This adds a new property to the sculpt vertex color paint brush to limit
the area of the brush that is going to be used to sample the wet paint
color. This is exactly the same concept as normal radius and area radius
that exist for sculpting brushes for sampling the surface depth and
orientation.
When working near color hard edges, this allows to prevent the color
from the other side of the edge to blend into the wet paint.
With 1.0 (the previous default) wet paint radius, as soon as the brush touches
one vertex of the other color, the wet paint mix color changes, making it
impossible to maintain the border between the two colors.
Reviewed By: sergey, dbystedt, JulienKaspar
Differential Revision: https://developer.blender.org/D9587
When inverting erase displacement the filter can increase the
displacement over the limit surface. After using apply base, this can be
used as an alternative intensify details as it usually gives better
results.
This is the same concept as smoothing inverting to intensify details.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9679
This was missing from D9623. Now the same sculpt scene stats are also
displayed in the status bar.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9700
This enables the use of clang-tidy in the VS IDE.
To use it:
1 - Enable WITH_CLANG_TIDY in your cmake configuration
2 - From the Analyse pull down menu select Run Code Analysis on...
The analyser is currently not enabled by default on build
given it is quite slow and there are quite a few problems
it reports that we still need to deal with.
When change the order of the stroke using the arrange operator, the arrange was done, but the viewport did not display the result until you refresh the viewport.
These operators existed since 2.83, but the menu was hidden by error.
Also the operators have been cleanup and make multiframe compatible.
Reviewed By: mendio
Differential Revision: https://developer.blender.org/D9671
This change solves a bottleneck which was caused by attempt to cache
postprocessed search areas used for tracking. It was a single cache
used by all threads, which required to have some synchronization
mechanism. This synchronization turned out to be making all threads
to idle while one thread is accessing the cache. The access was not
cheap, so the multi-threading did not provide expected speedup.
Current solution is to remove the cache of search areas. This avoids
any threading synchronization overhead because there is no need for
it anymore. The downside is that for certain configurations tracking
became slower when comparing to master branch. There is no expected
slowdown compared to 2.91 release.
The slowdown is mainly experienced when using big search area and
keyframe matching strategy. Other cases should still be within a
ballpark of performance of single-threaded code prior to this change.
The reason why is it so is because while this change makes it so the
image accessors needs to process images multiple times the complexity
of this process is almost the same as all the overhead for the cache
lookup and maintenance.
Here are Some numbers gained on different configurations.
CPU: Intel Xeom CPU E5-2699 v4
OS: Linux
Footage: Old_Factory MVI_4005.mov from the first part of Track Match
Blend training which can be found on the Blender Cloud.
Tracking 443 markers across 250 frames. The unit is seconds.
File: F9433209
2.91: 401.520874
before: 358.650055
after: 14.966302
Tracking single marker across 250 frames. The unit is seconds.
File: F9433211
2.91 before after
Big keyframe 1.307203 1.005324 1.227300
Big previous frame 1.144055 0.881139 0.944044
Small keyframe 0.434015 0.197760 0.224982
Small previous frame 0.463207 0.218058 0.234172
All at once 2.338268 1.481220 1.518060
Add Custom Space to the list of space conversions for constraints.
Constraints can use World Space, Local Space, Pose Space, Local with
Parent, and now also Custom Space with a custom object to define the
evaluation space.
The Custom Space option uses the Local Space of an other
object/bone/vertex group. If selected on owner or target it will show a
box for object selection. If an armature is selected, then it will also
show a box for bone selection. If a mesh object is selected it will show
the option for using the local space of a vertex group.
Reviewed By: #animation_rigging, sybren, Severin, angavrilov
Differential Revision: https://developer.blender.org/D7437
Fix linker errors by explicitly linking PugiXML when OpenImageIO is
used.
PugiXML has been separated from OpenImageIO (D8628). This means that any
time OpenImageIO libraries are linked, the PugiXML libraries have to be
linked as well. This was set up correctly for Cycles, but not for imbuf.
Because of this, building without Cycles but with OIIO would produce
linker errors.
These comments are used to generate Py API docs.
Most of the comments are just copies of the mesh operator counterparts.
More improvements can be made here in the future.
Thanks to Jon Denning on twitter:
https://twitter.com/gfxcoder/status/1334178566993555459
The icons for collapsed children already draw highlighted when hovered.
Because the item icons are now select targets (for outliner to properties
editor tab switching) this adds highlights on hover for all outliner
element icons.
During the development of the new nodes in the `geometry-nodes` branch
the color of the new nodes wasn't considered, so all of the nodes ended
up red, the color for "input" nodes. This patch introduces two new
colors, one for "Geometry" and one for "Attributes". There are only two
attribute nodes currently, but the next sprint will add two more,
attribute mix, and sample from texture. The attribute nodes are
conceptually different enough from the nodes that modify the geometry
that they deserve their own color.
