July 20, 2016, 17:45 (GMT) |
Merge branch 'master' into alembic_basic_io |
July 20, 2016, 17:45 (GMT) |
Avoid updating the whole scene when updating cache file dependencies. This is only effective when enabling the new dependency graph, for the old depsgraph, we still update the whole scene. |
July 20, 2016, 17:43 (GMT) |
Depsgraph: add relations between cache files and transform cache constraints. |
July 20, 2016, 17:28 (GMT) |
Make use of the SubD reader. |
July 20, 2016, 17:28 (GMT) |
Implement granular data reading. This adds a new flag to the ImportSettings to tell what data is to be read (verts, faces, uvs and mcols currently) to be speed data reading up a bit. Eventually this coul also be exposed in the modifier's UI. |
July 20, 2016, 15:57 (GMT) |
Added (initial) random rotation for uv islands This also introduces a new user-controllable operator parameter "rotation steps" |
July 20, 2016, 11:45 (GMT) |
minor fix for secondary clip open button know issue: cannot desync primary clip and secondary clip |
July 20, 2016, 11:31 (GMT) |
make a open secondary clip button |
July 20, 2016, 10:15 (GMT) |
Node API for generating hair deformation GLSL code. This is just a stub atm. The BVM system will use nodes to generate a GLSL function, which can then be inserted into and compiled with a framework shader. The deformation function itself is just a simple expression (with autodiff for tangents), so it doesn't need to know about the topology of index buffers and the like. |
July 20, 2016, 10:14 (GMT) |
Smarter handling of debug_mode enum in the debugging utility script. |
July 20, 2016, 10:13 (GMT) |
New code generator for GLSL code. This can be used as part of shaders. |
July 20, 2016, 09:13 (GMT) |
Added a roughness parameter for refractions (for scattering of the rays within an object) With this, one can create a translucent material with a smooth surface and with a milky look. The final refraction roughness has to be calculated using the surface roughness and the refraction roughness because those two are correlated for refractions. If a ray hits a rough surface of a translucent material, it is scattered while entering the surface. Then it is scattered further within the object. The calculation I'm using is the following: RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness) |
July 20, 2016, 08:36 (GMT) |
Merge branch 'strand_gpu' into strand_nodes |
July 20, 2016, 08:22 (GMT) |
Merge branch 'master' into soc-2016-multiview |
July 20, 2016, 07:45 (GMT) |
Merge branch 'strand_editmode' into strand_gpu |
Revision 07cffae by Lukas Toenne (hair_guides, hair_guides_grooming, hair_object, strand_editmode, strand_gpu, strand_nodes, tmp_hair_curves) July 20, 2016, 07:44 (GMT) |
Fix for uninitialized v_mirr variable when using edge strokes with mirroring. |
July 20, 2016, 07:34 (GMT) |
added c api functions for liquid grid io |
July 19, 2016, 23:36 (GMT) |
WIP Simulated Annealing Store/Restore last best solution |
July 19, 2016, 22:12 (GMT) |
Merge remote-tracking branch 'origin/master' into gsoc2016-improved_extrusion |
July 19, 2016, 22:11 (GMT) |
Curves: Trim operator Fixed memory leaks (WIP). |
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