Blender Git Statistics -> Developers -> miikah

Miika Hamalainen (miikah)

Total Commits : 140
Master Commits : 112
Branch Commits : 28
First Commit : May 24, 2011
Latest Commit : February 6, 2015

Commits by Month

DateNumber of Commits
February, 20152
January, 20150
December, 20140
November, 20140
October, 20140
September, 20140
August, 20140
July, 20140
June, 20140
May, 20140
April, 20140
March, 20140
February, 20140
January, 20140
December, 20130
November, 20131
October, 20130
September, 20131
August, 20134
July, 20130
June, 20130
May, 20138
April, 20132
March, 20134
February, 20133
January, 20132
December, 20122
November, 20121
October, 20124
September, 20120
August, 20127
July, 20126
June, 201213
May, 20124
April, 20121
March, 20121
February, 20121
January, 20125
December, 20115
November, 201114
October, 201111
September, 20117
August, 201110
July, 201113
June, 20117
May, 20111

Commit Distribution

PathNumber of Commits
master112
soc-2012-fried_chicken28
soc-2011-carrot1

Favourite Files

FilenameTotal Edits
dynamicpaint.c45
smoke.c36
rna_dynamicpaint.c27
properties_physics_dynamicpaint.py24
DNA_dynamicpaint_types.h20
readfile.c20
BKE_dynamicpaint.h15
pointcache.c14
render_texture.c12
FLUID_3D.cpp12

File Changes

ActionTotalPer Commit
Added90.1
Modified5353.8
Deleted10.0

Code Changes

ActionTotalPer Commit
Lines Added4 99753.2
Lines Removed3 48237.0

Latest commits Feed

Revision ca06c33 by Miika Hamalainen (master)
February 6, 2015, 20:05 (GMT)
Fix T43515: Initial velocity for fire bug

Visual representation of fire was generated before simulation step took place. This caused fire to essentially lag one simulation step behind, even though all emission areas were up to date.
Revision 1b85ca6 by Miika Hamalainen (master)
February 6, 2015, 19:23 (GMT)
Fix T42950: Smoke particle flow doesn't work with high res and subframes unless "set size" option is ticked.
Revision 5feb0d2 by Miika Hamalainen (master)
November 22, 2013, 13:25 (GMT)
Fix T37359: Dynamic Paint deletes inactive texture from smoke domain when using a material as brush color
Revision 771e607 by Miika Hamalainen (master)
September 22, 2013, 16:09 (GMT)
Fix [#36791]: Fire ignores force fields when smoke is set to 0.0
Revision 21d670e by Miika Hamalainen (master)
August 30, 2013, 09:59 (GMT)
Fix [#36600]: Smoke subframes not working with initial velocity
Revision 91d148b by Miika Hamalainen (master)
August 3, 2013, 09:46 (GMT)
Dynamic Paint: Added a new "smoothness" parameter for waves.

It greatly helps getting rid of that "noise" that occurs if you use really steep objects (like cubes) as a brush. New default value is 1.0 which is just high enough to only get rid of the sharpest spikes, so if you want really smooth waves it's better use higher values.

This also seems to "fix" bug [#35413].
Revision 9f1670c by Miika Hamalainen (master)
August 2, 2013, 16:39 (GMT)
Fix [#35541]: Point cache doesn't load existing frames from disk if cache file name is changed.
Revision ceaec3c by Miika Hamalainen (master)
August 1, 2013, 12:09 (GMT)
Fix [#36265]: Smoke doesn't work if domain object has negative scale.
Revision 8ebc246 by Miika Hamalainen (master)
May 28, 2013, 08:10 (GMT)
Fix: smoke initial velocity didn't work with the new custom size particles.
Revision 2345f0e by Miika Hamalainen (master)
May 21, 2013, 19:20 (GMT)
Fix: Smoke simulations of very high resolutions often produced weird results, as if smoke was colliding in an invisible wall.

This was caused by a "hack" Daniel Genrich introduced in his moving obstacles commit in r46050. I suppose it was originally added to prevent issues with too fast moving obstacles, but now it ended up limiting maximum velocity of higher resolution simulations.

Here is an comparision of 184 resolution simulation (simulation area limited by adaptive domain):
https://static.miikah.fi/blender/smoke_with_pressure_limit_hack.png
https://static.miikah.fi/blender/smoke_without_pressure_limit_hack.png


I now reverted that hack until a better solution is found. Daniel, can you check this out? Pressure was limited to maximum of dt * dx (= dt / res) which doesn't make sense to limit pressure based on grid resolution. Maybe better to limit with a constant factor instead?

MiikaHweb - Blender Git Statistics v1.06
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021