Adds a new "Ui Asset Shelf" template to the script editor, demonstrating
how scripts can register own asset shelves. The asset shelf is designed
as a new standard UI element that add-ons, application templates and the
like can use, so this is useful. It's also useful as a quick way to test
and customize the asset shelf.
The script is only available in the UI if the "Asset Shelf" experimental
feature is enabled in the Preferences.
With the "Extended Asset Browser" and "Asset Shelf" experimental
features enabled, an asset shelf will now be displayed in sculpt mode.
This is useful for testing and development for the brush assets project,
see #101895.
Approved as part of #104831, then split off as separate commit.
The previous commit introduced all the basic bits and pieces necessary
to support asset shelves as experimental feature, but didn't actually
add support for any specific editor. With this commit asset shelves can
be registered in 3D Views, which should soon be used by the Pose Library
add-on to replace its previous UI in the sidebar (see
blender/blender-addons#104546). Note that until then, there will still be no
actual asset shelf to display.
Also adds:
- Toggle to hide/unhide the asset shelf under "View" -> "Asset Shelf"
- 3D View theme settings for the asset shelf regions.
None of the changes are visible if the experimental option for the asset
shelf is not enabled.
Approved as part of #104831, then split off as separate commit.
Pull Request: #110767
No user visible changes expected, except of new experimental feature
option.
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This introduces asset shelves as a new standard UI element for accessing
assets. Based on the current context (like the active mode and/or tool), they
can provide assets for specific workflows/tasks. As such they are more limited
in functionality than the asset browser, but a lot more efficient for certain
tasks.
The asset shelf is developed as part of the brush assets project (see #101895),
but is also meant to replace the current pose library UI.
Support for asset shelves can quite easily be added to different editor types,
the following commit will add support for the 3D View. If an editor type
supports asset shelves, add-ons can chose to register an asset shelf type for
an editor with just a few lines of Python.
It should be possible to entirely remove `UILayout.asset_view_template()` once
asset shelves are non-experimental.
Some changes are to be expected still, see #107881.
Task: #102879
Brush asset workflow blog post: https://code.blender.org/2022/12/brush-assets-workflow/
Initial technical documentation: https://developer.blender.org/docs/asset_system/user_interface/asset_shelf/
Pull Request: #104831
"Tool" is a more friendly word with mostly the same meaning within
Blender. Eventually it should be possible to create active tools with
node groups anyway, so the distinction isn't even helpful.
See #101778
Implement capture point bias. This offsets the capture
points to reduce the amount bad capture locations (i.e.:
inside objects, near walls etc...).
Two new parameters are added:
- Capture Surface Bias: Ensure a minimum distance between
capture points and surrounding geometry. This is expressed as the
relative distance between two capture point. Requires re-bake
to take effect.
- Capture Escape Bias: Moves capture points enclosed inside
objects above the nearest surface. This bias defines how far a
capture point can be moved for escaping the object. This is
expressed as the relative distance between two capture point.
Requires re-bake to take effect.
This is called virtual offset in the reference material.
A quick prepass runs before the baking to offset the samples away
from any surface that could potentially make bad samples.
In order to speedup the process, we create cluster list of surfels
near each irradiance grid point. This allow access to neighboring
surfels that can contribute to the virtual offset which should
never be more than half a cell wide.
Pull Request: https://projects.blender.org/blender/blender/pulls/110355
Implement invalid sample points filling. Improves invalid regions
but introduce light leak.
Grid sample points are considered invalid if they have a ratio of
front-face ray hit under the given threshold. This is a post-processing
pass on the baked lighting that fills dark regions produced by
invalid sample location (e.g.: inside walls) with valid neighbor
samples data.
Two new parameters are added:
- Dilation Threshold: Validity threshold under which grid samples are
considered invalid. Invalid samples will gather valid lighting data
from valid neighbors inside the dilation radius.
- Dilation Radius: Radius of the dilation process. Expressed in grid
sample distance.
The validity of each point is progressively refined just like the
lighting data during the baking process.
The dilation process is implemented as a post-processing pass during
the loading of the grid data into the irradiance atlas. This allows
live tweaking the dilation parameters.
Pull Request: https://projects.blender.org/blender/blender/pulls/110386
This is a full rewrite of the raytracing denoise pipeline. It uses the
same principle as before but now uses compute shaders for every stages
and a tile base approach. More aggressive filtering is needed since we
are moving towards having no prefiltered screen radiance buffer. Thus
we introduce a temporal denoise and a bilateral denoise stage to the
denoising. These are optionnal and can be disabled.
