Revision d8897be by Brecht Van Lommel March 18, 2020, 12:31 (GMT) |
Fix headless and Python module build after recent alert icon changes |
Revision 0af739a by Antonio Vazquez March 18, 2020, 12:16 (GMT) |
GPencil: Remove duplicated Mode parameter from Color Subpanel in Vertex Paint This parameter is now at Brush level, so it was duplicated in the Color panel. |
Revision e843d4e by Germano Cavalcante March 18, 2020, 12:10 (GMT) |
Cleanup: Rename variables |
Revision b81b127 by Antonio Vazquez March 18, 2020, 12:06 (GMT) |
GPencil: Remove background to Dopesheet buttons This was missing in previous commit. |
Revision dd41668 by Julian Eisel March 18, 2020, 11:53 (GMT) |
Fix BPY enum property definiton failing if items contain spaces Mistake in 03a4d3c33f82, turns out this actually is called from BPY (which I didn't think it was). So only error out during makesrna, not at runtime. |
Revision 406026a by Campbell Barton March 18, 2020, 11:28 (GMT) |
Cleanup: spelling |
Revision c3651ad by Brecht Van Lommel March 18, 2020, 10:23 (GMT) |
Tests: add OpenVDB volume tests |
Revision 7537cad by Brecht Van Lommel March 18, 2020, 10:23 (GMT) |
Volumes: add render settings for volume datablock * Space: volume density and step size in object or world space * Step Size: override automatic step size * Clipping: values below this are ignored for tighter volume bounds The last two are Cycles only currently. Ref T73201 |
Revision 1162ba2 by Brecht Van Lommel March 18, 2020, 10:23 (GMT) |
Cycles: change volume step size controls, auto adjust based on voxel size By default it will now set the step size to the voxel size for smoke and volume objects, and 1/10th the bounding box for procedural volume shaders. New settings are: * Scene render/preview step rate: to globally adjust detail and performance * Material step rate: multiplied with auto detected per-object step size * World step size: distance to steo for world shader Differential Revision: https://developer.blender.org/D1777 |
Revision 9d20f17 by Brecht Van Lommel March 18, 2020, 10:23 (GMT) |
Revision 994eb1e by Brecht Van Lommel March 18, 2020, 10:23 (GMT) |
Cycles: support rendering new Volume object type Voxels are loaded directly from the OpenVDB grid. Rendering still only supports dense grid, so memory usage is not great for sparse volumes, this is to be addressed in the future. Ref T73201 |
Revision 006025e by Brecht Van Lommel March 18, 2020, 10:23 (GMT) |
Cycles: support for different 3D transform per volume grid This is not yet fully supported by automatic volume bounds but works fine in most cases that will have mostly matching bounds. Ref T73201 |
Revision fd53b72 by Brecht Van Lommel March 18, 2020, 10:23 (GMT) |
Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud Only the volume drawing part is really finished and exposed to the user. Hair plugs into the existing hair rendering code and is fairly straightforward. The pointcloud drawing is a hack using overlays rather than Eevee and workbench. The most tricky part for volume rendering is the case where each volume grid has a different transform, which requires an additional matrix in the shader and non-trivial logic in Eevee volume drawing. In the common case were all the transforms match we don't use the additional per-grid matrix in the shader. Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6955 |
Revision b0a1cf2 by Brecht Van Lommel March 18, 2020, 10:23 (GMT) |
Objects: add Volume object type, and prototypes for Hair and PointCloud Only the volume object is exposed in the user interface. It is based on OpenVDB internally. Drawing and rendering code will follow in another commit. https://wiki.blender.org/wiki/Source/Objects/Volume https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES build option. These are unfinished, and included only to make it easier to cooperate on development in the future and avoid tricky merges. https://wiki.blender.org/wiki/Source/Objects/New_Object_Types Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6945 |
Revision 8dcfd39 by Brecht Van Lommel March 18, 2020, 10:23 (GMT) |
UI: add new icons for Volume, Hair and PointCloud |
Revision 12720d8 by Antonio Vazquez March 18, 2020, 10:12 (GMT) |
GPencil: Cleanup int comparisons |
Revision 3501944 by Antonio Vazquez March 18, 2020, 09:19 (GMT) |
GPencil: Invert Dopesheet icons to same order than properties panel |
Revision 084bf7d by Alexander Gavrilov March 18, 2020, 08:55 (GMT) |
Weight Paint: Implement a new Lock-Relative mode. This check box alters how weights are displayed and painted, similar to Multi Paint, but in a different way. Specifically, weights are presented as if all locked vertex groups were deleted, and the remaining deform groups normalized. The new feature is intended for use when balancing weights within a group of bones while all others are locked. Enabling the option presents weight as if the locked bones didn't exist, and their weight was proportionally redistributed to the editable bones. Conversely, the Multi-Paint feature allows balancing a group of bones as a whole against all unselected bones, while ignoring weight distribution within the selected group. This mode also allows temporarily viewing non-normalized weights as if they were normalized, without actually changing the values. Differential Revision: https://developer.blender.org/D3837 |
Revision 82c51d0 by Campbell Barton March 18, 2020, 03:21 (GMT) |
Modifier: skip calling MOD_deform_mesh_eval_get This is only needed in certain cases. When testing performance improvements to the modifier stack it's useful to bypass this function. |
Revision 7ba403d by Julian Eisel March 17, 2020, 21:23 (GMT) |
Fix typo causing compile error with WITH_XR_OPENXR disabled |
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