This commit fixes T100674, Renamed the "axis" label under viewport display
panel to "axes" in object properties.
Differential Revision: https://developer.blender.org/D16650
Rewrite of the Workbench engine using C++ and the new Draw Manager API.
The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.
The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)
To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.
Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)
Reviewed By: fclem
Maniphest Tasks: T101619
Differential Revision: https://developer.blender.org/D16826
This adds the following operators to edit mode:
- `select_all`
- `select_random`
- `select_end`
Differential Revision: https://developer.blender.org/D17047
This adds a new `Interpolate Curves` node. It allows generating new curves
between a set of existing guide curves. This is essential for procedural hair.
Usage:
- One has to provide a set of guide curves and a set of root positions for
the generated curves. New curves are created starting from these root
positions. The N closest guide curves are used for the interpolation.
- An additional up vector can be provided for every guide curve and
root position. This is typically a surface normal or nothing. This allows
generating child curves that are properly oriented based on the
surface orientation.
- Sometimes a point should only be interpolated using a subset of the
guides. This can be achieved using the `Guide Group ID` and
`Point Group ID` inputs. The curve generated at a specific point will
only take the guides with the same id into account. This allows e.g.
for hair parting.
- The `Max Neighbors` input limits how many guide curves are taken
into account for every interpolated curve.
Differential Revision: https://developer.blender.org/D16642
The name SAFE_AREAS_OT_preset_add lead to "Safe Areas" having it's own
section in the operator API docs. Name CAMERA_OT_safe_areas_preset_add
instead. Keep "safe_areas" as the preset directory for users with
existing presets.
The background evaluation samples the sky discretely, so if the sun is
too small, it can be missed in the evaluation. To solve this, the sun is
ignored during the background evaluation and its contribution is
computed separately.
The lookup table method on CPU and the numerical root finding method on
GPU give quite different results. This commit deletes the Beckmann lookup
table and uses numerical root finding on all devices. For the numerical
root finding, a combined bisection-Newton method with precision control
is used.
Differential Revision: https://developer.blender.org/D17050
wi is the viewing direction, and wo is the illumination direction. Under this notation, BSDF sampling always samples from wi and outputs wo, which is consistent with most of the papers and mitsuba. This order is reversed compared with PBRT, although PBRT also traces from the camera.
The Grease Pencil Material Popover currently has a color picker
for the Stroke of a Material using Solid style, but not one for
a Fill using Solid style.
With the default Grease Pencil Materials, the current
popover only shows the Stroke color for the grey "Solid Fill"
material (which doesn't have its Stroke enabled) instead of
the more useful Fill color.
This patch shows a Stroke color picker when the Material
has Stroke enabled and the style is Solid.
This is the same for the Fill.
Reviewed By: antoniov, mendio
Differential Revision: https://developer.blender.org/D17004
This fixes the UI alignment issues that were introduced by {D12815} with the addition of the boolean custom properties.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D17012
A proper boolean custom property type is commonly requested. This
commit simply adds a new `IDP_BOOLEAN` type that can be used for
boolean and boolean array custom properties. This can also be used
for exposing boolean node sockets in the geometry nodes modifier.
I've just extended the places existing IDProperty types are used, and
tested with the custom property edit operator and the python console.
Adding another IDProperty type is a straightforward extension of the
existing design.
Differential Revision: https://developer.blender.org/D12815
The menus are growing too large. This patches move some categories under
sub-menus, and shuffle some entries around.
We already had sub-categories split by separators. This change now
goes a step further and embrace 3-level menus.
Inspired by the "Simpler Add Menu" add-on by Quackers (waiting to hear
back to know Quackers real name).
Inspired by the "Simpler Add Menu" add-on by Alfonso Martinez II.
Differential Revision: https://developer.blender.org/D16993
In case there is only 1 key on the FCurve,
the operator can run into a situation where it divides by 0.
It now skips the curve in that case
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16982
Ref: D16982
Added an extrude mode enum to the trim operators to
control extrusion: "project" and "fixed." "Fixed" just
extrudes along a fixed normal and is the new default.
An apostrophe should not be used because it is not a mark of plural,
even for initialisms. This involves mostly comments, but a few UI
messages are affected as well.
Differential Revision: https://developer.blender.org/D16749
Set origin and convert operator now accepts point cloud and new curve
object. But these operators were not added in context menu.
Support for set origin and convert operator was added in
rBadb4dd911b91, rB933d56d9e98d and rB2752a88478a8
Reviewed by: HooglyBoogly
Differential Revision: https://developer.blender.org/D16939
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
This patch moves the realtime compositor out of experimental. See
T99210.
The first milestone is finished with regards to implementing most
essential nodes for single pass compositing. It is also now documented
in the manual and no major issues are known.
Differential Revision: https://developer.blender.org/D16891
Reviewed By: Clement Foucault
The "While Held" option from the Pose Propagate Operator
doesn't do anything meaningful.
After talking with the Animation Module it was decided to remove it.
In code it was called `POSE_PROPAGATE_SMART_HOLDS`
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16771
Ref: D16771
Added a new operator that aligns selected keys on an exponential curve
Revied by Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9479
Ref: D9479
When pasting nodes with the shortcut or the context menu, place the
center of the selected nodes at the same position as the mouse cursor.
This should save time, and is more intuitive because the new nodes are
actually visible.
Based on a patch by Juanfran Matheu (@jfmatheu).
Differential Revision: https://developer.blender.org/D10787
There are two underlying issues which got uncovered by the report:
First, is that the poll() function for the operator was using legacy
API which is on its way of removal in the next major version release.
This part is fixed in this patch based on a patch provided by Philipp
Oeser (P3389) with the modification that the `clip` is not accessed
prior to None check. Ended up in a bit annoying one-liner, the entire
function could be refactored to use early returns.
The second issue is that the Python access to the legacy property
was wrong: need to access camera reconstruction instead of accessing
deprecated DNA field.
It's confusing for users when the Dopesheet's Editor Buttons for Grease Pencil are greyed out.
{F14099985}
[[ https://blenderartists.org/t/cant-create-new-layers-in-grease-pencil-dopesheet/1353882 | Can’t create new layers in grease pencil dopesheet ]]
This is often because the 'Only Show Selected' filter is disabled. This 'requirement' does not seem to be necessary since the Dopesheet is already in Grease Pencil mode and there is an active Grease Pencil Object. It is also not apparent as to why so many Operators depend on it and unintuitive that it controls their function. The 'Only Show Selected' filter button is far away from the Operator buttons in the User Interface Header, so it's difficult to make the association.
If the 'Only Show Selected' IS absolutely required, I believe it should be closer to the DOPESHEET_HT_editor_buttons. Otherwise, I think the requirement should be removed.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D16885
This patch adds rename popup when using Y key to switch
active layer and choosing New layer in Draw mode.
It follows https://developer.blender.org/D15092, which introduced this
for moving selected strokes to layers in Edit mode.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D16877
Remove the option to display the real size of the cursor
and set as default. Now the cursor is displayed or not using
show_cursor option, but if it's displayed always use the real size.