Note that this patch does not include any tracing part and only samples
the reflection probes. It is focused on denoising only. Tracing will
come in another PR.
The motivation for this is that having hardware raytracing support
means we can't prefilter the radiance in screen space so we have to
have better denoising. Also this means we can have better surface
appearance with support for other BxDF model than GGX. Also GGX support
is improved.
Technically, the new denoising fixes some implementation mistake the
old pipeline did. It separates all 3 stages (spatial, temporal,
bilateral) and use random sampling for all stages hoping to create
a noisy enough (but still stable) output so that the TAA soaks the
remaining noise. However that's not always the case. Depending on the
nature of the scene, the input can be very high frequency and might
create lots of flickering. That why another solution needs to be found
for the higher roughness material as denoising them becomes expensive
and low quality.
Pull Request: https://projects.blender.org/blender/blender/pulls/110117
Adaptation of the operator `ACTION_OT_keyframe_insert` to take into account grease pencil channels.
Grease pencil keyframes can now be inserted in blank mode, or in additive mode (duplicate the current frame in the new keyframe).
Two API functions were added :
* `add_duplicate_drawings` which copies the data of a drawing to creates a duplicate, and
* `insert_duplicate_frame` which creates a duplicate frame of an existing one either by copy or instance.
The additive mode option is also added to the UI.
The Layer method `frame_key_at` previously private was set to public.
Pull Request: https://projects.blender.org/blender/blender/pulls/110649
The Repeat Zone operator from the Geometry nodes Add Node -> Utilities
menu was not translated because it used the "Operator" translation
context, instead of the default context.
Since the function displaying the menu item, `add_repeat_zone()`, is
only ever called from the Utilities menu, and the label is specified
there as "Repeat Zone", we know in advance that it will have this
name.
For the same reason, this commit also simplifies the function which
creates the menu entry for simulation zones. This function is also
only called from the Simulation menu with a specific label using the
default context, so it should also use this one.
Pull Request: https://projects.blender.org/blender/blender/pulls/110644
Use instead of "'%s'" to avoid problems in the unlikely instance of
the strings containing characters that need escaping.
Also use a ternary operator instead of indexing a tuple.
Prefer the more generic exception type as it's possible exceptions
derive from this and not "Exception".
Also use the name 'ex' for exceptions instead of 'e'.
Dynamic topology drawing can now use the smooth status saved in each
edge. Because of that, the "Smooth Shading" draw option is unnecessary
and just adds confusion because of inconsistency between dynamic
topology drawing and other modes.
Fixes#109191
Pull Request: https://projects.blender.org/blender/blender/pulls/110548
## Overview
Much like node groups, or a VSE clip, when we duplicate we actually want a _linked_ duplicate. This PR updates the NLA key board for Duplicate linked to `Shift + D`, and Duplicate to `Alt + D`.
Additionally, update Tool tips to reflect duplicate vs linked duplicate.
Pull Request: https://projects.blender.org/blender/blender/pulls/110316
This implements the main aspects of changes to blendfile compatibility
as designed in #109151:
* Blender files which file minversion is newer than current Blender
executable won't be loaded at all.
* Blender files which file version is newer than current Blender will
triger systematic warning to user:
* In the status info bar (lower right corner in default UI).
* When attempting to save (overwrite) them.
This means that the file minversion becomes a hard limit, and not a
soft, warning-only as it used to be. Further more, forward compatibility
warning is now systematic (instead of depending on file minversion),
and more visible for users.
See also https://wiki.blender.org/wiki/Process/Compatibility_Handling
for details over the new policy.
Technically:
* Opening any file with a minversion newer than current Blender file one
now triggers an early abort, with an error message reported to the user.
This is handled by a new utils called from `blo_decode_and_check`.
* Any file newer than current Blender version sets a new
`has_forward_compatibility_issues` flag in Main struct at read time.
* Status bar info area is turned into a template, which uses this flag
to display special warning UI and tooltip when set.
* A new confirmation popup appears when user tries to save (overwrite)
such a 'newer' blendfile, stating potential loos of data, and
proposing by default to 'save as' instead.
* The 'quit unsaved' popup has also been updated to 'save as' instead of
'save' when the edited file is has potential forward compitibility
issues.
Part of #109151 (PR !110109).
Loading a blend file with unknown regions would raise an exception.
Also remove exception where channels were skipped when the attribute
isn't found as it's no longer needed.
When pressing N-key a pie menu is shown which can toggle regions,
typically the toolbar, sidebar and the header.
This supports toggling regions without having to add a separate shortcut
for each one.
The pie menu locations selected based on the region alignment.
