Blender Git Commit Log

All Blender Git commits.

Page: 1770 / 8462

March 18, 2020, 12:16 (GMT)
GPencil: Remove duplicated Mode parameter from Color Subpanel in Vertex Paint

This parameter is now at Brush level, so it was duplicated in the Color panel.
March 18, 2020, 12:10 (GMT)
Cleanup: Rename variables
March 18, 2020, 12:06 (GMT)
GPencil: Remove background to Dopesheet buttons

This was missing in previous commit.
March 18, 2020, 11:53 (GMT)
Fix BPY enum property definiton failing if items contain spaces

Mistake in 03a4d3c33f82, turns out this actually is called from BPY
(which I didn't think it was). So only error out during makesrna, not at
runtime.
March 18, 2020, 11:28 (GMT)
Cleanup: spelling
March 18, 2020, 10:23 (GMT)
Tests: add OpenVDB volume tests
March 18, 2020, 10:23 (GMT)
Volumes: add render settings for volume datablock

* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds

The last two are Cycles only currently.

Ref T73201
March 18, 2020, 10:23 (GMT)
Cycles: change volume step size controls, auto adjust based on voxel size

By default it will now set the step size to the voxel size for smoke and
volume objects, and 1/10th the bounding box for procedural volume shaders.

New settings are:
* Scene render/preview step rate: to globally adjust detail and performance
* Material step rate: multiplied with auto detected per-object step size
* World step size: distance to steo for world shader

Differential Revision: https://developer.blender.org/D1777
March 18, 2020, 10:23 (GMT)
Cycles: support for rendering of new Hair object prototype

Ref T68981
March 18, 2020, 10:23 (GMT)
Cycles: support rendering new Volume object type

Voxels are loaded directly from the OpenVDB grid. Rendering still only supports
dense grid, so memory usage is not great for sparse volumes, this is to be
addressed in the future.

Ref T73201
March 18, 2020, 10:23 (GMT)
Cycles: support for different 3D transform per volume grid

This is not yet fully supported by automatic volume bounds but works fine in
most cases that will have mostly matching bounds.

Ref T73201
March 18, 2020, 10:23 (GMT)
Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud

Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.

The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6955
March 18, 2020, 10:23 (GMT)
Objects: add Volume object type, and prototypes for Hair and PointCloud

Only the volume object is exposed in the user interface. It is based on OpenVDB
internally. Drawing and rendering code will follow in another commit.
https://wiki.blender.org/wiki/Source/Objects/Volume
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes

Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES
build option. These are unfinished, and included only to make it easier to
cooperate on development in the future and avoid tricky merges.
https://wiki.blender.org/wiki/Source/Objects/New_Object_Types

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6945
March 18, 2020, 10:23 (GMT)
UI: add new icons for Volume, Hair and PointCloud
March 18, 2020, 10:12 (GMT)
GPencil: Cleanup int comparisons
March 18, 2020, 09:19 (GMT)
GPencil: Invert Dopesheet icons to same order than properties panel
March 18, 2020, 08:55 (GMT)
Weight Paint: Implement a new Lock-Relative mode.

This check box alters how weights are displayed and painted,
similar to Multi Paint, but in a different way. Specifically,
weights are presented as if all locked vertex groups were
deleted, and the remaining deform groups normalized.

The new feature is intended for use when balancing weights within
a group of bones while all others are locked. Enabling the option
presents weight as if the locked bones didn't exist, and their
weight was proportionally redistributed to the editable bones.

Conversely, the Multi-Paint feature allows balancing a group of
bones as a whole against all unselected bones, while ignoring
weight distribution within the selected group.

This mode also allows temporarily viewing non-normalized weights
as if they were normalized, without actually changing the values.

Differential Revision: https://developer.blender.org/D3837
March 18, 2020, 03:21 (GMT)
Modifier: skip calling MOD_deform_mesh_eval_get

This is only needed in certain cases.

When testing performance improvements to the modifier stack
it's useful to bypass this function.
March 17, 2020, 21:23 (GMT)
Fix typo causing compile error with WITH_XR_OPENXR disabled
March 17, 2020, 20:42 (GMT)
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection

NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.

Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.

To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.

- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.

Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.

---------------

This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)

Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.

For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.

---------------

A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)

This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report

Differential Revisions: D6193, D7098

Reviewed by: Brecht Van Lommel, Jeroen Bakker
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021