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October 7, 2021, 03:59 (GMT)
Fix unitialized layer flag.
October 7, 2021, 03:47 (GMT)
Alembic: use GeometrySets in the modifier

This uses GeometrySets to import data from Alembic cache. The main idea
is to easily extend the modifier's capabilities by directly generating
an object of the right type instead of always outputing a Mesh.

This will also make it much easier to use Alembic objects from Geometry
nodes until a Alembic node is available there, and can be considered a
first step to supporting such a node.

For meshes, nothing really changes.

For points, a PointCloud object is generated, which can also be used
inside of Geometry nodes. The radius information is also read now, as
well as arbitrary attributes.

For curves, the CurveEval is directly modified if the data did not
change. Otherwise, we keep the current behavior of modifying the
original Curve object and create a new CurveEval from it.
October 7, 2021, 01:33 (GMT)
Merge branch 'master' into sculpt-dev
October 7, 2021, 01:29 (GMT)
Alembic: generic attribute import

This adds support for reading arbitrary attributes from Alembic
archives.

This is for now only supported for meshes and point clouds (as it reuses
the CDStreamConfig from the Mesh), although it is being made generic
with the usage of an ID and Blender's attribute API. Attributes are
added either on points, face corners, or faces depending on their
original scope.

In order to choose which attributes to load, parameters are added to let
users input the names of the attributes. The names have to be comma
separated, and are segregated by domain (point, face, face corners). A
wildcard (*) can be used to load every attribute of the domain.

Since some software export vector or color attributes as a flat array of
floats, a mechanism to remap attributes is added and accessible through
the user interface. Remapping is only available for float and double
types. The arrays can be remapped to UV maps, vertex colors, float2,
float3, color types, and vertex groups.

Supported attribute types are bool, int, float, 2D & 3D vectors, uvs,
and colors, as well as double precision versions of those.
October 7, 2021, 01:26 (GMT)
Sculpt: Add plane mode for draw sharp brush
October 6, 2021, 20:35 (GMT)
Sculpt: fix nasty radius symmetry bug

* Brush radius wasn't being calculated correctly if symmetry was on.
* Unnessed SCULPT_run_commandlist, it now calls
do_symmetrical_brush_actions instead of the reverse.
* Renamed MDynTopoVert to MSculptVert. Old name didn't
make sense given that all three PBVH types now use it.
Mercifully it's never saved in files, and even if it
somehow was saved the CD file loading code checks for
that.
October 6, 2021, 18:09 (GMT)
Many fixes and code cleanups
October 6, 2021, 16:24 (GMT)
Small tweaks to panels

October 6, 2021, 15:39 (GMT)
Hide unsupported features

October 6, 2021, 15:17 (GMT)
Move GPStyle pass_index to Material

This was duplicated
October 6, 2021, 15:07 (GMT)
Changes in Material panels

October 6, 2021, 14:05 (GMT)
Revert different types of materials creation

October 6, 2021, 12:49 (GMT)
Geometry Nodes: Separate + Delete Geometry for fields

Delete Geometry:
This adds a copy of the old node in the legacy folder and updates the node to
work with fields. The invert option is removed, because it something that should
be very easy with fields, and to be consistent with other nodes which have a
selection. There is also a dropdown to select the domain, because the domain
can't be determined from the field input. When the domain does not belong on
any of the components an info message is displayed.

{F10416062}

Separate Geometry:
A more general version of the old Point Separate node. The "inverted" output is the
same as using the delete geometry node.

{F10518721}

Possible things to change:
- The name of the outputs of the Separate Geometry node
- Add option for "smooth" {D10979} . This is probably best for a dedicated node since it only applies to meshes.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12574
October 6, 2021, 10:52 (GMT)
Version bump: 2.93.6-rc
October 6, 2021, 10:10 (GMT)
Sculpt: fix multi-res crash
October 6, 2021, 10:09 (GMT)
Merge branch 'eevee-rewrite' into temp-eevee-gpencil-rewrite
October 6, 2021, 10:08 (GMT)
EEVEE: Fix double Stroke color in Panel

The stroke color was displayed in the side panel and this must be used only in 3D View.
October 6, 2021, 09:49 (GMT)
Animation: support filtering for curves that don't match the action cycle.

Since the looping behavior is defined per curve rather than at
action level, it is possible for curve loop periods to get out of
sync with each other. This commit adds an option to compare curves
against the frame range specified in the action, and treat any
mismatches as errors for the purpose of F-Curve filtering.

When enabled, the check verifies that curves within the action
have valid cyclic extrapolation, the action period evenly
divides by the curve period (since a curve looping at e.g. half
of the action period length still repeats in sync with the action),
and the end values match if the cycle is supposed to be perfect.

Differential Revision: https://developer.blender.org/D11803
October 6, 2021, 09:49 (GMT)
Force Fields: implement new true power and custom falloff options.

The 'power' falloff option in Blender force fields does not actually
generate a true power falloff function, as pointed out in D2389.
However, that patch adds a special 'gravity' falloff option to Force
fields, without addressing the shortcoming in the common options.

The reason for not using the true curve in the options, as far as
one can tell, is that the power curve goes up to infinity as the
distance is reduced to 0, while the falloff options are designed
so that the maximum value of the curve is 1.

However, in reality forces with a power falloff don't actually go
to infinity, because real objects have a nonzero size, and the force
reaches its maximum at the surface of the object. This can be used
to integrate an option to use a true power falloff with the design
of falloff settings, if it requires a nonzero 'minimum' distance
to be set, and uses a curve that reaches 1 at that distance.

Since this is adding a new feature to the minimum distance value,
it is also a good opportunity to add a feature to the maximum
distance. Specifically, the new options can be used to apply
arbitrary brush-style falloff curves between min and max,
including a fully custom curve option. When used together with
power falloff, the two curves are multiplied together.

While the true power option allows creating more physically
correct forces, the custom curves aid artistic effects.

Differential Revision: https://developer.blender.org/D8075
October 6, 2021, 09:49 (GMT)
Depsgraph: connect up drivers on various physics properties.

It seems drivers for physics properties weren't being linked to
evaluation nodes. This connects settings used by modifiers
to Geometry; particle settings and rigid body data to Transform
which seems to contain rigid body evaluation; and force fields
to object Transform, since fields can exist on empties.

Differential Revision: https://developer.blender.org/D10088
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021