April 3, 2015, 17:57 (GMT) |
Merge branch 'cycles_point_density' into gooseberry |
Revision f48e3cf by Lukas Toenne (cycles_point_density, gooseberry, gooseberry_farm, temp_motionpaths) April 3, 2015, 17:49 (GMT) |
Color support for point density texture in Cycles. This extends the point density evaluation to also store RGB color values in the array provided by Cycles. Since internally all Cycles textures are 4-float RGBA textures anyway, it does not make a lot of sense to store density and color separately. This could eventually be preferable to avoid unnecessary storage. |
April 3, 2015, 16:04 (GMT) |
Matrix API: explicitly set the matrix we tweak - much clearer this way and we may even use explicit stacks in the future. |
April 3, 2015, 15:32 (GMT) |
Merge branch 'alembic' into gooseberry Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp |
Revision 12a9993 by Julian Eisel (temp_widgets_c++_experiment, temp_widgets_files_refactor, temp_widgets_update_tagging, UI-experiments, wiggly-widgets) April 3, 2015, 15:07 (GMT) |
Merge branch 'master' into wiggly-widgets |
April 3, 2015, 13:51 (GMT) |
No declarations in for-loops and warning fixes for matrix pointers |
April 3, 2015, 13:18 (GMT) |
Added the major parameters for the hair simulation. This is basically copied from existing cloth sim settings, with a good deal of cleanup and sanitization. Unlike cloth parameters, the damping values are described as relative to their associated stiffness values for springs. This is much easier to use in practice and less prone to lead to unstable simulations. Damping simply works best when the force is in the same order of magnitude as the stiffness, so having a relative factor requires much less adjustment on the user side. |
April 3, 2015, 12:20 (GMT) |
Added effector weights for cache hair simulation. |
April 3, 2015, 12:18 (GMT) |
RNA for modifier struct subtypes. Also renamed StrandSimParams to HairSimParams, since strands are only the agnostic data structure, while these parameters are specifically used to simulate hair-like behavior. Other simulations could use strands but implement completely different kinds of physics (e.g. grass, ropes). |
April 3, 2015, 12:13 (GMT) |
Smaller strips not working for files with sequencer |
April 3, 2015, 11:58 (GMT) |
Merge remote-tracking branch 'origin/master' into multiview |
April 3, 2015, 10:32 (GMT) |
"Structural" spring forces for strands. These connect strand points to ensure constant length and form the main spring system in strand simulation. Note that parameters are still hardcoded. |
April 3, 2015, 10:32 (GMT) |
More changes to defines, add GPUx prefix to public API |
April 3, 2015, 10:13 (GMT) |
More compilation fixes - add new files for cmake, make files conform to old C (no declarations, use #ifdef instead or #if). |
April 3, 2015, 10:04 (GMT) |
Fix unfreed motion state memory when freeing strand data. |
April 3, 2015, 10:00 (GMT) |
Scalp animation support: copy strand root locations from the rest pose before performing a time step. |
April 3, 2015, 09:41 (GMT) |
Compile fixes for strict C - no declarations allowed in for loops and in middle of blocks. |
April 3, 2015, 09:38 (GMT) |
Pinning for strand roots. Note that roots are currently not animated. |
April 3, 2015, 09:28 (GMT) |
Use FPS value to sync the strand simulation time with the render time. Additionally the time can be scaled using the timescale parameter. |
April 3, 2015, 09:21 (GMT) |
Correct progression handling of the strands motion state through cache baking. For now this simply applies gravity and applies the basic hair solver for velocities and positions. |
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