Merge branch 'blender-v4.2-release'
This commit is contained in:
@@ -48,6 +48,23 @@
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</screenshot>
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</screenshots>
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<releases>
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<release version="4.2" date="2024-07-16">
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<description>
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<p>New features:</p>
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<ul>
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<li>EEVEE: Completely rewritten from scratch to allow global illumination, displacement, better SSS, viewport motion blur, and so much more</li>
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<li>Cycles: Ray Portal BSDF, Thin Film interference effect, better sampling for volumes</li>
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<li>Extensions: Add-ons and themes got a big overhaul and are now unified as Extensions</li>
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</ul>
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<p>Enhancements:</p>
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<ul>
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<li>Collections can now specify their own exporters</li>
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<li>USD: support for importing and exporting hair curves, and for importing point clouds</li>
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<li>Visual overhaul for the video sequencer</li>
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<li>Polyline gestures, allowing for a quick way to create polygonal shapes</li>
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</ul>
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</description>
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</release>
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<release version="4.1" date="2024-03-19">
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<description>
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<p>New features:</p>
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@@ -38,7 +38,7 @@ from bpy_extras.io_utils import ImportHelper
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# -----------------------------------------------------------------------------
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# Constants
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COMPATIBLE_ENGINES = {'CYCLES', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
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COMPATIBLE_ENGINES = {'CYCLES', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
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# -----------------------------------------------------------------------------
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# Image loading
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@@ -290,31 +290,15 @@ class MaterialProperties_MixIn:
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description="Use alpha channel for transparency",
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)
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blend_method: EnumProperty(
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name="Blend Mode",
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render_method: EnumProperty(
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name="Render Method",
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items=(
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('BLEND', "Blend", "Render polygon transparent, depending on alpha channel of the texture"),
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('CLIP', "Clip", "Use the alpha threshold to clip the visibility (binary visibility)"),
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('HASHED', "Hashed", "Use noise to dither the binary visibility (works well with multi-samples)"),
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('OPAQUE', "Opaque", "Render surface without transparency"),
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),
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default='BLEND',
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description="Blend Mode for Transparent Faces",
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translation_context=i18n_contexts.id_material,
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)
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shadow_method: EnumProperty(
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name="Shadow Mode",
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items=(
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('CLIP', "Clip", "Use the alpha threshold to clip the visibility (binary visibility)"),
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('HASHED', "Hashed", "Use noise to dither the binary visibility (works well with multi-samples)"),
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('OPAQUE', "Opaque", "Material will cast shadows without transparency"),
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('NONE', "None", "Material will cast no shadow"),
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),
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default='CLIP',
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description="Shadow mapping method",
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translation_context=i18n_contexts.id_material,
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)
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('DITHERED',
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"Dithered",
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"Allows for grayscale hashed transparency, and compatible with render passes and raytracing. Also known as deferred rendering."),
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('BLENDED',
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"Blended",
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"Allows for colored transparency, but incompatible with render passes and raytracing. Also known as forward rendering.")))
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use_backface_culling: BoolProperty(
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name="Backface Culling",
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@@ -345,16 +329,14 @@ class MaterialProperties_MixIn:
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if self.shader == 'EMISSION':
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body.prop(self, "emit_strength")
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body.prop(self, 'blend_method')
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body.prop(self, 'shadow_method')
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if self.blend_method == 'BLEND':
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body.prop(self, 'render_method')
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if self.render_method == 'BLENDED':
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body.prop(self, "show_transparent_back")
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body.prop(self, "use_backface_culling")
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engine = context.scene.render.engine
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if engine not in ('CYCLES', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'):
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if engine not in COMPATIBLE_ENGINES:
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body.label(text=tip_("{:s} is not supported").format(engine), icon='ERROR')
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body.prop(self, "overwrite_material")
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@@ -456,9 +438,7 @@ def create_cycles_material(self, context, img_spec, name):
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material.use_nodes = True
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material.blend_method = self.blend_method
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material.shadow_method = self.shadow_method
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material.surface_render_method = self.render_method
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material.use_backface_culling = self.use_backface_culling
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material.use_transparency_overlap = self.show_transparent_back
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@@ -6905,7 +6905,7 @@ class VIEW3D_PT_shading_lighting(Panel):
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engine = context.scene.render.engine
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row = col.row()
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if engine != 'BLENDER_EEVEE_NEXT':
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if engine == 'BLENDER_WORKBENCH':
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row.prop(shading, "use_studiolight_view_rotation", text="", icon='WORLD', toggle=True)
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row = row.row()
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row.prop(shading, "studiolight_rotate_z", text="Rotation")
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