See #107785.
In order to avoid navigation hotkey conflicts during transform
operations, this commit implements the "Transform Navigation with Alt"
option.
This option is enabled by default and makes navigation hotkeys require
the `Alt` key during a transforming in the 3D View.
Pull Request: https://projects.blender.org/blender/blender/pulls/109754
This replaces the trilinear interpolation with manually
placed samples to avoid most light leak.
Add two new parameters to bias the sampling position:
- Normal bias
- View bias
Move the irradiance smoothing parameter per grid.
Pull Request: https://projects.blender.org/blender/blender/pulls/110312
Implementation of the hard eraser for grease pencil.
The tool "cuts" the strokes, meaning it removes points that are inside the eraser's radius, while adding points at intersections between the eraser and the strokes.
Note that this does not implement the "Stroke" and "Dissolve" mode of the eraser yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/110063
This patch merges the two operators `Push Pose from Rest Pose`
and `Relax Pose from Rest Pose` into one
new operator `Blend Pose with Rest Pose`
The operator has a default range of -1/1 with a default of 0.
The functionality of `Relax Pose from Rest Pose` is on the positive axis
and `Push Pose from Rest Pose` on the negative.
This is a breaking change so ideal for 4.0
Pull Request: https://projects.blender.org/blender/blender/pulls/108309
Adds the UI for layer opacity in the layer panel.
Currently layer blending rendering is not implemented, so the last layer's opacity will affect all of the layers.
Pull Request: https://projects.blender.org/blender/blender/pulls/110177
The maximum OpenGL versions supported on mac
doesn't meet the minimum required version (>=4.3) anymore.
This removes all the OpenGL paths in GHOST
Cocoa backend and from the drop down menu in
the user preferences.
Pull Request: https://projects.blender.org/blender/blender/pulls/110185
Implementation of the smoothing operator for grease pencil strokes.
Works on `CurvesGeometry` position and other attributes, such as radius.
Based on the gaussian blur like algorithm in `BKE_gpencil_stroke_smooth_point` by Henrik Dick.
Pull Request: https://projects.blender.org/blender/blender/pulls/109635
This PR introduces baking reflective light from light probes. Light probes
are baked on the fly when the light probe data has changed. It doesn't update
directly when other scene data is changed in the viewport.
When doing image rendering the light probes are updated on each frame.
Currently the world probe and closest reflection probe are composited
together in shader. This allows different resolutions. We expect that we
eventually composite it before usage. This would improve the performance.
Unclear if we would support both compositing options eventually.
Pull Request: https://projects.blender.org/blender/blender/pulls/109909
Implements the Butterworth Filter
(https://en.wikipedia.org/wiki/Butterworth_filter) for smoothing FCurves.
This filter is ideal for smoothing dense data, like motion capture recordings.
It has the advantage of keeping the shape of the curve
intact while reducing minimal fluctuations.
The disadvantage is the impulse response has a twang,
meaning extreme spikes cause fluctuations to either side.
The implementation is based on the GPL code found here:
https://exstrom.com/journal/sigproc/dsigproc.html
In order to avoid phase shifting, the filter is run forward and backward,
effectively doubling the filter order.
The Redo panel offers the following options
* Frequency Cutoff: 0-n value, where 0 means it cuts everything
so the curve will become straight, the max value is the Nyquist frequency
and depends on the frame rate and the "Samples per Frame" option
* Filter Order: Higher values mean the frequency cutoff is steeper
* Samples per Frame: Before the filter is applied, the curve is resampled
at this interval to avoid errors when there are uneven spaces between frames.
If the keys are on subframes, e.g. a 60fps file in a 30fps scene, increase this value to 2
* Blend: 0-1 value to blend between the original curve and the filter result
* Blend In/Out: The number of frames at the start and end for which
to blend between the filtered and unfiltered curve.
This can help reduce any resulting jumps in the animation at the selection border
The operator can be called from the Key menu. (Key->Smooth->Butterworth Smooth)
Pull Request: https://projects.blender.org/blender/blender/pulls/106952
Move the node previews to the overlay region, atop each node.
It allows nodes to keep the same size when the preview is toggled,
which is more convenient for large nodes and large nodetrees.
The preview has to be drawn from `node_draw_extra_info_panel`
because there could be overlapping between info text and the preview.
When the node is out of the view, it also has to make sure that the
preview is also out of the view before exiting the draw function.
Pull Request: https://projects.blender.org/blender/blender/pulls/108001
When the selection mode in the Grease Pencil tool settings changes,
the selection domain of all curves in the active Grease Pencil object
has to change.
