Blender Git Commits

Blender Git "gooseberry" branch commits.

Page: 34 / 103

April 13, 2015, 14:18 (GMT)
Merge branch 'master' into gooseberry

Conflicts:
source/blender/blenloader/intern/versioning_270.c
April 13, 2015, 13:58 (GMT)
Merge branch 'master' into gooseberry
April 13, 2015, 12:31 (GMT)
Merge branch 'master' into gooseberry

Conflicts:
source/blender/blenloader/intern/versioning_270.c
April 13, 2015, 10:49 (GMT)
Merge branch 'alembic' into gooseberry
April 13, 2015, 10:48 (GMT)
Alembic: Fix compilation error with alembic disabled

Was a mismatch in stub factory methods, presumably after some recent
changes in hair/strands.
April 12, 2015, 12:41 (GMT)
Merge branch 'alembic' into gooseberry

Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
April 12, 2015, 12:39 (GMT)
Fix for broken and messy particle time values to get consistent caches.

Particles use 0..100 range for parent particle "times" (curve parameter)
and 0..1 for children. For caches this is now uniformly calculated in
the 0..1 range to avoid breaking child interpolation.
April 11, 2015, 19:51 (GMT)
Used the mass parameter for hair simulation.
April 11, 2015, 19:50 (GMT)
Optional force and jacobian return values from angular bending springs,
for occasional debugging.
April 11, 2015, 15:32 (GMT)
Merge branch 'alembic' into gooseberry
April 11, 2015, 15:31 (GMT)
Fix for install_deps script: declare "skip-alembic" as a formal
parameter or it won't be parsed at all.
April 11, 2015, 12:04 (GMT)
Fix for missing function argument commented out during cleanup.
April 11, 2015, 10:44 (GMT)
Child strand deformation based on parent motion states when reading from
caches.

This allows child strands to follow the motion of parent strands as
calculated by the hair simulation. Unlike the particle system path
caching, this method does not regenerate all the children every frame.
Instead, it relies on an initial child setup that defines the base
shape, then applies the parent motion as a weighted linear deformation.

The result is in fact the same as with regular particle clumping, kink,
roughness etc.. Particles also take care to not change the child shape
when the parent moves, but this is not formalized anywhere (which makes
changing particle code quite difficult). So ignoring the particle code
is both permissible and efficient.
April 11, 2015, 10:38 (GMT)
Fix for stupid particle times.

Normalize particle 'time' values to 0..1 range when writing to cache,
anything else is useless.
April 10, 2015, 18:20 (GMT)
Cycles: free mesh BVH after packing the scene BVH

The idea is to avoid having original BVH and BVH packed into scene BVH and hence
reduce memory footprint.

This change doesn't give any measurable differences on it's own, but together
with D1215 and D1217 it gives quite nice results.

Reviewers: campbellbarton, brecht, juicyfruit

Subscribers: eyecandy

Differential Revision: https://developer.blender.org/D1218
April 10, 2015, 18:19 (GMT)
Cycles: Synchronize images after building mesh BVH

This way memory overhead caused by the BVH building is not so visible and peak
memory usage will be reduced.

Implementing this idea is not so straightforward actually, because we need to
synchronize images used for true displacement before meshes. Detecting whether
image is used for true displacement is not so striaghtforward, so for now all
all displacement types will synchronize images used for them.

Such change brings memory usage from 4.1G to 4.0G with the 01_01_01_D scene
from gooseberry. With 01_01_01_G scene it's 7.6G vs. 6.8G (before and after
the patch).

Reviewers: campbellbarton, juicyfruit, brecht

Subscribers: eyecandy

Differential Revision: https://developer.blender.org/D1217
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
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, 11:53 (GMT)
Small fix for uninitialized variable (currently unused).
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021