Blender Git Commits

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June 6, 2015, 22:52 (GMT)
Decrease tolerance for vector grids due to possible loss of data.
June 6, 2015, 21:04 (GMT)
fix: limit speed transfer to dynamic objects only, caused severe glitches with prefractured objects
June 6, 2015, 13:50 (GMT)
fix : fast bisect algorithms caused misbehavior when refracturing, also removed the forced settings (Mesh shape, constraints) with fractal boolean
June 6, 2015, 13:37 (GMT)
Merge branch 'master' into UI-graphical-redesign
June 6, 2015, 12:59 (GMT)
Increase tolerance value used for copying a dense array to a sparse
grid.

This doesn't affect low resolution grids much but makes a real
difference for high res grids, as it only considers values real close to
the actual smoke or fire.

Although it might be a bit high of a value, it gives some nice file
sizes going from 106.6 Mb down to 37.7 Mb (pointcache: 264.3 Mb) in a
simple simulation with a base res of 128 and a high res of 2.
June 6, 2015, 10:19 (GMT)
Fix Clip Editor not using correct scrollbars in Graph/Dopesheet view
June 6, 2015, 09:19 (GMT)
fix: display glitch when triggering shards due to own error in pointcache
June 5, 2015, 20:55 (GMT)
Merge branch 'UI-graphical-redesign' into UI-experiments
June 5, 2015, 20:55 (GMT)
Merge branch 'master' into UI-graphical-redesign
June 5, 2015, 20:54 (GMT)
Merge branch 'master' into UI-experiments
June 5, 2015, 20:54 (GMT)
A first Menu/Popup redesign

Based on this mockup by @venomgfx: http://wiki.blender.org/index.php/
User:Venomgfx/User_Interface#Menu_Item_.26_Menu_Back

Main changes:
* Draw background for menu title in a different color (currently
hardcoded darker) instead of using a separation line
* Align submenu triangle icons vertically and add some extra space for
them so that they are not squashed in to the line (means shortcut text
is now always vertically aligned as well)
* More modern submenu triangle icon drawing
* Draw separation lines a bit more visible
* Don't add extra icon padding if the menu doesn't contain any icons
(text in menus often used to have some padding on the left so that the
text is nicely aligned even when some entries had icons in front of it.
This is all fine but wasn't needed/looked weird if there isn't any menu
entry with an icon at all - e.g. 3D View "Select" menu, most of the RMB-
menus)
* Cleanup

Screenshots:
* https://developer.blender.org/F185706
* https://developer.blender.org/F185707
* https://developer.blender.org/F185708
June 5, 2015, 20:24 (GMT)
Merge branch 'master' into openvdb
June 5, 2015, 20:24 (GMT)
Fix grid clipping resulting in empty trees.

Issue was that the grids didn't have a transform set when clipping was
happening. As the clip operator copies the transform (here an invalid
one) from the grid to the mask if their tranforms mismatch, the
operation resulted in an invalid/empty tree.

(Best explanation I can give so far.)

Also for some reason exporting the obstacles field doesn't work anymore,
so it is disabled for now, and so is clipping for it as it doesn't make
sense to clip the obstacles based on the density field.
June 5, 2015, 20:24 (GMT)
Draw a voxel in the viewport along with the smoke domain.

This helps a bit choosing a good resolution. Might be for development/
debug only, but it wouldn't hurt leaving it to help users.
June 5, 2015, 20:24 (GMT)
Use multithreading when doing an export.
June 5, 2015, 20:24 (GMT)
Cycles: first pass at using VDB ray intersectors for ray marching.

The idea behind them is to avoid unnecessary ray marching by frog
leaping empty space. The only requirement for it to work is to have a
grid whose voxels are uniform, otherwise Cycles' default ray marching is
used.

For now the code has a some issues and dark sides to it:
- it only works if there is a single object containing vdb volumes in
the scene
- for a given file, only the grid named "density" (case insensitive) is
used for intersection, it's not clear how to handle multiple grids in
this case (maybe we coiuld let the user set which one to use?)
- the ray march loop is a total duplicate of the default one, this will
be addressed later on
- some leaf nodes are missing when using large volumes, the issue might
be the early exit due to the check to see if light was totally absorbed
or not

Here's some render tests:
Dense volume: http://www.pasteall.org/pic/89090
VDB with intersection: http://www.pasteall.org/pic/89092
June 5, 2015, 19:22 (GMT)
fix: reducing the shard count didnt work with new, faster refracture method in prefracture
June 5, 2015, 17:23 (GMT)
dynamic fracture: some crash fixes when changing between prefractured and dynamic mode (memory was partially overwritten instead of cleared)
June 5, 2015, 14:47 (GMT)
Do not show fps while scrubbing.
June 5, 2015, 14:31 (GMT)
Do not store frame change in undo stack (causes much waiting for
animators in heavy scenes)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021