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Blender Git "sculpt-mode-features" branch commits.

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June 16, 2019, 21:01 (GMT)
Merge branch 'master' into sculpt-mode-features
June 11, 2019, 13:28 (GMT)
Pose tool: Mask expand operator

This operator is designed to use with the transform.rotate tool to
create a pose tool. It generates a mask from the active vertex,
following the topology of the mesh.

The operator has two modes. It can expand the mask to the vertex under
the cursor or to a certain number of iterations. All the iterations are
cached when the operator is invoked, so it should be usable with high
poly meshes.

I also included some hardcoded mask operations when the operator
finishes. In the future, this could be included as an operator macro if
it does not have a significant performance penalty (like redrawing all
nodes each time a new operator is invoked).

It does not support symmetry and it only works with meshes (no dyntopo
or multires).

I also fixed some bugs in the transform code that were breaking EEVEE
compatibility. Undo system still fails sometimes.
June 7, 2019, 14:27 (GMT)
Mask filter: Dirty and constrast mask filters

The funcionality should be the same as the dirty vertex colors operator.
This filter can be used to generate cavity mask for sculpting and
painting. I also added a contrast filter to control the cavity mask.
The contrast filter can be implemented with a real time preview in a
future version instead of incrementing the contrast with fixed steps.
June 5, 2019, 14:09 (GMT)
Fix EEVEE/LookDev viewport updates with filter tools
June 2, 2019, 21:01 (GMT)
Fix build after last commit

I forgot to add a couple of files
May 31, 2019, 21:10 (GMT)
Merge branch 'master' into sculpt-mode-features
May 31, 2019, 20:46 (GMT)
Sculpt vertex colors: Color filter tool

This tool allows the manipulation of all the colors stored in the
vertices at once. Behavior and implementation are similar to the mesh
filter tool. Sculpt vertex colors are not connected to the renderer, so
the viewport does not update when EEVEE/Cycles is enabled.
I also added some separators to the toolbar to separate brushes from
filters.
May 31, 2019, 14:02 (GMT)
Merge branch 'master' into sculpt-mode-features
May 20, 2019, 22:59 (GMT)
Merge branch 'master' into sculpt-mode-features
May 20, 2019, 22:29 (GMT)
Mask filter: add mask filter tool with iterations

Now it is possible to test the operator without editing the keymap.
By changing the iterations of the filter it should be possible to avoid
adding an unnecessary amount of undo steps when working with high poly
meshes.
May 20, 2019, 16:49 (GMT)
Fix Windows build
May 19, 2019, 16:10 (GMT)
Sculpt mode transform tool: Initial implementation

Work in progress...
- Scaling and orientations are not implemented yet.
- The "move pivot only" option is ignored when the tool is used from the
gizmo.
- Only meshes, no multires or dyntopo.

This commit also includes the operator to set the pivot point position
automatically as well as a refactor of the mesh filter cache to be shared
with the transform tool.
May 15, 2019, 14:28 (GMT)
Sculpt: Mask by color operator

Similar to mask by normal, this operator generates a mask based on the
color of the active vertex.
May 15, 2019, 12:46 (GMT)
Mesh Filter: Multithreaded initialization and masked node filtering

This should improve performance a lot, making the tool usable on several
millions of vertices. If the mesh is partially masked, only the unmasked
nodes are going to be processed, so it is possible to isolate parts of a
high poly mesh using the mask and work with them in real time.

I also changed the random displacement initialization to avoid
allocating a huge amount of memory (it wasn't really necessary)
May 14, 2019, 21:42 (GMT)
Mesh Filter: Init random displacement only once

The random mesh filter should be much faster now, and it should not do
weird things when adjusting the strength.
May 14, 2019, 17:25 (GMT)
Mesh Filter: Initial work for relax mesh filter

The mesh filter tool now manages its own orco cache, so there is no need
for a global orco mode using the pbvh proxies. The tool should be much
faster than before.
The code for the relax mesh filter is there, but it is disabled in the
interface until the algorithm is finished.
May 13, 2019, 22:38 (GMT)
Cleanup: comments formatting
May 13, 2019, 22:35 (GMT)
Relax Brush: Initial implementation

Work in progress. This still has a lot of bugs and I'm not sure if this
approach is the best for this kind of smoothing. The current
implementation can't handle poles with 5 vertices or more, so it doesn't
work properly with the result of the voxel remesher. It does not support
multires.
Also, I'm using gsets to store the smoothing groups. I'm sure that there
is a better way to do it. If for some reason someone enters sculpt mode
and touches a pole with 30 vertices it should not crash, but it adds an
unnecessary overhead when working with properly constructed quad meshes.
May 6, 2019, 16:19 (GMT)
Merge branch 'master' into sculpt-mode-features
April 29, 2019, 01:48 (GMT)
Fix crash on mesh filters
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021