Part of T70240
This is the initial implementation of Weld Modifier.
New features will be added later.
ToDo:
- Seams: restrict welding to vertices along boundary edges.
- Edge Collapse: collapse edges below the length threshold.
- New icon.
- Some customdata are not being correctly interpolated.
Differential Revision: https://developer.blender.org/D6383
Viewport: Disable Clipping For EEVEE and External Renderers
Currently it is possible that, when using viewport clipping, the display and tools communicate
different information to the user then the renderer does. The reason is
that the renderer does not support viewport clipping. Both EEVEE and
Cycles do not support it.
This patch will disable the clipping in all the tools and drawing code
when the viewport drawing mode is `Material Preview` or `Rendered`.
This patch introduces a `RV3D_CLIPPING_ENABLED` util that checks if
clipping is enabled for the given `rv3d` and `v3d`. Also in places where
it was needed we added the `ViewContext` as a carrier for the `View3D`
and `RegionView3D`.
There are a few areas in the tooling (select, projection painting) that
still needs to be tackled after this patch.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6047
Scale Cage was using the same shortcut as Insert Scale Keyframe (Shift-R)
This isn't neccessary anyway since you can use the same key to cycle the tools.
Fix for T72309. The crash was caused by a missing check of the draw state, which resulted in dereferencing of a null pointer.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6380
The `DEG_depsgraph_query.h` file uses the `ITER_BEGIN` and `ITER_END`
macros defined in `BLI_iterator.h` without including that header.
No functional changes.
In the current OpenCL implementation we have a work-around for platforms
that didn't support NULL pointers. We used to replace all NULLs and
empty arrays with a pointer to a single byte on the OpenCL Device.
During investigation of {T65924} it was asked to remove this work-around
for testing. This change improves the render times.
SCENE | BEFORE | AFTER
--------------------+--------+-------
bmw27 | 108 | 89
barbershop_interior | 867 | 673
classroom | 270 | 173
fishy_cat | 244 | 196
koro | 249 | 207
pavillon_barcelona | 582 | 414
Note that this change does not fix T65924 it just improves the
rendering performance for OpenCL. We haven't tested this patch on all
platforms so we should keep an eye out on the tracker.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6391
Updates blender subversion in order to properly handle recent userdef theme changes.
Differential Revision: https://developer.blender.org/D6388
Reviewed by Campbell Barton
This seems to only affect some drivers. Rendering to multiple targets
without all output variables defined seems to be undefined behavior.
Thanks to gaiaclary for reporting on blendercoders.
Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.
Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.
Implemented by Lukas, with tweaks by Brecht.
Differential Revision: https://developer.blender.org/D4837
Steps to reproduce were:
* Change File Browser display mode to fullscreen in Preferences
* File > Save As (make sure existing .blend is selected)
* File > Open
The file name would still be shown in red and the + and - icons would be
visible, which should only be the case for saving files, not opening.
Note that this change makes all `FileSelectParams.flag` values be reset
on re-opening a File Browser, which *may* in fact cause other issues.
It's easy to fix those though, and I'd prefer properly resetting the
flags and only keeping specific ones in that case.
Issue likely caused by 8b31f6fb21.
With this, initializing the toolsystem (e.g. for a new workspace-scene
combination) would skip the entire create->initialize routine for
image/texture painting settings. Reason being that these are not
allocated, unlike other paint settings. So while correctly skipping the
create part, it also skipped the initialization, which was still needed.
This does further changes in related code to avoid NULL pointer
accesses.
The issue is that `something.path_resolve('"custom_property"')` raises a
`ValueError` when the custom property is set to `None`. Since `None`
cannot be stored in a keyframe anyway, the property is now silently
skipped. Not having an explicit value is the closest we can get to
`None`. This of course breaks when the value should be `None` in between
not-`None` values, but I would consider that as a problem with the rig,
and not something Blender can fix.
To follow the standard conventions, the simplify options for grease pencil are inverted now, so to disable the file, uncheck the fill option and not as before that must be checked..
Before it was confusing because the simplify was activated checking the option and this was opposite to the mesh simplify options.
The result of normalising the bone vector wasn't checked, so it resulted
in a zero-length vector being multiplied with the desired length. Choosing
an arbitrary vector prevents the bone being 'stuck' at zero length.
Thanks @mano-wii for the patch.
The edit overlays were drawn dispite of the global hide overlays toggle.
This patch checks the global hide overlay toggle to see if it needs to draw
these overlays.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6371
This can be used to make closed surfaces behave more like a soft body.
Reviewed By: Jacques Lucke
Differential Revision: http://developer.blender.org/D5788
When size pressure is enabled, the radius may not be enough to sample
any vertices to calculate the area normal. This lead to a vector 0 plane
and a division by 0 when calculating the signed distance to the plane,
which produces a NaN that was being written to the vertex coordinates.
Reviewed By: brecht
Maniphest Tasks: T72006
Differential Revision: https://developer.blender.org/D6326
This commit fixes 3 bugs:
- Fix the crash reported in T72054. The BMesh elem table and the vd.no was null, so we now ensure that the table exists before running any sculpt tool in dyntopo. The relax function also uses vd.fno in case that vd.no is not available.
- Fix missing updates of the bounding boxes when running the mesh filter. This can be optimized by running the updates only when the filter finishes. Without this, it is impossible to sculpt the user modifies the mesh too much with the filter.
- Fix incorrect solution of relax vertex when using EEVEE. Relaxing the mesh requires the updated normals after each iteration. This was done by the PBVH rendering code, but when running EEVEE it was using incorrect normals. Now normals are updated after each iteration.
Reviewed By: brecht
Maniphest Tasks: T72054
Differential Revision: https://developer.blender.org/D6333
Some other areas in the brush code outside sculpt mode assume that
pressure is multiplied directly on top of the initial size. This patch
calculates the pixel radius correctly using the brush size from sculpt
mode to get the dyntopo detail size.
When the new brush input system is in place, all these values will come
directly from the brush input code with all the custom curves applied
per brush, so all paint modes will have a correct brush behavior and all
this sculpt mode specific code won't be necessary.
Reviewed By: jbakker
Maniphest Tasks: T72092
Differential Revision: https://developer.blender.org/D6339
The old mask brush implementation was adding the brush value to the
previous vertex mask value and clamping the result. This leads to
visible artifacts in the mask gradient as the value approaches 0 or 1,
so it was not possible to paint a smooth mask with this brush.
Now we are also multiplying by the previous mask value before clamping,
fixing all those gradient artifacts.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6341
This adds compaction support for OptiX acceleration structures, which reduces the device memory footprint in a post step after building. Depending on the scene this can reduce the amount of used device memory quite a bit and even improve performance (smaller acceleration structure improves cache usage). It's only enabled for background renders to make acceleration structure builds fast in viewport.
Also fixes a bug in the memory management for OptiX acceleration structures: These were held in a dynamic vector of 'device_memory' instances and used the mem_alloc/mem_free functions. However, those keep track of memory instances in the 'cuda_mem_map' via pointers to 'device_memory' (which works fine everywhere else since those are never copied/moved). But in the case of the vector, it may decide to reallocate at some point, which invalidates those pointers and would result in some nasty accesses to invalid memory. So it is not actually safe to move a 'device_memory' object and therefore this removes the move operator overloads again.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6369