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, 19:22 (GMT) |
Fix Windows Build I forgot to change the old BLI_task functions for the new BKE_pbvh functions in Topology Slide/Relax. |
November 21, 2019, 18:06 (GMT) |
Sculpt: Invert Scrape to Fill After adding normal radius, the main use of the Scrape brush is to create flat surfaces with sharp edges. In that case, it does not make sense to have our current "Peaks" version of the brush as its inverted version. The correct inverted version of Scrape for this use case is the Fill brush. This way you can use this tool to crease both concave and convex sharp edges and to fix the artifacts one version produces with its inverted version. I think we should merge these two tools into one, but for now, this solution keeps compatibility with the old behavior. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6022 |
November 21, 2019, 17:58 (GMT) |
Sculpt: Topology Slide/Relax This commit implements the Topology Slide/Relax brush and the Relax mesh filter. These tools are designed to move the topology on top of the mesh without affecting the volume. The Topology Slide/Relax brush slides the topology of the mesh in the direction of the stroke. When pressing shift, it has an alternative smooth mode similar to the Relax Brush in the sculpt branch. It should be way more stable and produce fewer artifacts. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6059 |
November 21, 2019, 17:39 (GMT) |
Pose brush: Smooth Iterations Brush Property The smooth iterations of the pose factor were hardcoded to 4. This works fine in most situations when you are posing a low poly mesh, which is the main use case of this tool. I added the smooth iterations as a brush property in case you need to pose a high poly mesh directly without producing artifacts. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6157 |
November 21, 2019, 17:25 (GMT) |
Sculpt: Mask Slice This operator is similar to Mask Extract, but it deletes the masked points on the original mesh and fills the holes. This can be useful for quickly trimming or splitting an object. This is not meant to be the main trimming tool of sculpt mode. I plan to have a set of trimming tools based on geometry booleans (trim box, lasso, line, bisect...) but in some cases doing a mask selection is more convenient. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6160 |
November 21, 2019, 17:16 (GMT) |
Sculpt: Multiplane Scrape Brush The Multiplane Scrape brush creates sharp edges with a given fixed angle by trimming the mesh with two planes in local space at the same time. When working with stylized or hard surface models, this brush produces way better results and is more predictable than any other crease/flatten brush based on curves and alphas. It is also the first brush we have than can produce hard surface concave creases. The Multiplane Scrape Brush also has a dynamic mode where it samples the surface to fit the angle and scrape planes during a stroke. With this mode enabled you can sculpt multiple times over the same edge without creating artifacts. It can also create creases that change between concave and convex during the same stroke. The behavior of this brush will improve after merging patches like D5993 and its behavior in concave creases can still be improved, so I will keep tweaking its parameters and default values once we have all brush properties available. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6174 |
November 21, 2019, 17:10 (GMT) |
Bones: implement a new Aligned Inherit Scale mode. Implement one more way of inheriting scale from the parent bone, as an addition to the choices introduced in D5588. This new mode inherits parent scale as if the parent and child were not rotated relative to each other, always applying parent X scale to child X scale and so forth. It is quite natural for connected bone chains with coherent roll, like limbs or tentacles, falling roughly between Average and Fix Shear in how closely the parent scaling is followed. Currently this can be achieved by using Inherit Scale: None plus a Copy Scale with Offset from parent on the child; however, this is cumbersome, and loses the distinction between true local and inherited scale in the child's Local space. This new mode also matches how the Before/After Original mix modes work in the Copy Transforms constraint. On the technical side this mode requires adding a right side scale matrix multiplication into the Local<->Pose conversion, in addition to the existing two left side matrices used for location and orientation. Differential Revision: https://developer.blender.org/D6099 |
November 21, 2019, 17:04 (GMT) |
Sculpt: Enable symmetrize operator with Dyntopo disabled After refactoring the mirror modifier and supporting geometry modifications with PBVH_FACES this operator can be easily implemented without Dyntopo. i The symmetrize button and options are still in the Dyntopo pannel. There are patches like doing multiple modifications in the Sculpt mode UI, so we need to find a way to organize this better. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6180 |
November 21, 2019, 17:04 (GMT) |
Sculpt: New Clay Brush The previous Clay brush was similar to flatten. Now it has a different plane calculation and falloff, based on the position of the vertices before deforming them, so it feels more like adding clay to the model. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6228 |
November 21, 2019, 17:02 (GMT) |
Clay Strips: Input pressure curve and new defaults By squaring the pen pressure and disabling BRUSH_SPACE_ATTEN the brush feels like it has a bigger strength range, wich makes it easier to control when applying less pressure in order to smooth sculpted surfaces. Each brush should have a custom input pressure curve by default to get an optimal behaviour and make all brushes consistent, but that is going to take some time to get it right. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6214 |
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, 16:55 (GMT) |
Sculpt/Paint: Dash Ratio and Dash Samples Dash Ratio and Dash Samples are brush properties to modify the strength of the brush during a stroke. This is useful to create dashed lines in texture paint or stitches in sculpt mode. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D5949 |
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 |
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