This PR handles that conversion. Point selections are converted to
curve selection and vice versa.
Note: this PR only takes care of selection modes 'Point' and 'Stroke'.
'Segment' mode is handled in a separate PR (#109221).
Pull Request: https://projects.blender.org/blender/blender/pulls/109964
This adds support for running a set of nodes repeatedly. The number
of iterations can be controlled dynamically as an input of the repeat
zone. The repeat zone can be added in via the search or from the
Add > Utilities menu.
The main use case is to replace long repetitive node chains with a more
flexible alternative. Technically, repeat zones can also be used for
many other use cases. However, due to their serial nature, performance
is very sub-optimal when they are used to solve problems that could
be processed in parallel. Better solutions for such use cases will
be worked on separately.
Repeat zones are similar to simulation zones. The major difference is
that they have no concept of time and are always evaluated entirely in
the current frame, while in simulations only a single iteration is
evaluated per frame.
Stopping the repetition early using a dynamic condition is not yet
supported. "Break" functionality can be implemented manually using
Switch nodes in the loop for now. It's likely that this functionality
will be built into the repeat zone in the future.
For now, things are kept more simple.
Remaining Todos after this first version:
* Improve socket inspection and viewer node support. Currently, only
the first iteration is taken into account for socket inspection
and the viewer.
* Make loop evaluation more lazy. Currently, the evaluation is eager,
meaning that it evaluates some nodes even though their output may not
be required.
Pull Request: https://projects.blender.org/blender/blender/pulls/109164
Clay strips was using it's own brush local matrix,
which wasn't quite compatible with texture matrices.
This could lead to brush textures not lining up with
the stroke dabs.
There was also a bug where the stroke was starting
20 pixels into the stroke, which is much higher than
necassary to derive the initial rake angle.
Notes:
* The clay strips brush now uses SCULPT_cube_tip_init
to calculate the local brush matrix.
* SCULPT_cube_tip_init now accepts custom brush location
and radius arguments.
* The mouse sample preroll used to calculate initial brush
rotation angle is now smaller than the update interval.
* Clay strips now supports tip_scale_x, which has also
been added to DNA defaults.
`use_ambient_occlusion` is a legacy property and not
connected to anything. The clip editor still write
to it for enabling the ambient occlusion renderpass.
This change will remove the legaccy option and
won't enable ambient occlusion pass anymore due
to visual and performance impact.
Pull Request: https://projects.blender.org/blender/blender/pulls/109783
At a glance, it can be hard to see if a Shape Key has been muted or not.
This change greys out all the UI elements, instead of just the current value number.
All the functionality still works the same, purely a visual change.
Pull Request: https://projects.blender.org/blender/blender/pulls/109857
All probes (including the world background probe) are stored in a single texture. Each probe
can be of any resolution as long as it is a power of 2 and not larger than 2048. So valid options
are (2048x2048, 1024x1024, 512x512, etc).
Each probe can be stored in their own resolution and can be set by the user.
> NOTE: Eventually we would like to add automatic resolution selection.
The probes are packed in an 2d texture array with the dimension of 2048*2048. The number of
layers depends on the actual needed layers. If more layers are needed the texture will be recreated.
This can happen when a new reflection probe is added, or an existing reflection probe is made visible
to the scene or its resolution is changed.
### Octahedral mapping
Probes are rendered into a cubemap. To reduce memory needs and improve sampling performance the cubemap
is stored in octahedral mapping space. This is done in `eevee_reflection_probe_remap_comp.glsl`.
The regular octahedral mapping has been extended to fix leakages at the edges of the texture
and to be able to be used on an atlas texture and by sampling the texture once.
To reduce sampling cost and improve the quality we add an border around the
octahedral map and extend the octahedral coordinates. This also allows us to
generate lower resolution mipmaps of the atlas texture using 2x2 box filtering
from a higher resolution.
### Subdivisions and areas
Probes data are stored besides the texture. The data is used to find out where the probe is stored
in the texture. It is also used to find free space to store new probes.
This approach ensures that we can be flexible at storing probes with different
resolutions on the same layer. Lets see an example how that works
Code-wise this is implemented by `ProbeLocationFinder`. ProbeLocationFinder can view a texture in a
given subdivision level and mark areas that are covered by probes. When finding a free spot it returns
the first empty area.
**Notes**
* Currently the cubemap is rendered with a fixed resolution and mipmaps are generated in order to
increase the quality of the atlas. Eventually we should use dynamic resolution and no mipmaps.
This will be done as part of the light probe baking change.
Pull Request: https://projects.blender.org/blender/blender/pulls/109688