Blender Git Commits

Blender Git commits from all branches.

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June 15, 2010, 18:14 (GMT)
Render Branch: fix raycounter not working with new indirect light.

June 15, 2010, 18:12 (GMT)
Render Branch: small optimization to avoid calling material_in_material
too much in sss preprocessing pass.

June 15, 2010, 18:11 (GMT)
Render Branch: remove unnecessary call to ambient_occlusion().

June 15, 2010, 18:11 (GMT)
Render branch: tiny optimization in qmc sampler.

June 15, 2010, 17:45 (GMT)
June 14, 2010, 19:14 (GMT)
June 14, 2010, 17:31 (GMT)
missed this from last merge
June 14, 2010, 15:12 (GMT)
June 14, 2010, 11:19 (GMT)
Small hack just for my branch to get mesh VBOs working right with my drivers, which don't like glNormalPointer to use GL_SHORT for some reason.
June 14, 2010, 10:22 (GMT)
Render Branch: sss optimization, to share irradiance cache between materials
in preprocessing pass. This required fairly major changes, so that each tile
renders all sss materials, instead of each material rendering all tiles.

I tried further to do a single rasterization for all materials, but it changed
the results too much, for example eyes would be missing shadow at the sides
because occluded faces were included in the sss pass then and not contributing
any shadow. Unfortunate because it helped performance quite a bit as exactly in
these cases the irradiance caching needs to take more samples.

June 13, 2010, 17:09 (GMT)
June 12, 2010, 15:05 (GMT)
== Rotate Brush ==
* Beginnings of a rotate brush

== Pen Enhancements ==
* Can apply pen pressure to size and strength with snake-hook
* Can apply pen pressure to size with grab
June 12, 2010, 12:16 (GMT)
== Normal Weight for Snake Hook ==

June 12, 2010, 11:57 (GMT)
== Autosmooth & Snake Hook Tool ==
* Autosmooth - automatically apply smoothing after a stroke. this is important to keep snake hooks from deforming badly
* The autosmooth factor is soft limited from 0-1 and hard limited from 0-4
* Known Bug: grab does not currently play nice with symmetry, You can use snake hook for now to get the same effect but you have to be more careful
* some formatting changes in pbvh.c
* made it so that what you grab be pulled out to where the mouse cursor is if you have the normal_weight slider set to 0

* BUG FIX: fixed a bug present in this branch and the trunk where the
bounding boxes of the original data was always used instead of the
newly calculated bounding boxes of edited data. This is what was
causing the mesh to rip apart under certain circumstances.
June 11, 2010, 21:53 (GMT)
Material IDs work with nodes now; the id defaults to the
containing material's id, but you can also specify an
id mask output node if you want.
June 11, 2010, 12:40 (GMT)
June 11, 2010, 11:56 (GMT)
== Snake Hook Brush ==
Don't expect too much. I think the brush exposes a flaw in the way that nodes are searched that causes gaps to appear in the mesh. This is similar to what happens when you use a strong brush in a space where the nodes you are sculpting are not completely connected within the radius of the brush.

A quick hack to make this workable was to combine the brush with smooth so that it eliminates most of the artifacts and stitches together any gaps that appear.
June 11, 2010, 10:27 (GMT)
== Grab, Nudge, and Thumb Brushes and Pen Fixes ==
* Removed 'yank' brush, its behavior is completely replicable with Grab
* Grab Brush Fix
** Grab brush now behaves much like the one in Sculptris with the "Limit" option turned on.
** there is now a slider that allows the surface normal to be added to the direction of the grab, good for pulling things more out then sideways
** the vector for the slider is determined by the setting of 'original normal'
** the direction when grab is negated is now more intuitive (only really has an effect if the surface normal is mixed in)
** radius of brush now temporarily increases 2x when using grab
** removed strength slider for grab
* Nudge Brush
** can be used to move geometry in the plane of the normal as determined by calc_area_normal (means that it obeys 'original normal'
** with a smooth curve it drags geometry around and distorts it
** wit a harder curve it moves geometry without distoring it much
* Thumb Brush
** like nudge, but anchored
** Pen
* Properly linked up pen pressure to the appearance of the cursor
* The spaced stroke tool now takes into account the change of size caused by pen pressure, resulting in much smoother lines at lower pressure
- This highlights the need for space to interpolate more than just spacing, it also needs to interpolate size and strength, so this will be implemented in the future.
- Also, pressure needs to be smoothed out, but this should probably be done at a lower level
* Misc.
** Increased the hard limit of strength from 1 to 10. Keep in mind the the strength is squared so 10 is 100 times stronger.
** If strength is greater than one due to multiplier or exceeding the soft limit, the cursor does not get any thicker or darker than it is at one
June 10, 2010, 19:10 (GMT)
June 10, 2010, 18:20 (GMT)
* Initial support for dynamically-sized Griddata from subsurf.

CCGSubsurf internally already fully supports vertdata of any size. This commit basically extends that support to all the code using the output of subsurf (with dm->getGridData).

For now, two types of grid data are set up: coords+normals with masks, and coords+normals without masks. More types to come.

For future reference, emacs find/replace regexps used to make some of the changes:

(data|subgrid|grid|edgeData|faceGridData)[(.*?)].(co|no|mask)
GRIDELEM_,(upcase 3)_AT(1, 2, gridkey)

&(diffGrid|gridA|gridB|faceGridData|gridData[i]|lowGridData[i])[(.*?)]
GRIDELEM_AT(1, 2, gridkey)

(vi.grid|vd|a|b|vda|vdb)->(co|no|mask)
GRIDELEM_,(upcase 2)(1, gridkey)

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021