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November 21, 2019, 22:00 (GMT)
Mantaflow: Updated build setup

Moved Manta source files to extern/ and adapted the updater script
November 21, 2019, 21:50 (GMT)
GPencil: Cleanup unused flags
November 21, 2019, 21:43 (GMT)
GPencil: Add missing Brush weight initialization
November 21, 2019, 21:35 (GMT)
GPencil: Fix struct padding after merge

November 21, 2019, 21:28 (GMT)
Merge branch 'master' into greasepencil-object

Conflicts:
release/datafiles/locale
release/scripts/addons
release/scripts/addons_contrib
source/blender/blenkernel/intern/scene.c
source/blender/blenloader/intern/versioning_280.c
source/blender/makesdna/DNA_brush_types.h
November 21, 2019, 21:18 (GMT)
Gpencil: Convert Sculpt and Weight Paint to Brushes

This commit convert the old hacked brushes for Sculpt and Weight paint into real Blender brushes.

All hacks have been removed and the weight paint mode has been separated from sculpt code.

New keymaps by tool also.

Related to T71711
November 21, 2019, 16:56 (GMT)
USD: Introducing USD support

This commit introduces an exporter to Pixar's Universal Scene
Description (USD) format.

- The USD libraries are expected to be in /opt/usd/, not yet built by
install_deps.sh. I'll work on that while this patch is under review.
- Only experimental support for instancing; by default all duplicated
objects are made real in the USD file. This is fine for exporting a
linked-in posed character, not so much for thousands of pebbles etc.
- This patch contains LazyDodo's fixes for building on Windows in D5359.

== Meshes ==

USD seems to support neither per-material nor per-face-group
double-sidedness, so we just use the flag from the first non-empty
material slot. If there is no material we default to double-sidedness.

Each UV map is stored on the mesh in a separate primvar. Materials can
refer to these UV maps, but this is not yet exported by Blender. The
primvar name is the same as the UV Map name. This is to allow the
standard name "st" for texture coordinates by naming the UV Map as such,
without having to guess which UV Map is the "standard" one.

Face-varying mesh normals are written to USD. When the mesh has custom
loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is
inspected to determine the normals.

The UV maps and mesh normals take up a significant amount of space, so
exporting them is optional. They're still enabled by default, though.
For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported
with UVs and normals, and 262 MiB without. We probably have room for
optimisation of written UVs and normals.

The mesh subdivision scheme isn't using the default value 'Catmull
Clark', but uses 'None', indicating we're exporting a polygonal mesh.
This is necessary for USD to understand our normals; otherwise the mesh
is always rendered smooth. In the future we may want to expose this
choice of subdivision scheme to the user, or auto-detect it when we
actually support exporting pre-subdivision meshes.

A possible optimisation could be to inspect whether all polygons are
smooth or flat, and mark the USD mesh as such. This can be added when
needed.

== Animation ==

Mesh and transform animation are now written when passing
`animation=True` to the export operator. There is no inspection of
whether an object is actually animated or not; USD can handle
deduplication of static values for us.

The administration of which timecode to use for the export is left to
the file-format-specific concrete subclasses of
`AbstractHierarchyIterator`; the abstract iterator itself doesn't know
anything about the passage of time. This will allow subclasses for the
frame-based USD format and time-based Alembic format.

== support for simple preview materials ==

Very simple versions of the materials are now exported, using only the
viewport diffuse RGB, metallic, and roughness.

When there are multiple materials, the mesh faces are stored as geometry
subset and each material is assigned to the appropriate subset. If there
is only one material this is skipped.

The first material if any) is always applied to the mesh itself
(regardless of the existence of geometry subsets), because the Hydra
viewport doesn't support materials on subsets. See
https://github.com/PixarAnimationStudios/USD/issues/542 for more info.

Note that the geometry subsets are not yet time-sampled, so it may break
when an animated mesh changes topology.

== Hair ==

Only the parent strands are exported, and only with a constant colour.
No UV coordinates, no information about the normals.

== Camera ==

Only perspective cameras are supported for now.

== Particles ==

Particles are only written when they are alive, which means that they
are always visible (there is currently no code that deals with marking
them as invisible outside their lifespan).

Particle-system-instanced objects are exported by suffixing the object
name with the particle's persistent ID, giving each particle XForm a
unique name.

== Instancing/referencing ==

This exporter has experimental support for instancing/referencing.

Dupli-object meshes are now written to USD as references to the original
mesh. This is still very limited in correctness, as there are issues
referencing to materials from a referenced mesh.

I am still committing this, as it gives us a place to start when
continuing the quest for proper instancing in USD.

== Lights ==

USD does not directly support spot lights, so those aren't exported yet.
It's possible to add this in the future via the UsdLuxShapingAPI. The
units used for the light intensity are also still a bit of a mystery.

== Fluid vertex velocities ==

Currently only fluid simulations (not meshes in general) have explicit
vertex velocities. This is the most important case for exporting
velocities, though, as the baked mesh changes topology all the time, and
thus computing the velocities at import time in a post-processing step
is hard.
November 21, 2019, 16:42 (GMT)
Merge remote-tracking branch 'origin/master' into wip-ctest-blenloader
November 21, 2019, 16:30 (GMT)
USD: Explicit default values for exported mesh attributes

Mesh attributes make up the USD mesh data, so contain the vertices,
loops, face vertex counts, etc. By explicitly passing default values for
those, the USD library will only write those values once when they don't
change from frame to frame.
November 21, 2019, 16:27 (GMT)
Cleanup: DRW: Remove unused GPUBatches from Shape cache
November 21, 2019, 16:27 (GMT)
Cleanup: DRW: Remove Hack of skinroot rendering
November 21, 2019, 16:25 (GMT)
DRW: Fix an issue with instanced rendering and base_instance

Batches that are meant to be drawn with instancing cannot use ModelMatrix
indexing and must rely on the uniform (legacy) way.

Using the BaseInstance indexing would shift the instance attributes
received by the vertex shader which is not what we want in this case.
November 21, 2019, 15:22 (GMT)
Updates from review (var naming mostly).
November 21, 2019, 14:55 (GMT)
Merge branch 'master' into functions
November 21, 2019, 14:42 (GMT)
simplify some code
November 21, 2019, 14:38 (GMT)
Merge branch 'master' into tmp-task-foreach-pool
November 21, 2019, 14:33 (GMT)
Fix T71583: Liquid domains with missing origin offset
November 21, 2019, 14:12 (GMT)
remove unused code
November 21, 2019, 14:10 (GMT)
cleanup nodes mapping
November 21, 2019, 13:46 (GMT)
cleanup
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021