January 19, 2015, 19:27 (GMT) |
Support in Cycles for the extra spiral keys in hair paths. |
January 19, 2015, 19:27 (GMT) |
Nicer calculation of the kink axis and result of the spiraling for negative radius. |
January 19, 2015, 19:27 (GMT) |
Removed unused old code. |
January 19, 2015, 19:27 (GMT) |
Disable the path length check for spiral kink mode. This test is terribly expensive for some reason and not necessary for for the spiral mode anyway. |
January 19, 2015, 19:26 (GMT) |
Fix for calculation of the key velocity on the last child hair segment. |
January 19, 2015, 19:26 (GMT) |
Another crappy approach to spirals on hairs, crazy expensive though. Conflicts: source/blender/blenkernel/intern/particle.c |
January 19, 2015, 19:26 (GMT) |
Spiral kink mode for particles. This is BAD code, but the particle kinking does not make it easy to write a non-local modifier that requires neighboring positions, curvature, etc. The feature is needed for Gooseberry. |
January 19, 2015, 19:26 (GMT) |
Optional clumping noise feature for simulating twisted hair strands. This adds another level of clumping on child hairs. When enabled, child hairs chose a secondary clumping target using a Voronoi pattern. This adds visual detail on a smaller scale, which is useful particularly when the number of parents is relatively small. Natural fibres behave in a similar way when they become sticky and intertwined. Hairs close to each other form a first twisted strand, then combine into larger strands. Similar features can be found in ropes: http://en.wikipedia.org/wiki/Hair_twists http://en.wikipedia.org/wiki/Rope Conflicts: source/blender/blenloader/intern/versioning_270.c |
January 19, 2015, 19:25 (GMT) |
Disable scope updates in texture and image paint modes. Scope update is very slow for high resolutions, and currently blocks the UI thread(!). This is especially terrible in paint modes, where each stroke causes a scope update and unacceptable freezing. The scopes update method tries to avoid this somewhat by skipping if the toolbar is disabled, but this doesn't help when painting where brush tools etc. are frequently needed. It's also a bad-level poll, with the core system accessing a UI element. Eventually scope updates should become a low-priority background job, as well as becoming threaded. Until then this polling provides a usable workaround to the most outrageous cases. |
January 19, 2015, 19:25 (GMT) |
Curve-based control for "roughness" (noise displacement) of child hair. |
January 19, 2015, 19:25 (GMT) |
Curve-based control for child path tapering. This is an alternative method to the current fixed function with a clump factor and "shape" parameter. This function is quite limited and does not give the desired result in many cases (e.g. long, parallel rasta strands are problematic). So rather than trying to add more parameters there is now a fully user-defined optional curve for setting the tapering shape. |
January 19, 2015, 19:25 (GMT) |
Moved kink, clump and roughness functions into the dedicated source file. |
January 19, 2015, 19:25 (GMT) |
Reorganizing hair child code a little bit to make it not totally insane. This contains a few pieces of code for a future "modifier" system that would allow more flexible combination of effects. Eventually a node system is the way to go, but the current code makes that impossible. |
January 19, 2015, 19:25 (GMT) |
Separate context freeing from task freeing in threaded particle updates to prevent double-freeing/invalid mem access. This can happen with the "virtual parents" feature, which generates both parent and child paths. Each task free function also freed the shared context, leading to double freeing. |
January 19, 2015, 19:24 (GMT) |
Properly register the `mathutils.interpolate` submodule. |
January 19, 2015, 19:24 (GMT) |
Fix for invalid access to undefined hair data in edge-only cloth meshes. Cloth data is used both for hair and actual cloth, which makes things really difficult. The face number was used for distinguishing the two types (no faces == hair mesh), but the extra hair data necessary for hair sim is generated by particles and not available for edge-only cloth meshes. This really needs to be sanitized ... Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp |
January 19, 2015, 19:21 (GMT) |
Presets for hair dynamics. This is necessary because the hair dynamics settings are not part of the ParticleSettings datablock, but part of the convoluted cloth modifier inside the particle system struct. In the future this will be recoded properly, but in the meantime presets provide a simple an unobtrusive way to have reusable dynamics settings for hair. Conflicts: release/scripts/startup/bl_ui/properties_particle.py |
January 19, 2015, 19:20 (GMT) |
Radical simplification of the wind effect on hair, since the previous approach does not work very well. Using a cross section estimate still causes large oscillations due to varying hair force based on angles. It also requires a sensible hair thickness value (particle radius) which is difficult to control and visualize at this point. The new model is based purely on per-vertex forces, which seems to be much more stable. It's also somewhat justified by the fact that each hair vertex represents a certain mass. Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp |
January 19, 2015, 19:20 (GMT) |
Fix for wind force function call. |
January 19, 2015, 19:18 (GMT) |
Improved force field effects on hair strands. The previous calculation was modulated with the angle between the wind direction and the segments, which leads to very oscillating behavior. Now the formula includes an estimate for the geometric cross section of a hair segment based on the incident angle and the hair thickness (currently just the particle size). This gives a more stable behavior and more realistic response to wind. Conflicts: source/blender/blenkernel/intern/particle_system.c source/blender/physics/intern/BPH_mass_spring.cpp |
|