April 10, 2015, 15:56 (GMT) |
Merge branch 'cycles_memory_experiments' into gooseberry Conflicts: intern/cycles/blender/blender_sync.h |
April 10, 2015, 15:56 (GMT) |
Merge branch 'alembic' into gooseberry Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp |
Revision bf2856c by Sergey Sharybin (cycles_memory_experiments, gooseberry, gooseberry_farm, temp_motionpaths) April 10, 2015, 15:55 (GMT) |
Cycles: Experiment with culling objects based on the camera frustum The idea is to give artists a simplier way to control memory usage in such scenes as grass fields by doing automatic object culling based on whether they're visible in the frame or not. This is controlled on per-object level. In order to use this option few steps are required: - Allow renderer to use camera culling (Performance panel of render settings) - Set camera cull margin (measured in relative value to the render resolution) - Enable Camera Cull for objects which are desired to be culled (object culling option could be found in Option panel in object buttons). Interface decisions are not final for sure and to be refined if this option is considered good enough for production. Reviewers: juicyfruit, brecht, campbellbarton Subscribers: venomgfx, eyecandy Differential Revision: https://developer.blender.org/D1230 |
April 10, 2015, 15:50 (GMT) |
WIP new node type for workflow shaders |
Revision 1971b9a by Julian Eisel (temp_widgets_c++_experiment, temp_widgets_files_refactor, temp_widgets_update_tagging, UI-experiments, wiggly-widgets) April 10, 2015, 15:08 (GMT) |
Merge branch 'master' into wiggly-widgets |
Revision e732ede by Julian Eisel (temp_widgets_c++_experiment, temp_widgets_files_refactor, temp_widgets_update_tagging, UI-experiments, wiggly-widgets) April 10, 2015, 15:08 (GMT) |
Initial support for user defined Object Widgets Adds a Panel to the Object Context in the Properties Editor, currently only containing a Menu to Add widgets. The menu contains 4 items, Translate, Rotate, Scale and Custom, whereby we currently only draw a translate widget for all of them. So yes, basic drawing also works. Important is, that this makes it possible for users to attach custom widgets to Objects. (Only the manipulator for the selected object is drawn). |
April 10, 2015, 14:38 (GMT) |
Workflow shader data Hook the struct to more places. Now there is a button to choose a workflow instead of a draw type in the new viewport (still needs to be somehow sorted according to object mode) |
April 10, 2015, 13:00 (GMT) |
Add workflow shader ID to the system Only struct definitions here. Workflow is also set per 3d region. (We should be able to get a workflow per region just like current textured, solid etc modes can be set per 3D region) |
April 10, 2015, 12:27 (GMT) |
Merge branch 'master' into asset-experiments |
April 10, 2015, 12:26 (GMT) |
Add compositing and proper back drawing back to new viewport. |
April 10, 2015, 11:53 (GMT) |
Small fix for uninitialized variable (currently unused). |
April 10, 2015, 11:48 (GMT) |
Implemented alembic archive info as a stream callback and disabled popup and clipboard output. For a production-size archive the info string can become really large, and putting it into a buffer takes a long time. As a debugging tool the stdout printing is sufficient for now and can be done as a stringstream. |
April 10, 2015, 11:06 (GMT) |
Merge branch 'master' into gooseberry |
April 10, 2015, 10:47 (GMT) |
Merge branch 'master' into gooseberry Conflicts: source/blender/editors/space_view3d/drawvolume.c |
April 10, 2015, 10:34 (GMT) |
Use depsgraph tagging and notifiers to enforce dupli cache updates in the viewport. |
April 10, 2015, 09:55 (GMT) |
Explicit flags for toggling motion (from simulation) and child strands in both display and render of caches. |
April 10, 2015, 09:29 (GMT) |
Merge branch 'master' into temp_viewport_fx_merge Also tried to use gpuMatrix calls where possible in new code - might have missed a few places. Conflicts: source/blender/editors/space_view3d/view3d_edit.c source/blender/editors/transform/transform.c |
April 10, 2015, 08:03 (GMT) |
External forces in strand hair simulation. Arbitrary wind force "density" factor has been moved out of the force function now, so cloth simulation can do this on it's own without affecting the strand sim. |
April 10, 2015, 07:15 (GMT) |
Goal springs for cached strand simulation. In addition to the original particle hair sim settings the parameters for strand sim have a curve to define the strength of goal springs along strands. This useful because currently there is no way to override the weights of strands. This would require a new particle edit mode that can work with non-particle data in a sane way ... |
April 10, 2015, 05:25 (GMT) |
Bug fix : Fix viewport render issue |
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