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 |
Revision 0748444 by Wannes Malfait / Dalai Felinto (temp-geometry-nodes-delete-geometry-image-texture) 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. |
Revision 6f6e33e by Alexander Gavrilov 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 |
Revision 1e6de47 by Alexander Gavrilov 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 |
Revision 332b9ee by Alexander Gavrilov 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 |
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