June 18, 2021, 00:18 (GMT) |
USD Import: fixed typo in comment. |
June 18, 2021, 00:02 (GMT) |
USD Import: removed unused ImportSettings member. ImportSettings::vel_scale was unused and has bee removed. |
June 17, 2021, 22:22 (GMT) |
Fix T89233: Incorrect attribute remove warning for curves The curve attribute delete function didn't return whether it was successful or not. |
June 17, 2021, 21:36 (GMT) |
Cleanup: change name of function |
June 17, 2021, 21:29 (GMT) |
Fix some smaller review comments, WIP changes trying to implement different arg parsing |
June 17, 2021, 20:42 (GMT) |
Enable UMM addon by default. Added logic to enable the omni addon by default on startup and when initially setting user preferences. This appears to be working, but is probably not the officially sanctioned approach to set defaults, so this must be investigated further. |
June 17, 2021, 20:11 (GMT) |
Raycast geometry node. The //Raycast// node intersects rays from one geometry onto another. It computes hit points on the target mesh and returns normals, distances and any surface attribute specified by the user. A ray starts on each point of the input //Geometry//. Rays continue in the //Ray Direction// until they either hit the //Target Geometry// or reach the //Ray Length// limit. If the target is hit, the value of the //Is Hit// attribute in the output mesh will be true. //Hit Position//, //Hit Normal//, //Hit Distance// and //Hit Index// are the properties of the target mesh at the intersection point. In addition, a //Target Attribute// can be specified that is interpolated at the hit point and the result stored in //Hit Attribute//. Docs: D11620 Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D11619 |
June 17, 2021, 18:41 (GMT) |
Fix T89234: Gpencil Separate doesn't copy settings in Stroke/Point mode Some values were not copied from the old layer to the new one as Tint or Opacity factor. The error affected to Strokes and Point mode |
June 17, 2021, 17:39 (GMT) |
Merge branch 'master' into refactor-idprop-ui-data |
June 17, 2021, 16:39 (GMT) |
Geometry Nodes: Add Curve Subdivision Node This node creates splines with more control points in between the existing control points. The point is to give the splines more definition for further tweaking like randomization with white noise, instead of deforming a resampled poly spline with a noise texture. For poly splines and NURBS, the node simply interpolates new values between the existing control points. However, for Bezier splines, the result follows the existing evaluated shape of the curve, changing the handle positions and handle types to make that possible. The number of "cuts" can be controlled by an integer input, or an attribute can be used. Both spline and point domain attributes are supported, so the number of cuts can vary using the value from the point at the start of each segment. Dynamic curve attributes are interpolated to the result with linear interpolation. Differential Revision: https://developer.blender.org/D11421 |
June 17, 2021, 14:15 (GMT) |
Cycles X: Initial support for the constant time rendering Allows to limit render time, so that rendering will either happen until all samples are finished, or the given time limit is reached. Currently is only implemented for background and headless renders, as those seems to benefit the most. In the viewport would still like to investigate idea of keeping rendering until desired noise floor is reached before adding extra settings there. The usecases for the non-interactive (background, headless) renders includes: - Rendering a shot previews for movies. - Ensuring some "bogus" frames do not stall the render farm. - Allows to implement benchmark which will work reliable for both very powerful and weak hardware configurations (as an example, top-end GPUs and mobile GPUs) without requiring to wait forever on a non-powerful hardware. One of the tricky parts which is not solved in this version yet is support of constant time rendering with multiple big tiles. However, support of big tiles will be an addition on top of the existing code as some sort of time limit would need to be enforced for every tile (in other words, support of constant time render for multiple tiles will be implemented on a higher level). Differential Revision: https://developer.blender.org/D11526 |
June 17, 2021, 13:25 (GMT) |
Cycles X: Re-arrange sampling panel More explicit separate viewport from render settings. Makes it easier and more clear to add settings which are only for preview or only for the final render. | Before | After | | {F10177700} | {F10177701} | Among other thngs removed unused CYCLES_RENDER_PT_sampling_total. Think better would be to call draw_samples_info for both viewport and render samples. Differential Revision: https://developer.blender.org/D11633 |
June 17, 2021, 13:23 (GMT) |
Geometry Nodes: support minimum twist normal mode The minimum twist mode is important because it allows creating normals without sudden changes in direction. The disadvantage of minimum twist normals is that the normals depend on all control points. So changing one control point can change the normals everywhere. The computed normals do not match the existing code exactly, although they do match quite well on non-cyclic and on some cyclic curves. I also noticed that the existing implementation has some fairly simple failure cases that I haven't found in the new implementation so far. Differential Revision: https://developer.blender.org/D11621 |
June 17, 2021, 12:49 (GMT) |
LineArt: Larger upper limit for smooth tolerance. |
June 17, 2021, 12:35 (GMT) |
Merge branch 'master' into soc-2021-vse-strip-thumbnails |
June 17, 2021, 11:40 (GMT) |
Geometry Nodes: fix ownership issue in spline to points conversion Previously, `VArray_For_SplineToPoint` did not take ownership of the virtual array leading to use-after-free errors. |
June 17, 2021, 09:49 (GMT) |
Fix Cycles X shadow catcher artifacts Were caused by matte object appearing in the division process. This change makes it so the matte object is removed from the combined pass before division, which solves artifacts caused by anti-aliasing (the matte "bleeds" into the shadow catcher and produces artifacts around the rim). Additionally made certain parts more explicit and better documented. Test file: {F10177353} | Before | After | | {F10177355} | {F10177358} | Differential Revision: https://developer.blender.org/D11632 |
June 17, 2021, 09:27 (GMT) |
Merge branch 'master' into geometry-nodes-unnamed-attributes |
June 17, 2021, 08:43 (GMT) |
Geometry Nodes: improve node locking in evaluator This makes the parts where a node is locked more explicit. Also, now the thread is isolated when the node is locked. This prevents some kinds of deadlocks (which haven't happened in practice yet). |
June 17, 2021, 08:42 (GMT) |
Merge branch 'master' into soc-2021-uv-editor-improvements |
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Master Commits
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