March 16, 2021, 22:21 (GMT) |
Audaspace: porting minor improvements from upstream - NullDevice is now called None - Automatic choice of best available device. - Minor formatting, documentation and cmake fixes. |
March 16, 2021, 22:18 (GMT) |
Fix issues with automatic proxy building After merging patches and resolving conflicts, typo prevented correct operation. This uncovered crash on NULL dereference as well. |
March 16, 2021, 22:17 (GMT) |
Face Sets Topology: Initial working version |
March 16, 2021, 21:48 (GMT) |
Face Sets Topology: Initial loop iteration implementation (one side only) |
March 16, 2021, 21:35 (GMT) |
Geometry Nodes: Add initial version of mesh primitives This commit includes nodes to build the following primitives: - Cone - Cylinder - Circle - Cube - UV Sphere - Ico Sphere - Line - Plane/Grid In general the inputs are the same as the corresponding operators in the 3D view. **Line Primitive** The line primitive has two modes-- adding vertices between two end points, or adding vertices each at an offset from the start point. For the former mode, there is a choice between a vertex count and a distance between each point. **Plane Primitive** This commit includes the "Plane" and "Grid" primitives as one node. Generally primitives are named after the simpler form of the shape they create (i.e. "Cone" can make some more complex shapes). Also, generally you want to tweak the number of subdivisions anyway, so defaulting to plane is not an inconvenience. And generally having fewer redundant base primitives is better. **Future Improvements** A following patch proposes to improve the speed of the cylinder, cone, and sphere primitives: D10730. Additional possible future improvements would be adding subdivisions to the cube node and rings to the cone and cylinder nodes. Differential Revision: https://developer.blender.org/D10715 |
March 16, 2021, 21:28 (GMT) |
Face Sets Topology: Initial edge loop detection |
March 16, 2021, 21:21 (GMT) |
WIP: Add instances data to spreadsheets This commit does not currently compile, I'm pushing it so I can continue work on another computer. |
March 16, 2021, 21:09 (GMT) |
Merge remote-tracking branch 'origin' into compositor-anti-aliasing |
March 16, 2021, 21:05 (GMT) |
Compositor Anti-Aliasing: addressed comments from code review - Made node slightly larger to make text fit - Renamed "Local Contrast Adaptation Factor" to "Contrast Limit" - Removed unused enum - Style: added brackets around if - Style: Ran make format (excluded changes from unrelated files) |
March 16, 2021, 21:03 (GMT) |
Face Sets Topology: Initial commit |
March 16, 2021, 20:25 (GMT) |
Cleanup: Clang format |
March 16, 2021, 20:24 (GMT) |
Sculpt IPMask: Working exec callback for scripts |
March 16, 2021, 20:09 (GMT) |
GPencil: Add split operator for bezier strokes |
March 16, 2021, 20:05 (GMT) |
Sculpt IPMask: Refactor filter initialization |
March 16, 2021, 19:45 (GMT) |
Sculpt IPMask: Add direction property to the filter |
March 16, 2021, 19:42 (GMT) |
Sculpt IPMask: Start implementing exec callback |
March 16, 2021, 19:26 (GMT) |
Sculpt IPMask: Fix memory leak in step compute |
March 16, 2021, 19:04 (GMT) |
Merge branch 'master' into temp-lineart-contained |
March 16, 2021, 19:00 (GMT) |
Merge branch 'master' into sculpt-dev |
March 16, 2021, 18:59 (GMT) |
Grease Pencil: Add LineArt modifier This adds the LineArt grease pencil modifier. It takes objects or collections as input and generates various grease pencil lines from these objects with the help of the active scene camera. For example it can generate contour lines, intersection lines and crease lines to name a few. This is really useful as artists can then use 3D meshes to automatically generate grease pencil lines for characters, enviroments or other visualization purposes. These lines can then be baked and edited as regular grease pencil lines. Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola Differential Revision: https://developer.blender.org/D8758 |
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Master Commits
MiikaHweb | 2003-2021