Differential Revision: https://developer.blender.org/D9682
Until there is a icon made specially for this, the nodetree icon is up
for grabs. Using it in the nodegroup + modifier + editor helps the users
to make a connection on where to edit those modifiers.
The point cloud object is the only one that will support instancing at
first. So we can expose it as a regular object.
It is limited since it has no edit mode. But this is not different than
the volume object.
This commit adds functions to set and get the object's active
modifier, which is stored as a flag in the ModifierData struct,
similar to constraints. This will be used to set the context in
the node editor. There are no visible changes in this commit.
Similar to how the node editor context works for materials, this commit
makes the node group displayed in the node editor depend on the active
object and its active modifier. To keep the node group from changing,
just pin the node group in the header.
* Shortcuts performed while there is an active modifier will affect
only that modifier (the exception is the A to expand the modifiers).
* Clicking anywhere on the empty space in a modifier's panel will make it active.
These changes require some refactoring of object modifier code. First
is splitting up the modifier property invoke callback, which now needs
to be able to get the active modifier separately from the hovered
modifier for the different operators.
Second is a change to removing modifiers, where there is now a separate
function to remove a modifier from an object's list, in order to handle
changing the active.
Finally, the panel handler needs a small tweak so that this "click in panel"
event can be handled afterwards.
The handling of muted nodes is handled at the derived node tree
level now. This is also where expanding node groups is handled.
Muted nodes are relinked and removed from the derived tree
during construction. The geometry node evaluation code does
not have to know about muted nodes this way.
Objects can evaluate to a geometry set instead of a single ID (only point cloud
objects for now). In the depsgraph object iterator, the evaluated geometry
components are expanded into temporary objects.
It's important to note that instanced objects can also contain geometry
components. Therefore, they have to be split up into multiple objects
as well in some cases.
At a high level the iterator works like so:
```
for object in depsgraph:
for component in object:
yield object_from_component(component)
for dupli in make_duplis_list(object):
for component in dupli:
yield object_from_component(component)
```
DEG_iterator_objects_next has been cleaned up, to make this structure
a bit more apparent.
This should not change anything for objects that are not point clouds.
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate
It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.
Notes on the Generic attribute access API
The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
This is mainly necessary, because we have to deal with "legacy" attributes
such as vertex weights and attributes that are embedded into other structs
such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
attribute is stored on. So we want to abstract away the interpolation that
that adapts attributes from one domain to another domain (this is not
actually implemented yet).
Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
access and one for write access might be enough, because we know all the ways
in which attributes are stored internally. We don't want more different internal
structures in the future. On the contrary, ideally we can consolidate the different
storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.
It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
Note: This also changes the Shader socket color, to match "Shading" in the Outliner.
Theme update for shader nodes will be committed separately.
Ref T82689.
Since Blender 2.91 the TeraScale 2 based cards crash during startup.
This patch will show the user a screen that the platform they are using
isn't supported.
The GPUs have been carefully handpicked from dozens of reports. T83124,
T83127, T83103, T83091, T83045, T83065, T82750, T82889, T82925, T82640,
T82429, T82436, T82446.
This fixes T68521, T82334.
The object are not properly mirrored in object mode.
For mirroring an object that has an arbitrary rotation along the X axis
this is the procedure:
1. mirror x location.
2. negate x scale of the
3. negate y and z component of the rotation (independent of which rotation mode is used).
This knowledge applies now for all angles and axes to finally make the
mirror operation work in object mode.
The new mirror function has the downside that it can not (in this form)
be used with proportional editing.
This is no problem since the old behavior can still be replicated by
scaling with -1 along any axis.
The solution to get perfect mirrors can not work for scaling in general,
because in that case there could be scew created.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D9625
Caused by rBba97da21acf2.
For non-topology mirror hidden verts were never respected/included in
EDBM_verts_mirror_cache_begin (they were excluded from the kdtree).
Prior to said commit, hidden mirrored verts that were still in the map
would have been excluded in a separate loop over vertices in
'editmesh_mirror_data_calc()' by checking BM_ELEM_HIDDEN. Due to the new
nature of this function this check was now moved to
EDBM_verts_mirror_cache_begin.
Maniphest Tasks: T83119
Differential Revision: https://developer.blender.org/D9673
The Vertex Weight Edit Modifier already got the Custom Curve, there was no
real reason for the proximity not to have it as well.
With some fixes by Bastien Montagne (@mont29).
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9594
Use RNA_api_sequences() for SequenceEditor and MetaSequence
sequences member.
Defines pair of dispatch functions rna_Sequences_editing_* and
rna_Sequences_meta_* that pass pointer to seqbase to
rna_Sequences_* function.
Downside of this implementation is, that it defines 2 seemingly
different RNA collections - SequencesMeta and SequencesTopLevel
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9601