Replaced the draw world option with a shading.background_type enum.
Where the user can select Theme, World or a Custom color.
World and theme colors do not always work in workbench. We needed to
have an option what the user could control locally (per viewport).
Especially when using linked data.
I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic.
Not 100% sure about the naming of Theme, World, Viewport.
In other parts of blender's codebase World is sometimes called Scene.
Will stick to the names that describes its location best.
{F3990139}
Reviewers: fclem, campbellbarton
Reviewed By: fclem
Subscribers: venomgfx
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3551
In the outliner, right click > view layer > set indirect only. This is
like clearing camera ray visibility on objects in the collection, and is
temporary until we have more general dynamic overrides.
In the outliner, right click > view layer > set holdout. This is
temporary until we have more general dynamic overrides, but helps
Spring production for now.
Note: Moved doversion of VSE strips uniquename to 2.8 versionning area,
and raised accordingly current file subversion, since that bug also
affected previous 2.8 .blend files...
Conflicts:
source/blender/blenkernel/BKE_blender_version.h
We actually still had cases of Meta strip duplication resulting in
non-unique strip names. Quiet surprising this went unoticed for so long. :(
Fixed that bug, and think it was last one (at least, no other case of
SEQ_DUPE_UNIQUE_NAME usage should be broken, I think...), and raised
subversion and updated doversion to run uniquename check on strips on
all previous fileversions.
Note: will have to do that again when merging in 2.8...
Add new tag to bSound (runtime flags), and make read code to set a 'no
reload waveform' new tag, since it uses a mapping to get existing
waveform in undo case...
This patch adds a new matte node that implements the Cryptomatte specification.
It also incluces a custom eye dropper that works outside of a color picker.
Cryptomatte export for the Cycles render engine will be in a separate patch.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Tags: #compositing
Differential Revision: https://developer.blender.org/D3531
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
This does not fix the smokesim. It only port the drawing method.
The Object mode engine is in charge of rendering the velocity debugging.
Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
There are now 3 categories in the overlay popover:
- Navigation
- Active (camera, lamp... etc)
- Tool (manipulator)
The user preference for mini axis now controls if the mini axis
displays minimal or a full-interactive widget.
Part of design: T55863
Remove support for loading interlaced image sequences because
its less common now to record interlaced video,
the option to de-interlace video on load remains.
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).
The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.
There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
The approach of setting 'refresh' flags on the modifier, and performing
the associated actions when the modifier is being evaluated, is a bad
one. Instead, we use the separation of the original and the evaluated
copy to 'refresh' certain things (because they simply aren't set at all
on the original). Other actions are now done directly with BKE_ocean_xxx
functions on the original data, intead of during evaluation.
The flag was only used in readfile.c, and resulted in a delayed call to
BKE_ocean_add(); this call is now immediately made instead as it's not
very expensive.
This patch will allow users to customize what object types will be drawn by the object mode overlay.
It supports: Empties, Lamps, Cameras, Speakers, Armatures and Lightprobes.
It currently does not support Physics objects due to the overlap it has with other objects types.
Also be aware that in pose mode the armature is drawn, but not by the object mode overlay
Reviewers: campbellbarton
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3524
Added a option to the overlay popover that controls the visibility of
non-renderable objects like lamps, cameras, speakers, armatures, curves
empties and force fields.
After discussion we went for a single option with more detailed check in
the object_mode draw engine.
Differential Revision: https://developer.blender.org/D3524
It was a bit odd that the scene was stored per window but not the view
layer. The reasoning was that you would use different view layers for
different tasks. This is still possible, but it's more predictable to
switch them both explicitly, and with child window support manually
syncing the view layers between multiple windows is no longer needed
as often.
* Main windows show a topbar and statusbar, and select a workspace and
scene. They are created with Window > New Main Window.
* Child windows do not show a topbar or statusbar. These follow the
workspace and scene of their parent main window. Created with Window >
New Window or View > Duplicate Area into New Window.
* The purpose of this change is to support multi monitor setups where you
just want to put more editors on the other monitors. Without multiple
topbars and statusbars, working within a single workspace and scene.
Creating multiple main windows is intended to be a concious choice to
do different tasks in different workspaces and scenes.
* Note these changes do not currently affect how the operating system
treats the windows.
* When changing the workspace, the layout in all child windows changes.
This makes sense if we consider child windows to be just a way to
extend the main window across more monitors. In some case it may be
useful to keep the same layout though, we can add an option for this
depending on user feedback.
This is the same approach as 98a0bcd425
applied to soft body simulation. In short, CoW copies share the point cache,
and treat it as read-only except when the depsgraph is active.
There is now a manual refresh button on the panel to update the list
of objects in case it changes, and it also gets refreshed when changing
the collection or toggling the use count option.
This is a bit more manual but the previous code of refreshing the
list while evaluating the depsgraph was unreliable.
This also fixes it to take properly take into account visibility, and
to work with linked collections for which index writing was missing.
Access to main database is actually rarely needed, but some custom
'apply' functions do need it (like Collections' overriding of objects or
children collections).