this patch will change the behaviour of the material offset in complex mode to fit simple mode output.
Previously in complex mode this would offset the material of the enire shell,
because when you read the tooltip it says material for new generated geometry.
In complex mode everything is new generated geometry though.
In simple mode on the other hand, this would give you a way to only change the inside faces
material. There may be cases in large modifier stacks where material offset like it is implemented
currently in complex mode may be useful, but it is much more useful in the way it is implemented
by simple mode.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7215
The `build_driver_relations()` function in the depsgraph relations builder
adds relations between drivers that potentially write to the same memory
location. This of course is only useful when there are two or more drivers.
For In Front Objects we need to use the in front depth buffer.
This patch will use the in front depth buffer and also makes sure that
it is filled with the center pixel depth.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7216
When using the image editor the display channels attribute can become
invalid when selecting another image/buffer. This patch will check what
display channels are valid and when an invalid channel is selected it
will fall back to the color channel.
To de-duplicate the code it also introduces a
`ED_space_image_get_display_channel_mask` function that will determine
the valid bitflags for the display channel of a given `ImBuf`.
Started to happen after recent fix for T72632.
Was caused by runtime fields backup doing an early exit in the case the
given ID was never expanded by the Copy-on-Write mechanism, but it was
not done int the backup restore function (since it was not possible to
know "locally").
Now both init() and restore() will do an early exit when the ID had
nothing to be backed up.
On some platforms the stereo viewport rendering was not working. The
issue was that the fragment shader and vertex shaded didn't match. Some
platforms will remove the non-matching in/out parameters and blender
needs to provide only the optimal set of parameters. Other platform
still want to receive data for the parameters that aren't used.
This fix uses the correct vertex shader that matches the fragment shader
making both platforms render the same result.
Fixes an issue with secondary particles being out of sync with the main simulation. Cleaned up the secondary particle code in general too (making sure that all solver attributes - timestep, framelength, etc. - are set correctly).
Actually, the fade objects always fade to Black color, but this is not a good solution.
This patch fade the object to the viewport color.
Differential Revision: https://developer.blender.org/D7206
Add new option to change the stroke hardeness. This option works at stroke level, not at point level.
Also replaced the "Both" name mode by "Stroke and Fill".
Differential Revision: https://developer.blender.org/D7195
Parenting in the outliner via drang and drop would always happen without
the 'Keep Transforms' option. Since this is often desired, this adds the
ability to hold Alt for doing this to the drop action.
Adding the hint to hold Alt to the operator name is not nice, but since
the operator name is used for the UI, there doesnt seem to be a nicer
way of doing this.
If modifier keys are needed back for other actions, spawning a menu
instead could be an alternative for the future.
Maniphest Tasks: T74649
Differential Revision: https://developer.blender.org/D7120
It is not guaranteed that with Multires modifier existing there
will be CD_MDISPS and CD_GRID_PAINT_MASK custom data layers.
Fixes assert in the following scenario:
- With default cube, go to edit mode
- Add Multires modifier
- Remove the Multires modifier
The Lens metadata stamped on rendered images was wrong when the camera lens
is animated. This was caused by the render pipeline passing the original
camera to the metadata system, and not the evaluated camera.
When using grease pencil in a stereo rendering the grease pencil objects are
only visible in the left eye. In the viewport it renders both.
Issue is related that `DRW_render_gpencil` only renders a single view. But
`DRW_render_to_image` renders all views. This patch puts this in a loop to
render both eyes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7154
When in editmode faces can be hidden, but in object mode these faces are
still visible. The flag if a face was hidden in edit mode is stored in
object mode, but should not be used.
The edge detection gpu batch did detect hidden faces and didn't add them
to the draw batch. The edge detection gpu batch is used for workbench
shadows, custom bone shapes and object outlines.
This patch adds all faces to the edge detection batch.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7157
Mpving utils from idcode to idtype proved to be somewhat painful for
some reasons, but now all looks good.
Had to add a fake/empty shell for the special snowflake too,
`ID_LINK_PLACEHOLDER/INDEX_ID_NULL`...
When RGB images or BW images are converted to a GPU texture and color
space conversion was needed the images were read incorrectly.
This patch checks the correct amount of channels in the image and uses
that as the correct pixel stride.
Is done by considering all base edges infinitely sharp.
In the future can become a different operator option to allow to mix
Catmull-Clark and simple subdivisions. For now just sticking to what
old good Blender versions were doing.
Fixes T74869: Simple subdivision type is not working as it should
The idea is following: only store information about edges which are
1. Communicated to the OpenSubdiv topology.
This rules out all loose edges, as they are not needed for the
propagation process.
2. Correspond to edge from the base mesh.
This avoids storing edges which are generated between inner face.
Those are not to have any sharpness to allow smooth propagation.
There is still possible to have memory peak in some obscure case when
mesh contains a lot of loose edges. It can be optimized further by
utilizing knowledge of the non-loose tags.
The title says it all actually. The test case is to get default cube,
set some edges to non-zero crease, add multires modifier and hit the
"Subdivide" button few times.
The memory footprint might be optimized by not storing information
about inner generated edges.