviation.
Similar to !145387, disable layout when rna property is non editable.
Let the widget code handle the theme of the label in
front of the non-editable property. Also do it separately inside
`v3d_object_dimension_buts` for transform properties of N-panel
Resolves#146290
Pull Request: https://projects.blender.org/blender/blender/pulls/146565
Operators that use BKE_unit_value_as_string results in numbers with a
changing fractional part which frequently jumps around.
The issue became more noticeable with centrally aligned status text,
see !139507.
Address this by disabling stripping of trailing zeros for:
- `translate_dist_to_str`
(used by object translation, extrude, rip region).
- Mesh bevel
- Inset faces
- Shrink/fatten
- Eyedropper depth sampling (e.g. in camera DOF)
Ref !140790
Previously, the tooltip of the output socket was shown when hovering
over the socket value in a node. This was misleading because the hovered
value is actually the input.
The output tooltip is still accessible by hoving the output socket shape.
The goal here is to simplify working with the common pattern where a Menu Switch
node is followed by an Index Switch node. This is achieved by detecting this
pattern and drawing the item names from the menu switch node in the index switch
node.
This slightly refactors the custom socket drawing callback to make it easier for
it indirectly call the default drawing function.
Pull Request: https://projects.blender.org/blender/blender/pulls/145710
This node outputs tangent values for face corners. There are two methods:
- **Exact** is the same MikkTSpace calculation used elsewhere in Blender.
- **Fast** (from #131308) is over 4x faster, and useful in many of
the same situations, though not necessarily tangential to the surface.
The reason to include both methods is that there are use cases where the
quality of the tangents don't matter (though the results are actually very
similar visually), we just need some continuous values across faces.
Pull Request: https://projects.blender.org/blender/blender/pulls/145813
This extends the ctrl+F search to also support searching for some socket values.
The original motivation for this came from the need to search for a Warning node
by its warning (instead of node name or label). However, I found this to be more
generally useful as it can also be used to search for places where e.g. certain
attribute names are used or where e.g. some object is referenced in an input
socket.
Pull Request: https://projects.blender.org/blender/blender/pulls/146882
This is a small usability feature to simplify adding additional inputs in the
Index Switch and Menu Switch nodes without having to go to the sidebar.
Technically, something similar can be done for other extend-sockets. However,
here it works best, because one does not have to choose the socket type. For
other inputs we could use a quick popup when pressing the button, but that seems
outside of the scope of this patch.
Later we might also want add the ability to remove existing inputs. But just
adding an icon for that doesn't work so well for socket types that have an input
property.
Co-authored-by: Brady Johnston <36021261+BradyAJohnston@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/145915
Currently, matrix attributes in the spreadsheet are difficult to inspect.
This PR improves the readability of matrix tooltip, formatting it into
a column-aligned grid. Display floats with 6 significant digits
(3 for abs(x)<1e-4).
Pull Request: https://projects.blender.org/blender/blender/pulls/146207
Previously, the closure and bundle nodes were a bit restrictive when it comes to
socket shapes. Especially the bundle nodes did not support customizing the
socket shape at all, so they always worked with dynamic values. This was
problematic, because it meant that e.g. the outputs of the Separate Bundle node
looked like they couldn't be used as single values, and other similar issues.
With this patch, the following is supported (a few aspects were supported before
but now it all fits better together): * Support manually selecting socket shapes
in Combine Bundle, Separate Bundle, Closure Input, Closure Output and Evaluate
Closure nodes. * Automatic inferencing of shapes in all these nodes, as long as
the socket shape is set to "auto". * A new "Define Signature" option can be
enabled in the nodes. If enabled, linked nodes will also sync the socket shapes
from that node. In the future, we also want to add support for naming the
signature.
Pull Request: https://projects.blender.org/blender/blender/pulls/145550
Currently cameras composition guide colors are defined in theme, and not even by an individual
property. They follow 3D Viewport -> View Overlay color, which also defines many other things,
such as world origin cursor. By default it's black and it's difficult to change, because then other
things stand out. But using default black for composition guides is impossible.
This PR, instead, adds new Composition Guide Color property on camera, and uses it in camera view.
This not only fixes the issue mentioned above, but also allows different cameras in one scene to
have different overlay colors. This is very handy when you have, for example, two cameras, one of
which looks at the black corner, and another at the lit-up white one. Using a single black or white color
in this case makes the other one more difficult to see. Now, each camera can have its own color.
This PR only changes color for Composition Guides, and NOT for Safe Areas and sensor. Reasons are:
- It's important to differentiate between different concepts, having everything one color is distracting
- Safe areas are per-scene and shared with Sequencer preview. The camera shouldn't dictate color there.
I have separate plans about handling safe areas in the future.
Images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/143788